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		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255521</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255521"/>
		<updated>2020-11-04T04:23:23Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updated to 2.68&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.68)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
===Cultivator Cyborgs===&lt;br /&gt;
If you aren't born an immortal posthuman, then you're likely an organic life form. And if you're an organic life form, then you're doomed to a short, miserable life on a world that you no longer dominate, unless you are one of the few who can command the teeming hordes of mortal soldiers to match the monsters of the current era. However, for those who refuse to be content with mediocrity, a second path awaits. Through studying the datasphere and converting portions of your biology into computronium (essentially, a highly efficient computational matrix), one can surpass their original form to become a cultivator cyborg, one who perpetually strives to gain full understanding of the datasphere and mastery of the nanomechanic cloud that permeates the solar system, learning powerful martial techniques and gaining physical upgrades as they grow more experienced. It is a difficult journey, and few ever find full attainment, much less discover even one technique. However, those who do are powerful indeed, and not to be trifled with. For not only do they unlock the mysteries of cyberization, but so do their progeny. Any being that becomes a cultivator cyborg effectively has the potential to found a powerful dynasty of inhuman cybernetic demigods, demigods who influence much of life on this shattered planet.&lt;br /&gt;
&lt;br /&gt;
===The Pale Star Cult===&lt;br /&gt;
Humanity is not alone in the void. There is life across countless worlds, civilized and not, though due to the way most develop cloaked information transmissions and wormhole-derived transports it is most difficult to find evidence of them unless they wish to reveal themselves to you, or you simply stumble across an inhabited planet. However, a large portion of the space around humanity is devoid of what we would recognize as rational life, and there is a terrible reason behind this. For just outside the vision of men, whose light rays only have recently reached our planet, there is a star. And this star thinks.&lt;br /&gt;
&lt;br /&gt;
It is a sapient being, a massive calculating engine whose otherworldly spectrum of light allows for the instant transmission of information from its core to anywhere its rays reach. It plants unnatural thoughts in the minds of those who spend too long staring at its baleful green glow, and soon enough they find themselves under its thrall completely. The Pale Star grants incredible power of its own, but robs the user of their will in enough time, always resulting in a hollowed-out thing of burning flame, which amplifies its light and the reality-warping power it bestows. There are whole worlds, in the black, wreathed in green coronas of fire, perpetually feeding off of a writhing mass of flesh that was once that planet's population. It uses these lantern worlds to further its reach, and increase its intelligence. Earth, however, has proven a tougher nut to crack. The sheer insanity of its growth and collapse, spawning inhuman horrors which can lay low the best of its war-forms, has prevented it from subsuming this world as it has dozens of others. For now, it simply remains a lurking shade, waiting for the chance it can bring this planet to its knees, and birth a cruel new existence from its ashes.&lt;br /&gt;
&lt;br /&gt;
===The Datasphere===&lt;br /&gt;
The Datasphere is the term for the electronic world that permeates the material one, perpetually surrounding the entire solar system in the form of a network of nanomachines that act as a literal cloud-computer, hanging in the sky and saturated into the ground, bringing ever-present power and knowledge to those who can properly tap into it. The 'gods' people worship, for example, are very real, but are in fact simply powerful intelligences which exist as disembodied beings in the Datasphere. They could be ascended humans who have left the material realm, or beings born into it, or both, or something else. None can say for certain, but all know that by studying and communing with them one can gain incredible power.&lt;br /&gt;
&lt;br /&gt;
Ghosts, too, are akin to this. They are swarms of nanomachines which congregate around intense emotion in the datasphere, like the last moments of a living person. They can exert deadly force and are notoriously difficult to get rid of, so the best option is to just inter the body and put the last emotions of the victim to rest. It should be noted the ghost is not actually them, but just an echo formed by the final thoughts of the dying being.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that a corpse, if properly preserved, may retain traces of the original owner's psyche. As long as the body remains more or less intact, there is rumored to be a technique capable of restoring them to full health. But is it truly the same person who died, or merely a perfect duplicate with the same memories? Who can say.&lt;br /&gt;
&lt;br /&gt;
===[[Modification:The Long Night: Creatures#Bioframes|Bioframes]]===&lt;br /&gt;
Bioframes inspire terror and awe across the world. As some of the most advanced and sophisticated weapon systems ever produced, they are without a doubt among the greatest remaining relics of the Solar Empire's military might. Intelligent, fast, strong, and armored with powerful defenses, they are any civilization's trump card. They can also be modified to function with a pilot enclosed in its womb-cockpit, or function autonomously. Either way, few things are as terrifying as being stared down by a bioframe in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
There are also greater variations of bioframes in the form of Autonomous Dragon Weapons, but these monsters are wild and untamed, their strength such that no nation has been able to gain control of one. Unlike standard bioframes, these creatures are regarded only with fear, due to the horrendous destruction they leave in their path. &lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Technomancy|The Long Night: Technomancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Adventure Mode|The Long Night: Adventure Mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255520</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255520"/>
		<updated>2020-11-04T04:23:00Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add ADW explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.68&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Sapient Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, insanely powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance.&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Cranial implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Creature Name&lt;br /&gt;
! Demeanor&lt;br /&gt;
! Material Source&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Pet&lt;br /&gt;
! Trainable&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Value Mult.&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Dog ||  || L || 30000 || 20 || 30 || yes || domestic, yes || 1 || none || - || &lt;br /&gt;
|-&lt;br /&gt;
| Cat || benign || L || 5000 || 20 || 20 || yes || domestic || 1 || none || - || vermin hunter, adopts owners&lt;br /&gt;
|-&lt;br /&gt;
| Sheep || benign || L || 50000 || 20 || 100 || yes || domestic || 1 || none || - || grazer, shearable, milkable&lt;br /&gt;
|-&lt;br /&gt;
| Pig || benign || L || 60000 || 20 || 100 || yes || domestic || 1 || none || - || milkable&lt;br /&gt;
|-&lt;br /&gt;
| Goat || benign || L || 50000 || 20 || 50 || yes || domestic || 1 || none || - || grazer, milkable&lt;br /&gt;
|-&lt;br /&gt;
| Chicken || benign || L || 3000 || 15 || 10 || yes || domestic || 1 || none || - || egg layer (4-15)&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || benign || L || 500 || 15 || 3 || yes || domestic || 1 || temperate shrubland, temperate&amp;lt;br&amp;gt; savanna, temperate grassland || - || grazer&lt;br /&gt;
|-&lt;br /&gt;
| Cattle ||  || m || 700000 || 40 || 100 || no || domestic || no || none || - || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Roomba || benign || S, iron || 5000 || 1000 || - || yes || domestic || no || any non-freezing, subterranean 0-3 || - || vermin hunter, thief&lt;br /&gt;
|-&lt;br /&gt;
| Chostrich || benign || L || 3000 || 15 || 10 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || egg layer (4-15)&lt;br /&gt;
|-&lt;br /&gt;
| Trashgull || benign || L || 4000 || 50 || 10 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || flier, egg layer (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pillo || benign || L || 60000 || 20 || 100 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || milkable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Utility Worms =====&lt;br /&gt;
Utility worms are engineered lifeforms that serve a number of different purposes around a settlement. Most varieties convert whatever they eat, from grass to inorganic rust patches, into useful resources for a civilization, food or textile thread. Specialist varieties are equipped to perform or assist in different tasks. Surgeon worms will help injury victims recover and may be best employed in hospitals. Adventurer worms may be trained as hunting companions and are equipped with a centipede-like set of legs that allow them to move much faster than their cousins, but lack the resilience for warfare. Cleaner worms are a smaller version of the adventurer worm which are used to rid areas of vermin. The mother worms are very important as they are the only female of this highly-varied artificial species. They are able to breed with any other caste and yield potentially any caste through birth. In this manner, a mother worm and a single male of any caste may eventually provide a settlement with every variety of utility worm.&lt;br /&gt;
&lt;br /&gt;
Utility worms are [[DF2014:Grazer|grazers]], and must periodically consume [[Modification:The_Long_Night:_Plants#Grass|grass]] from the tiles they pass over. The frequency is determined by the creature's size and, as many of the worms are very large, they require large amounts of grazing. Suggested minimus tile sizes of pastures are included below, although there is some variation due to grass replenishing at different rates in different biomes.&lt;br /&gt;
&lt;br /&gt;
Web spraying worms will spray every several days when seeing another creature and thus cannot be completely sequestered, however, any creature passing through the webbing will destroy it in addition to getting stuck for a short duration (and the accompanying warning message). To avoid this but keep them productive, they must be placed in pastures that are not traveled though but still allow them to see either passers-by or others of their own kind. Rubber worms must be sheared to produce rubber, however, unlike shearing wool from sheep it yields a tannable hide. Lactose worms are milkable every 17 days but algae and protein worms can only be milked every 167 days (this may be a coding error).&lt;br /&gt;
&lt;br /&gt;
Utility worms appear in the wild in any land biome but very infrequently. They are nonaggressive and should be easily captured, but, unfortunately, they have no child phase and thus any captured specimen or offspring of such will have to be regularly trained to prevent relapsing into untamed status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Worm Caste&lt;br /&gt;
! Population&amp;lt;br&amp;gt;Ratio&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Notes&lt;br /&gt;
! Grazer&lt;br /&gt;
! Recommended Min.&amp;lt;br&amp;gt;Pasture Tiles&lt;br /&gt;
|-&lt;br /&gt;
| Algae-farm worm || 100 || 500 || 6000000 || milkable (167 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Protein-farm worm || 20 || 500 || 6000000 || milkable (167 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Lactose-farm worm || 40 || 500 || 6000000 || milkable (17 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Silk-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Latex-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Polymer-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Rubber-factory worm || 20 || 1000 || 1000000 || shearable, all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon worm || 5 || 5000 || 500000 || regenerates nearby allies, all male || 598.140 || 33.4&lt;br /&gt;
|-&lt;br /&gt;
| Cleaner worm || 100 || 30 || 3000 || vermin hunter, all male || 27,745.276 || 0.72&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer Worm || 100 || 100 || 70000 || hunting trainable, all male || 2,613.403 || 7.65&lt;br /&gt;
|-&lt;br /&gt;
| Mother worm || 5 || 5000 || 7000000 || all female || 150 || 133.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
Bioframes are a class of artificial life form that was designed for security and combat purposes. They possess living computer thinking centers that are integrally wired into their biomechanical, typically humanoid, bodies. They are highly adaptive and powerful cybernetic creatures that have been optimized in form and function for maximum violence. They are all extremely large, dwarfing a standard human, and grow very quickly; all bioframes reach their adult growth by 5 years old. They feel neither pain nor fear. They are amphibious and do not need to breathe, allowing them to pass unrestricted through water tiles or even swim through completely submerged tunnels. They are not sapient and cannot learn but can be fully trained for either hunting or war and are able to open doors. Nearly all varieties, except Asura-classes, are born equipped with various weapons as part of their natural anatomies. These vary from basic melee clubs to highly advanced fully-automatic plasma rifles. When butchered, all bioframes yield blocks of grade-C nanotechne and a hide that may be processed into artificial leather. Any bioframe equipped with weapons will additionally yield some grade-A nanotechne blocks except the ADW variants who yield grade-M blocks.&lt;br /&gt;
&lt;br /&gt;
The non-race specific classes may be encountered in the wild in mountain biomes but great care should be taken as they are very large, strong, and hostile. Once captured though, they may be easily trained and their children can be fully and permanently trained due to the [CHILD] tag. All bioframe classes and castes are designed to self-replicate and thus have male and female forms. Any male and female within the same class may reproduce, even if they are different castes, in the same manner as standard creatures. &lt;br /&gt;
&lt;br /&gt;
Notably, the Autonomous Dragon Weapons (ADWs) are also bioframes. These are feral creatures of pure devastation that wander the wasteland and kill or destroy anything unfortunate to find itself in their paths. Unlike other bioframes, they do not constrain themselves to the barren mountain ranges but, knowing no fear of anything animate or inanimate, they can be found ranging throughout all climates. While no civilization can tame them in world generation, a truly resourceful (and fortunate) fortress can, with proper planning, capture and tame them. Due to the child tag, offspring of tamed wild-caught individuals will be permanently tame. They are also the only [[DF2014:Semi-megabeast|semi-megabeast]] in the game currently and, as such, even when tamed, they will be hostile to any active soldiers. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Bioframe Name&lt;br /&gt;
! Caste&lt;br /&gt;
! Population Ratio&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Max Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Armament&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Xolon || Murn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || Machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Rolst || 20 || 3,000,000 || sword || &lt;br /&gt;
|-&lt;br /&gt;
| Haroda || 20 || 2,000,000 || submachine gun, jetpack || flier&lt;br /&gt;
|-&lt;br /&gt;
| Vikachen || 10 || 3,000,000 || Machine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Kalska || 20 || 3,000,000 || Hammer, pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Corudoal || 1 || 6,000,000 || lance || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Firenzi || Cattor || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || submachine gun, jetwing || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || flier&lt;br /&gt;
|-&lt;br /&gt;
| Liotta || 20 || 1,000,000 || daggers, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Reviar || 20 || 1,000,000 || plasma submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Palio || 10 || 4,000,000 || sniper rifle, jetwing || flier, very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Toros || 20 || 2,000,000 || pistol, sword, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Hellurios || 1 || 5,000,000 || Axe, machine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Barda || Junn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Padra || 20 || 3,000,000 || big axe || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Gimurl || 20 || 3,000,000 || rifle || BD1, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10	 || 3,000,000 || claw staff || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Dort || 20 || 4,000,000 || maces || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Terugen || 1 || 6,000,000 || axe, machine gun || BD1, has no neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Larn || Torol || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || dagger, pistol || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Urig || 20 || 3,000,000 || claw staff || &lt;br /&gt;
|-&lt;br /&gt;
| Ragner || 20 || 2,000,000 || submachine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Hakskyld || 10 || 3,000,000 || sword, incendiary grenades || &lt;br /&gt;
|-&lt;br /&gt;
| Volgyn || 20 || 2,000,000 || sniper rifle || very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Kurz || 1 || 5,000,000 || swords || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Genzel || Wulv || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || plasma rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Byker || 20 || 2,000,000 || axe, incendiary grenades || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Tarm || 20 || 2,000,000 || flamethrower || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10 || 3,000,000 || plasma machine gun || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Jorax || 20 || 2,000,000 || mace, toxic gas || fire immune, cyborgs and machines are immune to the gas&lt;br /&gt;
|-&lt;br /&gt;
| Kundrapa || 1 || 5,000,000 || hammers, plasma submachine gun || fire immune, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Zuric || Prodva || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 4,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || hammer || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Dyet || 20 || 3,000,000 || drill || &lt;br /&gt;
|-&lt;br /&gt;
| Voiva || 20 || 3,000,000 || Plasma rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Abryn || 10 || 2,000,000 || chainsaw?, flamethrower || &lt;br /&gt;
|-&lt;br /&gt;
| Shasa || 20 || 3,000,000 || chainsaw || &lt;br /&gt;
|-&lt;br /&gt;
| Gradnyet || 1 || 7,000,000 || pneumatic ram || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Gundai || Jao || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || nodachi || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || &lt;br /&gt;
|-&lt;br /&gt;
| Soize || 20 || 2,000,000 || rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Ningun || 20 || 2,000,000 || sword, pistol, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Haraka || 10 || 2,000,000 || submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Naido || 20 || 4,000,000 || mace, plasma pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Shorugon || 1 || 5,000,000 || katanas || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Krest || Lotwyr || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Rossig || 20 || 2,000,000 || spear || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Grozer || 20 || 2,000,000 || axe, pistol || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Kadra || 10 || 1,000,000 || Plasma rifle || BD1, extravision, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Morr || 20 || 3,000,000 || maul || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Ranzura || 1 || 7,000,000 || arm blades || BD1, extravision, skilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Asura || Rathi || 1000 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2,000,000 || rowspan=&amp;quot;6&amp;quot;| 50 || rowspan=&amp;quot;6&amp;quot;| raw ferocity || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Atirathi || 300 || 3,000,000 || BD1, extravision, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| Maharathi || 100 || 4,000,000 || BD1, extravision, 6 arms&lt;br /&gt;
|-&lt;br /&gt;
| Atimarathi || 25 || 5,000,000 || BD1, extravision, 8 arms&lt;br /&gt;
|-&lt;br /&gt;
| Mahamarathi || 5 || 6,000,000 || BD1, extravision, 10 arms&lt;br /&gt;
|-&lt;br /&gt;
| Rudra || 1 || 7,000,000 || BD1, extravision, 12 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Autonomous&amp;lt;br&amp;gt;Dragon&amp;lt;br&amp;gt;Weapon&amp;lt;br&amp;gt;(ADW) || Gunship || 100 || rowspan=&amp;quot;6&amp;quot;| 100,000 || 5,000,000 || rowspan=&amp;quot;6&amp;quot;| immortal || 2 turrets || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| any biome || All castes: semi-megabeast, superior fire immunity&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || 50 || 10,000,000 || 2 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 25 || 15,000,000 || Napalm turret || Snake-like&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || 5 || 20,000,000 || 4 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || 1 || 25,000,000 || 4 turrets, napalm disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || 1 || 30,000,000 || 4 turrets, 2 plasma turrets, napalm disintegrator cannon || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Machines ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Machine Name&lt;br /&gt;
! Caste&lt;br /&gt;
! Population Ratio&lt;br /&gt;
! Trainable&lt;br /&gt;
! Pet&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Material Source&lt;br /&gt;
! Max Size&lt;br /&gt;
! Armament&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 70000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 2000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Tokai-brand&amp;lt;br&amp;gt;combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 70000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 2000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Caesar-brand&amp;lt;br&amp;gt;combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 100000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 3000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Heavy&amp;lt;br&amp;gt;military&amp;lt;br&amp;gt;drone || Heavy cannon drone || 60 || rowspan=&amp;quot;3&amp;quot;| War || rowspan=&amp;quot;3&amp;quot;| Yes || 350 || rowspan=&amp;quot;3&amp;quot;| S, C || 2000000 || cannon || rowspan=&amp;quot;3&amp;quot;| savage desert, mountain, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| All castes: can summon reinforcements&lt;br /&gt;
|-&lt;br /&gt;
| Heavy missile drone || 30 || 3250 || 2000000 || 6 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Heavy air drone || 20 || 3250 || 2000000 || cannon, 2 shard missile launchers || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Light&amp;lt;br&amp;gt;military&amp;lt;br&amp;gt;drone || Light cannon drone || 50 || rowspan=&amp;quot;3&amp;quot;| War || rowspan=&amp;quot;3&amp;quot;| Yes || 250 || rowspan=&amp;quot;3&amp;quot;| S, C || 80000 || cannon || rowspan=&amp;quot;3&amp;quot;| any desert, mountain, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Light missile drone || 30 || 250 || 80000 || 2 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Light air drone || 20 || 250 || 50000 || cannon || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Transport drone || Land carrier || 50 || rowspan=&amp;quot;2&amp;quot;| No || rowspan=&amp;quot;2&amp;quot;| Yes || 2250 || rowspan=&amp;quot;2&amp;quot;| S, C || 6000000 || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| any desert, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| benign, can summon reinforcements&lt;br /&gt;
|-&lt;br /&gt;
| Air carrier || 50 || 2250 || 4000000&lt;br /&gt;
|-&lt;br /&gt;
| Hunter drone || n/a || n/a || War || Yes || 250 || L, C || 20000 || manipulators || subterranean 1-3 || &lt;br /&gt;
|-&lt;br /&gt;
| Trapped tile || n/a || n/a || No || No || - ||  || 10000 || self-destruct || any desert, subterranean 0-3 || immobile&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne hand || n/a || n/a || No || No || - || S || 70000 || none || any || immobile, BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne mouth || n/a || n/a || No || No || - || S || 70000 || none || any || immobile, BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne golem || n/a || n/a || No || No || - || S || 70000 || none || any || BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanite ooze || n/a || n/a || No || No || - || S || 70000 || none || any || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;| Vehicle || Land rover || 50 || rowspan=&amp;quot;9&amp;quot;| No || rowspan=&amp;quot;9&amp;quot;| Yes || 1000 || rowspan=&amp;quot;9&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;9&amp;quot;| none || rowspan=&amp;quot;9&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Truck || 30 || 2000 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| ATV || 100 || 500 || 500000 || &lt;br /&gt;
|-&lt;br /&gt;
| Motorcycle || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Land crawler || 5 || 1500 || 3500000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Fortress crawler || 1 || 2400 || 10000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Personal VTOL || 20 || 1000 || 1500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| VTOL || 10 || 2000 || 3000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Carrier VTOL || 1 || 3000 || 7000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Advanced&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Kodona-brand&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Superiority-brand&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Walker || Light walker || 50 || rowspan=&amp;quot;5&amp;quot;| No || rowspan=&amp;quot;5&amp;quot;| Yes || 500 || rowspan=&amp;quot;5&amp;quot;| S, C || 1000000 || none || rowspan=&amp;quot;5&amp;quot;| none || rowspan=&amp;quot;5&amp;quot;| pack&lt;br /&gt;
|-&lt;br /&gt;
| Light cannon walker || 10 || 2000 || 1000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| Light missile walker || 10 || 2000 || 1000000 || 2 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Standard walker || 40 || 10000 || 3000000 || cannon, 4 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Heavy walker || 5 || 40000 || 6000000 || 2 cannons, 8 shard missile launchers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Creature Name&lt;br /&gt;
! Demeanor&lt;br /&gt;
! Material Source&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Pet&lt;br /&gt;
! Trainable&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Value Mult.&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdaemon || large predator || C || 1000000 || immortal ||  ||  ||  || 2 || none ||  || trapavoid, night creature, spouse converter&lt;br /&gt;
|-&lt;br /&gt;
| Builder worm || large predator, ambush || L, C || 20000000 || immortal || 700 || Yes || Yes || 3 || Subterranean 5 ||  || wagon puller&lt;br /&gt;
|-&lt;br /&gt;
| Giant rust worm ||  ||  || 200000 || 7 || 500 ||  ||  || birth || Subterranean 1-3 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Moss fox || benign || L || 6000 || 20 || 25 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Bristlesnake || large predator ||  || 100000 || 20 || 200 || exotic ||  || birth || any savanna, any shrubland, any grassland, any forest || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pygmy bristlesnake || benign ||  || 10000 || 20 || 60 || exotic ||  || birth || any savanna, any shrubland, any grassland, any forest || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| Dire boar || large predator || L || 3000000 || 20 || 100 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Opossum || benign || L || 3000 || 4 || 10 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Giant tardigrade || large predator || L || 5000000 || 30 || 1000 ||  || Yes || 4 || any river, any lake, any pool, subterranean 0-1 || 3 || superior fire immunity, BD1 &lt;br /&gt;
|-&lt;br /&gt;
| Iguana ||  || L || 40000 || 20 || 400 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest || 2 || egg layer (40-50)&lt;br /&gt;
|-&lt;br /&gt;
| Crab ||  ||  || 8000 || 20 ||  ||  ||  || birth || any savanna, any shrubland, any grassland, any forest, any ocean, any river, any lake, any pool, subterranean 0-1 ||  || amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Crayfish ||  ||  || 8000 || 20 ||  ||  ||  || birth || any savanna, any shrubland, any grassland, any forest, any river, any lake, any pool, subterranean 0-1 ||  || amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Hellhound || large predator || L || 70000 || 20 || 50 || Yes || || 1 || any savanna, any shrubland, any grassland, any forest || 2 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Forest penguin || benign || L || 4000 || 30 || 10 ||  ||  || birth || any savanna, any shrubland, any grassland, any forest ||  || egg layer (2)&lt;br /&gt;
|-&lt;br /&gt;
| Hunting cat || large predator || L || 500000 || 20 || 2000 || Yes ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || vermin hunter,adopts owner&lt;br /&gt;
|-&lt;br /&gt;
| Greatpig || benign || L || 2000000 || 20 || 400 || Yes ||  || 1 || good savanna, good shrubland, good grassland, good forest ||  || good, milkable (17 days)&lt;br /&gt;
|-&lt;br /&gt;
| Ocelot ||  || L || 100000 || 20 || 100 || exotic || Yes || 3 || tropical forest, mangrove swamp, tropical savanna, tropical grassland || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Crane eagle || benign || L || 10000 || 30 || 25 || Yes ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || flier, egg layer (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| Forest otter || benign || L || 10000 || 20 || 25 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Giant fruitbat || benign || L || 400000 || 20 || 750 || exotic || Hunting || 1 || any savanna, any shrubland, any grassland, any forest || 4 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Howler bat || large predator || L || 200000 || 20 || 750 || exotic || Hunting || 1 || any savanna, any shrubland, any grassland, any forest || 4 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Garuda-class || large predator || L, C || 700000 || 30 || 1000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || flier, vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Ganesha-cass || benign || L, C || 4000000 || 30 || 2000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || grazer, wagon puller&lt;br /&gt;
|-&lt;br /&gt;
| Vritra-class || large predator || L, C || 1000000 || 30 || 1000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Pishacha-class || large predator || L, C || 150000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Sharabha-class || large predator || L, C || 100000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Hemaraj-class || large predator || L, C || 200000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Preta-class || benign || L, C || 60000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || vermin hunter, thief, eater, drinker&lt;br /&gt;
|-&lt;br /&gt;
| Bhramari-class || benign || L, C || 10000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || Flier, vermin hunter, thief, eater, drinker, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Bheki-class || benign || L, C || 40000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || vermin hunter, thief, eater, drinker&lt;br /&gt;
|-&lt;br /&gt;
| Space whale || benign || C || 20000000 || 80 || 10000 || Yes ||  || 1 || any savage ||  || flier, savage&lt;br /&gt;
|-&lt;br /&gt;
| Giant manowar || large predator ||  || 3000000 || 13 ||  ||  ||  || birth || any ocean || 10 || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Moon manowar || large predator ||  || 300000 || 13 ||  ||  ||  || birth || any ocean ||  || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Pancake manowar || large predator ||  || 300000 || 13 ||  ||  ||  || birth || any ocean ||  || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Octopus ||  ||  || 5000 || 3 || 10 ||  ||  || birth || any ocean ||  || aquatic&lt;br /&gt;
|-&lt;br /&gt;
| Sponge || benign ||  || 50000 || 30 || 10 ||  ||  || birth || any ocean, any lake, any river ||  || aquatic, immobile&lt;br /&gt;
|-&lt;br /&gt;
| Horseshoe crab ||  ||  || 2000 || 40 ||  ||  ||  || birth || any ocean, any lake, any river, any pool ||  || amphibious, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic squid || giant ||  || 100700 || 3 || 2000 || exotic ||  || birth || any ocean ||  || aquatic&lt;br /&gt;
|-&lt;br /&gt;
| Blue whale || benign || C || 10000000 || 40 || 5000 || Yes || Yes || 1 or 10 ? || none ||  || Amphibious, grazer, wagon puller, BD 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Vermin Name&lt;br /&gt;
! Hateable&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Trappable&lt;br /&gt;
! Pet&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm || yes || 10 || no || yes || taiga forest, any temperate, any tropical || &lt;br /&gt;
|-&lt;br /&gt;
|Damselfly || no || - || no ||  || any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Moth || no || - || no ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Grasshopper || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Bark scorpion || no || - || no || exotic || any desert, tropical savanna, tropical shrubland, tropical conifer forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Mantis || no || - || no ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Tick || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Louse || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Thrips || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Slug || yes || 10 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Mosquito || yes || - || no ||  || any non-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Jumping spider || yes || - || no || exotic || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Termite || no || - || no ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Moon snail || no || 10 || no ||  || temperate ocean || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brown recluse spider || yes || - || no || exotic || temperate broadleaf forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Snail || yes || 10 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Rust eater worm || yes || 10 || no || yes || Subterranean 1-3 || &lt;br /&gt;
|-&lt;br /&gt;
|Cave fish || no || - || no ||  || Subterranean 1-3 || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster || no || - || yes ||  || Subterranean 1-3 || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Moss squirrel || no || 10 || yes || exotic || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Jewel spider || no || 0.001 || no ||  || any savanna, any shrubland, any grassland, any forest || colony, venomous, produces honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Monarch || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Honey bee || no || 0.001 || no ||  || any savanna, any shrubland, any grassland, any forest || flier, colony, produce honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Bat || yes || 10 || yes ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Thornback crab || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Fly || yes || - || no ||  || any not-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Large roach || yes || 5 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Beetle || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Ant || no || - || no ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Jelly comb || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Basketball jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cone jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Pink jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cuttlefish || no || 10 || yes ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Nautilus || no || 10 || yes ||  || any ocean || fishable, aquatic, shell&lt;br /&gt;
|-&lt;br /&gt;
|Lizard || yes || 10 || yes || exotic || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Skink || no || 10 || yes || exotic || any temperate, any tropical, any desert || egg layer (10-30)&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || no || 10 || yes || exotic || tropical forest, tropical shrubland, tropical savanna, any desert || egg layer (40-50)&lt;br /&gt;
|-&lt;br /&gt;
|Anole || no || 10 || yes || exotic || tropical forest || egg layer (1-2)&lt;br /&gt;
|-&lt;br /&gt;
|Rat || yes || 10 || yes || yes || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Mussel || yes || 10 || yes ||  || any ocean, any lake, any river || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Oyster || yes || 10 || yes ||  || any ocean || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish || no || - || no ||  || arctic ocean, temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey || no || - || no ||  || temperate ocean, temperate fresh river, temperate brackish river, temperate salt river || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye || no || - || no ||  || tropical ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Flounder || no || - || no ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish || no || - || no ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Squid || no || 10 || yes ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish || no || - || no ||  || any tropical river, any tropical lake, any tropical pool || fishable&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255512</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255512"/>
		<updated>2020-11-03T08:34:54Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.68&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
'''Rifles''' and '''Pistols''': Bullets (small surface area blunt damage, like a whip)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Snipers''': Penetrator Rods (piercing damage)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cannons''': Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
'''Scatterpistols''': 6-gauge slugs/rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scatterguns''': 4-gauge slugs/rounds&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scattercannons''': 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
'''Wedge Bow''': A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.&lt;br /&gt;
&lt;br /&gt;
'''Taper Bow''': The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| nail-spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
&lt;br /&gt;
'''Wedge Swords/Axes''': Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.&lt;br /&gt;
&lt;br /&gt;
'''Maces''': Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations&lt;br /&gt;
&lt;br /&gt;
'''Pile Bunkers''': Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.&lt;br /&gt;
&lt;br /&gt;
'''Thermal Lances''': Imagine a halberd, but the bladed parts are on fire. Uses pike skill.&lt;br /&gt;
&lt;br /&gt;
'''Rocket Hammers''': A hammer but there's an explosive rocket on the back end.&lt;br /&gt;
&lt;br /&gt;
'''Hammer Fist''': A hammer, but it's a big fist.&lt;br /&gt;
&lt;br /&gt;
'''Saws''': Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.&lt;br /&gt;
&lt;br /&gt;
'''Monofilament Whips''': Sophisticated weapons that attack with strands of razor wire.&lt;br /&gt;
&lt;br /&gt;
'''Shivs''': Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255511</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255511"/>
		<updated>2020-11-03T07:51:43Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Update to 2.68, add bioframe description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updated to 2.68&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.68)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
===Cultivator Cyborgs===&lt;br /&gt;
If you aren't born an immortal posthuman, then you're likely an organic life form. And if you're an organic life form, then you're doomed to a short, miserable life on a world that you no longer dominate, unless you are one of the few who can command the teeming hordes of mortal soldiers to match the monsters of the current era. However, for those who refuse to be content with mediocrity, a second path awaits. Through studying the datasphere and converting portions of your biology into computronium (essentially, a highly efficient computational matrix), one can surpass their original form to become a cultivator cyborg, one who perpetually strives to gain full understanding of the datasphere and mastery of the nanomechanic cloud that permeates the solar system, learning powerful martial techniques and gaining physical upgrades as they grow more experienced. It is a difficult journey, and few ever find full attainment, much less discover even one technique. However, those who do are powerful indeed, and not to be trifled with. For not only do they unlock the mysteries of cyberization, but so do their progeny. Any being that becomes a cultivator cyborg effectively has the potential to found a powerful dynasty of inhuman cybernetic demigods, demigods who influence much of life on this shattered planet.&lt;br /&gt;
&lt;br /&gt;
===The Pale Star Cult===&lt;br /&gt;
Humanity is not alone in the void. There is life across countless worlds, civilized and not, though due to the way most develop cloaked information transmissions and wormhole-derived transports it is most difficult to find evidence of them unless they wish to reveal themselves to you, or you simply stumble across an inhabited planet. However, a large portion of the space around humanity is devoid of what we would recognize as rational life, and there is a terrible reason behind this. For just outside the vision of men, whose light rays only have recently reached our planet, there is a star. And this star thinks.&lt;br /&gt;
&lt;br /&gt;
It is a sapient being, a massive calculating engine whose otherworldly spectrum of light allows for the instant transmission of information from its core to anywhere its rays reach. It plants unnatural thoughts in the minds of those who spend too long staring at its baleful green glow, and soon enough they find themselves under its thrall completely. The Pale Star grants incredible power of its own, but robs the user of their will in enough time, always resulting in a hollowed-out thing of burning flame, which amplifies its light and the reality-warping power it bestows. There are whole worlds, in the black, wreathed in green coronas of fire, perpetually feeding off of a writhing mass of flesh that was once that planet's population. It uses these lantern worlds to further its reach, and increase its intelligence. Earth, however, has proven a tougher nut to crack. The sheer insanity of its growth and collapse, spawning inhuman horrors which can lay low the best of its war-forms, has prevented it from subsuming this world as it has dozens of others. For now, it simply remains a lurking shade, waiting for the chance it can bring this planet to its knees, and birth a cruel new existence from its ashes.&lt;br /&gt;
&lt;br /&gt;
===The Datasphere===&lt;br /&gt;
The Datasphere is the term for the electronic world that permeates the material one, perpetually surrounding the entire solar system in the form of a network of nanomachines that act as a literal cloud-computer, hanging in the sky and saturated into the ground, bringing ever-present power and knowledge to those who can properly tap into it. The 'gods' people worship, for example, are very real, but are in fact simply powerful intelligences which exist as disembodied beings in the Datasphere. They could be ascended humans who have left the material realm, or beings born into it, or both, or something else. None can say for certain, but all know that by studying and communing with them one can gain incredible power.&lt;br /&gt;
&lt;br /&gt;
Ghosts, too, are akin to this. They are swarms of nanomachines which congregate around intense emotion in the datasphere, like the last moments of a living person. They can exert deadly force and are notoriously difficult to get rid of, so the best option is to just inter the body and put the last emotions of the victim to rest. It should be noted the ghost is not actually them, but just an echo formed by the final thoughts of the dying being.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that a corpse, if properly preserved, may retain traces of the original owner's psyche. As long as the body remains more or less intact, there is rumored to be a technique capable of restoring them to full health. But is it truly the same person who died, or merely a perfect duplicate with the same memories? Who can say.&lt;br /&gt;
&lt;br /&gt;
===[[Modification:The Long Night: Creatures|Bioframes]]===&lt;br /&gt;
Bioframes inspire terror and awe across the world. As some of the most advanced and sophisticated weapon systems ever produced, they are without a doubt among the greatest remaining relics of the Solar Empire's military might. Intelligent, fast, strong, and armored with powerful defenses, they are any civilization's trump card. They can also be modified to function with a pilot enclosed in its womb-cockpit, or function autonomously. Either way, few things are as terrifying as being stared down by a bioframe in the heat of battle.&lt;br /&gt;
&lt;br /&gt;
There are also greater variations of bioframes in the form of Autonomous Dragon Weapons, but these monsters are wild and untamed, their strength such that no nation has been able to gain control of one. Unlike standard bioframes, these creatures are regarded only with fear, due to the horrendous destruction they leave in their path. &lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Technomancy|The Long Night: Technomancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Adventure Mode|The Long Night: Adventure Mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255342</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255342"/>
		<updated>2020-10-18T05:31:50Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* Ranged Weapons */ changed for bug fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)&lt;br /&gt;
Snipers: Penetrator Rods (piercing damage)&lt;br /&gt;
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
Scatterpistols: 6-gauge slugs/rounds&lt;br /&gt;
Scatterguns: 4-gauge slugs/rounds&lt;br /&gt;
Scattercannons: 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
Wedge Bow: A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.&lt;br /&gt;
&lt;br /&gt;
Taper Bow: The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| nail-spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
&lt;br /&gt;
'''Wedge Swords/Axes''': Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.&lt;br /&gt;
&lt;br /&gt;
'''Maces''': Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations&lt;br /&gt;
&lt;br /&gt;
'''Pile Bunkers''': Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.&lt;br /&gt;
&lt;br /&gt;
'''Thermal Lances''': Imagine a halberd, but the bladed parts are on fire. Uses pike skill.&lt;br /&gt;
&lt;br /&gt;
'''Rocket Hammers''': A hammer but there's an explosive rocket on the back end.&lt;br /&gt;
&lt;br /&gt;
'''Hammer Fist''': A hammer, but it's a big fist.&lt;br /&gt;
&lt;br /&gt;
'''Saws''': Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.&lt;br /&gt;
&lt;br /&gt;
'''Monofilament Whips''': Sophisticated weapons that attack with strands of razor wire.&lt;br /&gt;
&lt;br /&gt;
'''Shivs''': Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255341</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255341"/>
		<updated>2020-10-18T05:21:33Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Updating to 2.65 and a few spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updated to 2.65&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population being notably resistant to disease and toxins as the weak were culled by the harsh environment. Their societies usually exist under the shadow of higher powers but some are influential enough that they exercise a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, chance for other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, one that is now strained to breaking.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beautiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Chance for nanomutants and Asura-class bioframes&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Chance for nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255340</id>
		<title>List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255340"/>
		<updated>2020-10-18T04:56:37Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* The Long Night */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==&lt;br /&gt;
&lt;br /&gt;
A more complete list of mods (compared to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.&lt;br /&gt;
&lt;br /&gt;
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=143540.0 Dark Ages IV: War &amp;amp; Mythos]==&lt;br /&gt;
'''''Current version: v39''''' for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' GM-X&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Add-on&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' High Horror Fantasy mod with deep lore. Incorporates features of many older mods.&lt;br /&gt;
&lt;br /&gt;
'''Core Features'''&lt;br /&gt;
&lt;br /&gt;
* Add-on: Horror Fantasy: Includes all features &amp;amp; creatures of Vanilla. DFHack is not required.&lt;br /&gt;
* 6-years and 1000's of hours in the making: Built for Dwarf Fortress 0.40.+ by GM-X&lt;br /&gt;
* 100+ Ironhand Dark tileset: Adds graphics for Monsters &amp;amp; Animals to all popular tilesets.&lt;br /&gt;
* Monstrous Collection: Cyclops Brutes, Old Ones, Banshee, Greater Foul Blendec, Mummies, Sphinx, Wendigo, Liches, Summoners and many more.&lt;br /&gt;
* Legends: Hyper Eventful World Histories.&lt;br /&gt;
* Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, &amp;amp; Living Statues. &lt;br /&gt;
* 30+ Adventure Classes: Including Paladins, Shadowmancers, Reanimators, and Red Dragons.&lt;br /&gt;
* Classic Adventurer Builds: Fighters, Rangers, Clerics, Paladin, and Rogues.&lt;br /&gt;
* Craft Arquebus &amp;amp; Ammo in adventure mode starting with an Axe.&lt;br /&gt;
* Dark Ages Adventure Crafting (DAAC): Refines numerous adventure crafting systems, including furniture.&lt;br /&gt;
* Advanced World Generation: More Lakes, Islands, Forests, and Volcanoes.&lt;br /&gt;
* Nature Boost: More animals, savagery, stronger pelts, shells, and dragon scales.&lt;br /&gt;
* Lairs, Shrines, Hamlets, Roads, Bridges, Tombs, and Labyrinth are abundant.&lt;br /&gt;
* Enhanced Good &amp;amp; Evil Biomes.&lt;br /&gt;
* Entities respect: Ethics, spheres, personalities, skills, and life goals.&lt;br /&gt;
* Alchemy in Fortress and Adventure modes.&lt;br /&gt;
* Gunshop: Arquebus Firearms in Fortress and Adventure modes.&lt;br /&gt;
* Dragons: 6-Types&lt;br /&gt;
* Tower Mythos: Dozens of Necro types.&lt;br /&gt;
* Vampire &amp;amp; Werebeast Strains: Enhanced Fear of the Night mods and more.&lt;br /&gt;
* Vampires can rule civilizations&lt;br /&gt;
* Vampire Magic&lt;br /&gt;
* Cthulhu Mythos: Lovecraft denizens&lt;br /&gt;
* 450+ Random Book/Artifact Titles&lt;br /&gt;
* Explore the year 999,999.&lt;br /&gt;
* Skyrim SE Visualization &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=143540.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.adventrpg.com/DarkAges/index.php/Main_Page Dark Ages: War &amp;amp; Mythos Wiki]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=110704.0 Rise of the Mushroom Kingdom]==&lt;br /&gt;
'''''Current version: 0.5.5''''' for '''''DF Version 0.44'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IndigoFenix&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.&lt;br /&gt;
&lt;br /&gt;
The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110704.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=13305 Download (0.44)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=174231.0 Modest Mod]==&lt;br /&gt;
'''''Current version: 0.47.03-1''''' for '''''DF Version 0.47+'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=148265.0 0.42.06-1]''''' for '''''DF Version 0.42'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=105871.0 2.1]''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Creator:''' Igfig&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Updater:''' LargeSnail&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.&lt;br /&gt;
&lt;br /&gt;
See forum thread for the list of changes.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modest Mod is compatible with 'some'  tilesets. (Be sure to install Modest Mod '''after''' the graphics pack.)&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=14790 Download (ASCII-compatible)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=174231.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?board=24.0 Masterwork Dwarf Fortress (MDF)]==&lt;br /&gt;
'''''Current version: {{DF:Current/mw}}''''' for '''''DF Version 0.44.12'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version:  V1.30''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masterwork provides texture pack support for Phoebus, Ironhand and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download: [http://dffd.bay12games.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Masterwork:Main Page|Masterwork Mod Wiki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?board=24.0 Bay12 sub-forum]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=140725.0: vilous Mod]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.42.xx'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.&lt;br /&gt;
&lt;br /&gt;
Adds:&lt;br /&gt;
*sergal race&lt;br /&gt;
*Nevrean race&lt;br /&gt;
*Talyxian race&lt;br /&gt;
*Agundner race&lt;br /&gt;
*Assorted Tal wildlife &lt;br /&gt;
*New items&lt;br /&gt;
all of which come in packs that can be included or left out for different configurations of the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=5255 Download]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=156059.0 OldGenesis Mod]==&lt;br /&gt;
'''''Current version:  0.44.12''''' (July 2018) for '''''DF Version 0.44.12'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Maintainer and contributor: TomiTapio&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes, including learning-disability Domple Dwarves (they're good with animals).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- cool real-world minerals like fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite.&amp;lt;br /&amp;gt; Pink marble, pure marble, black marble[bitumin-darkened limestone], rapagranite(circular patterns granite), pentlandite ore (iron and nickel).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 50+ new items, weapons, toys. You need oil lamps and shaman rings to build certain workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood. Value 1 for charcoal, value 2 and 3 for furniture and wooden weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops, including an Altar of War and Altar of Nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic. Crossbow bolt to toe: don't faint from pain. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely usable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer will caverns 1 look the same as caverns 2 or caverns 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bogeymen disabled in worldgen init file, for better adventuring.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=156059.0 Forum Thread]  [http://www.bay12forums.com/smf/index.php?topic=156059.msg7094246#msg7094246 Forum post when 0.43.05 version]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12268 Download Ironhand]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12269 Download Phoebus]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12267 Download ascii]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=172696.0 The Long Night]==&lt;br /&gt;
'''''Current version: 2.65''''' (OCT 2020) for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: squamous&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod set in a distant and ruinous future. What remains of Earth is stalked by cybernetic horrors and nanotech monsters. In Man's Fall, many races have rushed to fill the void left by a civilization that once ruled the solar system. New races uplifted from a chosen few breeds of animal, gene-altered humans, hereditary cyborgs, colonist refugees, and vestigial AIs find themselves in a variety of factions vying for control of the stricken wasteland that was once a world.&lt;br /&gt;
&lt;br /&gt;
This mod is an experiment by it's author, squamous, to see just how far DF can be pushed into the sci-fi genre. It contains many new materials, weapons, armors, and wildlife. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.65)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Modification:The Long Night| The Long Night Wiki pages]]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255339</id>
		<title>List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255339"/>
		<updated>2020-10-18T04:55:22Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* The Long Night */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==&lt;br /&gt;
&lt;br /&gt;
A more complete list of mods (compared to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.&lt;br /&gt;
&lt;br /&gt;
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=143540.0 Dark Ages IV: War &amp;amp; Mythos]==&lt;br /&gt;
'''''Current version: v39''''' for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' GM-X&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Add-on&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' High Horror Fantasy mod with deep lore. Incorporates features of many older mods.&lt;br /&gt;
&lt;br /&gt;
'''Core Features'''&lt;br /&gt;
&lt;br /&gt;
* Add-on: Horror Fantasy: Includes all features &amp;amp; creatures of Vanilla. DFHack is not required.&lt;br /&gt;
* 6-years and 1000's of hours in the making: Built for Dwarf Fortress 0.40.+ by GM-X&lt;br /&gt;
* 100+ Ironhand Dark tileset: Adds graphics for Monsters &amp;amp; Animals to all popular tilesets.&lt;br /&gt;
* Monstrous Collection: Cyclops Brutes, Old Ones, Banshee, Greater Foul Blendec, Mummies, Sphinx, Wendigo, Liches, Summoners and many more.&lt;br /&gt;
* Legends: Hyper Eventful World Histories.&lt;br /&gt;
* Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, &amp;amp; Living Statues. &lt;br /&gt;
* 30+ Adventure Classes: Including Paladins, Shadowmancers, Reanimators, and Red Dragons.&lt;br /&gt;
* Classic Adventurer Builds: Fighters, Rangers, Clerics, Paladin, and Rogues.&lt;br /&gt;
* Craft Arquebus &amp;amp; Ammo in adventure mode starting with an Axe.&lt;br /&gt;
* Dark Ages Adventure Crafting (DAAC): Refines numerous adventure crafting systems, including furniture.&lt;br /&gt;
* Advanced World Generation: More Lakes, Islands, Forests, and Volcanoes.&lt;br /&gt;
* Nature Boost: More animals, savagery, stronger pelts, shells, and dragon scales.&lt;br /&gt;
* Lairs, Shrines, Hamlets, Roads, Bridges, Tombs, and Labyrinth are abundant.&lt;br /&gt;
* Enhanced Good &amp;amp; Evil Biomes.&lt;br /&gt;
* Entities respect: Ethics, spheres, personalities, skills, and life goals.&lt;br /&gt;
* Alchemy in Fortress and Adventure modes.&lt;br /&gt;
* Gunshop: Arquebus Firearms in Fortress and Adventure modes.&lt;br /&gt;
* Dragons: 6-Types&lt;br /&gt;
* Tower Mythos: Dozens of Necro types.&lt;br /&gt;
* Vampire &amp;amp; Werebeast Strains: Enhanced Fear of the Night mods and more.&lt;br /&gt;
* Vampires can rule civilizations&lt;br /&gt;
* Vampire Magic&lt;br /&gt;
* Cthulhu Mythos: Lovecraft denizens&lt;br /&gt;
* 450+ Random Book/Artifact Titles&lt;br /&gt;
* Explore the year 999,999.&lt;br /&gt;
* Skyrim SE Visualization &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=143540.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.adventrpg.com/DarkAges/index.php/Main_Page Dark Ages: War &amp;amp; Mythos Wiki]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=110704.0 Rise of the Mushroom Kingdom]==&lt;br /&gt;
'''''Current version: 0.5.5''''' for '''''DF Version 0.44'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IndigoFenix&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.&lt;br /&gt;
&lt;br /&gt;
The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110704.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=13305 Download (0.44)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=174231.0 Modest Mod]==&lt;br /&gt;
'''''Current version: 0.47.03-1''''' for '''''DF Version 0.47+'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=148265.0 0.42.06-1]''''' for '''''DF Version 0.42'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=105871.0 2.1]''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Creator:''' Igfig&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Updater:''' LargeSnail&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.&lt;br /&gt;
&lt;br /&gt;
See forum thread for the list of changes.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modest Mod is compatible with 'some'  tilesets. (Be sure to install Modest Mod '''after''' the graphics pack.)&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=14790 Download (ASCII-compatible)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=174231.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?board=24.0 Masterwork Dwarf Fortress (MDF)]==&lt;br /&gt;
'''''Current version: {{DF:Current/mw}}''''' for '''''DF Version 0.44.12'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version:  V1.30''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masterwork provides texture pack support for Phoebus, Ironhand and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download: [http://dffd.bay12games.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Masterwork:Main Page|Masterwork Mod Wiki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?board=24.0 Bay12 sub-forum]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=140725.0: vilous Mod]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.42.xx'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.&lt;br /&gt;
&lt;br /&gt;
Adds:&lt;br /&gt;
*sergal race&lt;br /&gt;
*Nevrean race&lt;br /&gt;
*Talyxian race&lt;br /&gt;
*Agundner race&lt;br /&gt;
*Assorted Tal wildlife &lt;br /&gt;
*New items&lt;br /&gt;
all of which come in packs that can be included or left out for different configurations of the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=5255 Download]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=156059.0 OldGenesis Mod]==&lt;br /&gt;
'''''Current version:  0.44.12''''' (July 2018) for '''''DF Version 0.44.12'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Maintainer and contributor: TomiTapio&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes, including learning-disability Domple Dwarves (they're good with animals).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- cool real-world minerals like fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite.&amp;lt;br /&amp;gt; Pink marble, pure marble, black marble[bitumin-darkened limestone], rapagranite(circular patterns granite), pentlandite ore (iron and nickel).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 50+ new items, weapons, toys. You need oil lamps and shaman rings to build certain workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood. Value 1 for charcoal, value 2 and 3 for furniture and wooden weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops, including an Altar of War and Altar of Nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic. Crossbow bolt to toe: don't faint from pain. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely usable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer will caverns 1 look the same as caverns 2 or caverns 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bogeymen disabled in worldgen init file, for better adventuring.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=156059.0 Forum Thread]  [http://www.bay12forums.com/smf/index.php?topic=156059.msg7094246#msg7094246 Forum post when 0.43.05 version]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12268 Download Ironhand]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12269 Download Phoebus]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12267 Download ascii]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=172696.0 The Long Night]==&lt;br /&gt;
'''''Current version: 2.65''''' (OCT 2020) for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: squamous&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod set in a distant and ruinous future. What remains of Earth is stalked by cybernetic horrors and nanotech monsters. In Man's Fall, many races have rushed to fill the void left by a civilization that once ruled the solar system. New races uplifted from a chosen few breeds of animal, gene-altered humans, hereditary cyborgs, colonist refugees, and vestigial AIs find themselves in a variety of factions vying for control of the stricken wasteland that was once a world.&lt;br /&gt;
&lt;br /&gt;
This mod is an experiment by it's author, squamous, to see just how far DF can be pushed into the sci-fi genre. It contains many new materials, weapons, armors, and wildlife. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.65)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Modification:The Long Night]] Wiki pages&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255338</id>
		<title>List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=255338"/>
		<updated>2020-10-18T04:47:05Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* The Long Night */ update version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==&lt;br /&gt;
&lt;br /&gt;
A more complete list of mods (compared to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.&lt;br /&gt;
&lt;br /&gt;
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=143540.0 Dark Ages IV: War &amp;amp; Mythos]==&lt;br /&gt;
'''''Current version: v39''''' for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' GM-X&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Add-on&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' High Horror Fantasy mod with deep lore. Incorporates features of many older mods.&lt;br /&gt;
&lt;br /&gt;
'''Core Features'''&lt;br /&gt;
&lt;br /&gt;
* Add-on: Horror Fantasy: Includes all features &amp;amp; creatures of Vanilla. DFHack is not required.&lt;br /&gt;
* 6-years and 1000's of hours in the making: Built for Dwarf Fortress 0.40.+ by GM-X&lt;br /&gt;
* 100+ Ironhand Dark tileset: Adds graphics for Monsters &amp;amp; Animals to all popular tilesets.&lt;br /&gt;
* Monstrous Collection: Cyclops Brutes, Old Ones, Banshee, Greater Foul Blendec, Mummies, Sphinx, Wendigo, Liches, Summoners and many more.&lt;br /&gt;
* Legends: Hyper Eventful World Histories.&lt;br /&gt;
* Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, &amp;amp; Living Statues. &lt;br /&gt;
* 30+ Adventure Classes: Including Paladins, Shadowmancers, Reanimators, and Red Dragons.&lt;br /&gt;
* Classic Adventurer Builds: Fighters, Rangers, Clerics, Paladin, and Rogues.&lt;br /&gt;
* Craft Arquebus &amp;amp; Ammo in adventure mode starting with an Axe.&lt;br /&gt;
* Dark Ages Adventure Crafting (DAAC): Refines numerous adventure crafting systems, including furniture.&lt;br /&gt;
* Advanced World Generation: More Lakes, Islands, Forests, and Volcanoes.&lt;br /&gt;
* Nature Boost: More animals, savagery, stronger pelts, shells, and dragon scales.&lt;br /&gt;
* Lairs, Shrines, Hamlets, Roads, Bridges, Tombs, and Labyrinth are abundant.&lt;br /&gt;
* Enhanced Good &amp;amp; Evil Biomes.&lt;br /&gt;
* Entities respect: Ethics, spheres, personalities, skills, and life goals.&lt;br /&gt;
* Alchemy in Fortress and Adventure modes.&lt;br /&gt;
* Gunshop: Arquebus Firearms in Fortress and Adventure modes.&lt;br /&gt;
* Dragons: 6-Types&lt;br /&gt;
* Tower Mythos: Dozens of Necro types.&lt;br /&gt;
* Vampire &amp;amp; Werebeast Strains: Enhanced Fear of the Night mods and more.&lt;br /&gt;
* Vampires can rule civilizations&lt;br /&gt;
* Vampire Magic&lt;br /&gt;
* Cthulhu Mythos: Lovecraft denizens&lt;br /&gt;
* 450+ Random Book/Artifact Titles&lt;br /&gt;
* Explore the year 999,999.&lt;br /&gt;
* Skyrim SE Visualization &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=143540.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.adventrpg.com/DarkAges/index.php/Main_Page Dark Ages: War &amp;amp; Mythos Wiki]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=110704.0 Rise of the Mushroom Kingdom]==&lt;br /&gt;
'''''Current version: 0.5.5''''' for '''''DF Version 0.44'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IndigoFenix&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.&lt;br /&gt;
&lt;br /&gt;
The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110704.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=13305 Download (0.44)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=174231.0 Modest Mod]==&lt;br /&gt;
'''''Current version: 0.47.03-1''''' for '''''DF Version 0.47+'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=148265.0 0.42.06-1]''''' for '''''DF Version 0.42'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=105871.0 2.1]''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Creator:''' Igfig&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Updater:''' LargeSnail&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.&lt;br /&gt;
&lt;br /&gt;
See forum thread for the list of changes.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modest Mod is compatible with 'some'  tilesets. (Be sure to install Modest Mod '''after''' the graphics pack.)&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=14790 Download (ASCII-compatible)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=174231.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?board=24.0 Masterwork Dwarf Fortress (MDF)]==&lt;br /&gt;
'''''Current version: {{DF:Current/mw}}''''' for '''''DF Version 0.44.12'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version:  V1.30''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masterwork provides texture pack support for Phoebus, Ironhand and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download: [http://dffd.bay12games.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Masterwork:Main Page|Masterwork Mod Wiki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?board=24.0 Bay12 sub-forum]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=140725.0: vilous Mod]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.42.xx'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.&lt;br /&gt;
&lt;br /&gt;
Adds:&lt;br /&gt;
*sergal race&lt;br /&gt;
*Nevrean race&lt;br /&gt;
*Talyxian race&lt;br /&gt;
*Agundner race&lt;br /&gt;
*Assorted Tal wildlife &lt;br /&gt;
*New items&lt;br /&gt;
all of which come in packs that can be included or left out for different configurations of the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=5255 Download]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=156059.0 OldGenesis Mod]==&lt;br /&gt;
'''''Current version:  0.44.12''''' (July 2018) for '''''DF Version 0.44.12'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Maintainer and contributor: TomiTapio&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes, including learning-disability Domple Dwarves (they're good with animals).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- cool real-world minerals like fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite.&amp;lt;br /&amp;gt; Pink marble, pure marble, black marble[bitumin-darkened limestone], rapagranite(circular patterns granite), pentlandite ore (iron and nickel).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 50+ new items, weapons, toys. You need oil lamps and shaman rings to build certain workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood. Value 1 for charcoal, value 2 and 3 for furniture and wooden weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops, including an Altar of War and Altar of Nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic. Crossbow bolt to toe: don't faint from pain. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely usable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer will caverns 1 look the same as caverns 2 or caverns 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bogeymen disabled in worldgen init file, for better adventuring.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=156059.0 Forum Thread]  [http://www.bay12forums.com/smf/index.php?topic=156059.msg7094246#msg7094246 Forum post when 0.43.05 version]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12268 Download Ironhand]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12269 Download Phoebus]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12267 Download ascii]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=172696.0 The Long Night]==&lt;br /&gt;
'''''Current version: 2.65''''' (OCT 2020) for '''''DF Version 0.47.04'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: squamous&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod set in a distant and ruinous future. What remains of Earth is stalked by cybernetic horrors and nanotech monsters. In Man's Fall, many races have rushed to fill the void left by a civilization that once ruled the solar system. New races uplifted from a chosen few breeds of animal, gene-altered humans, hereditary cyborgs, colonist refugees, and vestigial AIs find themselves in a variety of factions vying for control of the stricken wasteland that was once a world.&lt;br /&gt;
&lt;br /&gt;
This mod is an experiment by it's author, squamous, to see just how far DF can be pushed into the sci-fi genre. It contains many new materials, weapons, armors, and wildlife. &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.65)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Modification:The Long Night]] (WIP)&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255337</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255337"/>
		<updated>2020-10-18T04:41:45Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Expanded lore for 2.65&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updated to 2.65&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.65)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
===Cultivator Cyborgs===&lt;br /&gt;
If you aren't born an immortal posthuman, then you're likely an organic life form. And if you're an organic life form, then you're doomed to a short, miserable life on a world that you no longer dominate, unless you are one of the few who can command the teeming hordes of mortal soldiers to match the monsters of the current era. However, for those who refuse to be content with mediocrity, a second path awaits. Through studying the datasphere and converting portions of your biology into computronium (essentially, a highly efficient computational matrix), one can surpass their original form to become a cultivator cyborg, one who perpetually strives to gain full understanding of the datasphere and mastery of the nanomechanic cloud that permeates the solar system, learning powerful martial techniques and gaining physical upgrades as they grow more experienced. It is a difficult journey, and few ever find full attainment, much less discover even one technique. However, those who do are powerful indeed, and not to be trifled with. For not only do they unlock the mysteries of cyberization, but so do their progeny. Any being that becomes a cultivator cyborg effectively has the potential to found a powerful dynasty of inhuman cybernetic demigods, demigods who influence much of life on this shattered planet.&lt;br /&gt;
&lt;br /&gt;
===The Pale Star Cult===&lt;br /&gt;
Humanity is not alone in the void. There is life across countless worlds, civilized and not, though due to the way most develop cloaked information transmissions and wormhole-derived transports it is most difficult to find evidence of them unless they wish to open up themselves to you, or you simply stumble across an inhabited planet. However, a large portion of the space around humanity is devoid of what we would recognize as rational life, and there is a terrible reason behind this. For just outside the vision of men, whose light rays only have recently reached our planet, there is a star. And this star thinks.&lt;br /&gt;
&lt;br /&gt;
It is a sapient being, a massive calculating engine whose otherworldly spectrum of light allows for the instant transmission of information from its core to anywhere its rays reach. It plants unnatural thoughts in the minds of those who spend too long staring at its baleful green glow, and soon enough they find themselves under its thrall completely. The Pale Star grants incredible power of its own, but robs the user of their will in enough time, always resulting in a hollowed-out thing of burning flame, which amplifies its light and the reality-warping power it bestows. There are whole worlds, in the black, wreathed in green coronas of fire, perpetually feeding off of a writhing mass of flesh that was once that planet's population. It uses these lantern worlds to further its reach, and increase its intelligence. Earth, however, has proven a tougher nut to crack. The sheer insanity of its growth and collapse, spawning inhuman horrors which can lay low the best of its war-forms, has prevented it from subsuming this world as it has dozens of others. For now, it simply remains a lurking shade, waiting for the chance it can bring this planet to its knees, and birth a cruel new existence from its ashes.&lt;br /&gt;
&lt;br /&gt;
===The Datasphere===&lt;br /&gt;
The Datasphere is the term for the electronic world that permeates the material one, perpetually surrounding the entire solar system in the form of a network of nanomachines that act as a literal cloud-computer, hanging in the sky and saturated into the ground, bringing ever-present power and knowledge to those who can properly tap into it. The 'gods' people worship, for example, are very real, but are in fact simply powerful intelligences which exist as disembodied beings in the Datasphere. They could be ascended humans who have left the material realm, or beings born into it, or both, or something else. None can say for certain, but all know that by studying and communing with them one can gain incredible power.&lt;br /&gt;
&lt;br /&gt;
Ghosts, too, are akin to this. They are swarms of nanomachines which congregate around intense emotion in the datasphere, like the last moments of a living person. They can exert deadly force and are notoriously difficult to get rid of, so the best option is to just inter the body and put the last emotions of the victim to rest. It should be noted the ghost is not actually them, but just an echo formed by the final thoughts of the dying being.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that a corpse, if properly preserved, may retain traces of the original owner's psyche. As long as the body remains more or less intact, there is rumored to be a technique capable of restoring them to full health. But is it truly the same person who died, or merely a perfect duplicate with the same memories? Who can say.&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Technomancy|The Long Night: Technomancy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Adventure Mode|The Long Night: Adventure Mode]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:DeusVult6&amp;diff=255330</id>
		<title>User:DeusVult6</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:DeusVult6&amp;diff=255330"/>
		<updated>2020-10-16T08:40:42Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Created page with &amp;quot;I have created this account for the sole purpose of setting-up and maintaining the Long Night mod's wiki pages.  I use the wiki almost constantly when playing any variety of t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have created this account for the sole purpose of setting-up and maintaining the Long Night mod's wiki pages.&lt;br /&gt;
&lt;br /&gt;
I use the wiki almost constantly when playing any variety of the game and wanted a repository of data for the mod I have been enjoying so much lately.&lt;br /&gt;
&lt;br /&gt;
If you have any requests/concerns about the Mod's pages, please let me know. I always appreciate constructive feedback.&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255329</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255329"/>
		<updated>2020-10-16T08:36:06Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added availability section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night - it is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially important to bear in mind when donning exo-armors, as they tend to have very small ''layer permits'', allowing at most only 1 ''under'' layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. For instance, although exo-suits are ''under'' layer and exo-armors are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Availability ===&lt;br /&gt;
Each civilization uses a variety of exo-armors but no civilization makes use of every variety. This may be due to technological limitations, closely-guarded design secrets rediscovered from the wreckage of the past, or a simple cultural preference for either finesse or brutality, such as the case may be. Ex-armor availability is shown in the table below. Usage varies from uncommon ('''U''') where they will only be rarely encountered, to common ('''C'''), to forced ('''F''') where they will be nearly omnipresent.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Armor Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;33&amp;quot;| Basic&lt;br /&gt;
| Gretzer-88 || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || C || U || C ||  ||  ||  || C ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || C || U || C ||  || F ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || C || U || C ||  || F ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || C || U || C ||  || F ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || C || U || C ||  || F ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || C || U || C || F ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || C || U || C ||  ||  ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B ||  ||  ||  ||  || F ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|M-Comet ||  ||  ||  || F ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || C ||  || C ||  ||  || F ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || C ||  || C ||  ||  || F ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || C ||  || C ||  ||  || F ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || C ||  || C || C ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || C ||  || C || C ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || C ||  || C || C ||  ||  ||  ||  ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || C || U || C ||  || C ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || C || U || C ||  || C ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || C || U || C ||  || C ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || C || U || C ||  || C ||  ||  ||  ||  ||  || C || &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;7&amp;quot;| Advanced&lt;br /&gt;
|Dominance-22 ||  ||  ||  ||  ||  ||  ||  ||  || C ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 ||  ||  ||  ||  ||  ||  ||  ||  || C ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || C || U || U ||  ||  ||  || C ||  || U ||  || U || &lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || U || U || U ||  ||  ||  ||  ||  || U ||  || U || &lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || U || U || U ||  ||  ||  ||  ||  || U ||  || U || &lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L ||  ||  ||  ||  ||  ||  ||  || C ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H ||  ||  ||  ||  ||  ||  ||  || C ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;10&amp;quot;| Raider&lt;br /&gt;
|Bloodspike ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Tincan ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Dendra ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Streaker ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb ||  || C ||  ||  ||  ||  ||  ||  ||  || C ||  || C&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual. Skeletal types are available only to the Asura, while the anatomical types are available to both Rakshasa and, occasionally, the Yaksha. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
Strangers clad in little more than scraps of cloth and rags are a frequent sight in the wasteland but, even if the originals themselves are long ashes and dust, many patterns of ancient fashion have survived. Along with newer, typically more pragmatic, cultural innovations, resourceful outposts of the wasteland may still gird themselves with tasteful accoutrements and trappings of civilization each according to their own sensibilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Upper Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Cloak ||  || 5 || L, C || 20 || 100 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Robe ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 2&lt;br /&gt;
|-&lt;br /&gt;
|Outer coat ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Right-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mantle ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Half-cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Let-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Longcoat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Vest ||  || 5 || L, C || 10 || 5 || over || 100 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Hooded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Padded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve coat ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve jacket ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Puffy coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Long-sleeved shirt ||  || 4 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tank-top shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Buttoned shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|V-neck shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Collared shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Form-fitting tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Baggy tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Long-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Wide-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Yukata ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Trailing-skirt kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Three-layer kimono ||  || 7 || C || 10 || 5 || over || 200 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Six-layer kimono ||  || 9 || C || 10 || 5 || over || 300 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Nine-layer kimono ||  || 11 || C || 10 || 5 || over || 400 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Twelve-layer kimono ||  || 13 || C || 10 || 5 || over || 500 || MAX || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Lower Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|slim pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|baggy pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|cargo pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|short pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|skirt ||  || 2 || L, C || 20 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|short skirt ||  || 2 || L, C || 20 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Long skirt ||  || 2 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|briefs ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|boxers ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|thongs ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 30 || under || 50 || none&lt;br /&gt;
|-&lt;br /&gt;
|divided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|undivided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Headgear&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
|-&lt;br /&gt;
|Bill cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide-brim hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Flat cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beanie cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Ushanka ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beret ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bucket cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tall hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Fez ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tricorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bicorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Conical hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Narrow headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Face veil ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headscarf ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Gas mask ||  || 2 || M, B, S || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headset ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Data torc ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Black-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Red-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Blue-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Yellow-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Small turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Large turban ||  || 2 || L, C || 20 || 100 || over || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Hand Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Elbow-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Half-glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Foot Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Ankle sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Knee-high sock ||  || 1 || C || 5 || 1 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Thigh-high sock ||  || 1 || C || 5 || 1 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Shoe ||  || 1 || L, C || 10 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|High boot ||  || 2 || L || 15 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Low boot ||  || 1 || L || 15 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Sandal ||  || 1 || L, C || 15 || 15 || over || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255328</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255328"/>
		<updated>2020-10-16T04:43:51Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: clarify wording on animal access&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, chance for other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, chance for bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Chance for nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Chance for nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255305</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255305"/>
		<updated>2020-10-14T19:07:59Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;/del&amp;gt; As of ver. 2.6, nanotechne production was altered to only permit raw corroded metal boulders as reagents in the production of either C or N grades. All other grades are produced using C, except S which can only be harvested.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown (?machine creature tissue?)&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255291</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255291"/>
		<updated>2020-10-12T07:00:21Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: completed al tables. still need more descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.61&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Sapient Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, insanely powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance.&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Cranial implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Creature Name&lt;br /&gt;
! Demeanor&lt;br /&gt;
! Material Source&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Pet&lt;br /&gt;
! Trainable&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Value Mult.&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Dog ||  || L || 30000 || 20 || 30 || yes || domestic, yes || 1 || none || - || &lt;br /&gt;
|-&lt;br /&gt;
| Cat || benign || L || 5000 || 20 || 20 || yes || domestic || 1 || none || - || vermin hunter, adopts owners&lt;br /&gt;
|-&lt;br /&gt;
| Sheep || benign || L || 50000 || 20 || 100 || yes || domestic || 1 || none || - || grazer, shearable, milkable&lt;br /&gt;
|-&lt;br /&gt;
| Pig || benign || L || 60000 || 20 || 100 || yes || domestic || 1 || none || - || milkable&lt;br /&gt;
|-&lt;br /&gt;
| Goat || benign || L || 50000 || 20 || 50 || yes || domestic || 1 || none || - || grazer, milkable&lt;br /&gt;
|-&lt;br /&gt;
| Chicken || benign || L || 3000 || 15 || 10 || yes || domestic || 1 || none || - || egg layer (4-15)&lt;br /&gt;
|-&lt;br /&gt;
| Rabbit || benign || L || 500 || 15 || 3 || yes || domestic || 1 || temperate shrubland, temperate&amp;lt;br&amp;gt; savanna, temperate grassland || - || grazer&lt;br /&gt;
|-&lt;br /&gt;
| Cattle ||  || m || 700000 || 40 || 100 || no || domestic || no || none || - || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Roomba || benign || S, iron || 5000 || 1000 || - || yes || domestic || no || any non-freezing, subterranean 0-3 || - || vermin hunter, thief&lt;br /&gt;
|-&lt;br /&gt;
| Chostrich || benign || L || 3000 || 15 || 10 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || egg layer (4-15)&lt;br /&gt;
|-&lt;br /&gt;
| Trashgull || benign || L || 4000 || 50 || 10 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || flier, egg layer (1)&lt;br /&gt;
|-&lt;br /&gt;
| Pillo || benign || L || 60000 || 20 || 100 || yes || domestic || 1 || any savanna, any shrubland,&amp;lt;br&amp;gt; any grassland, any forest || - || milkable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Utility Worms =====&lt;br /&gt;
Utility worms are engineered lifeforms that serve a number of different purposes around a settlement. Most varieties convert whatever they eat, from grass to inorganic rust patches, into useful resources for a civilization, food or textile thread. Specialist varieties are equipped to perform or assist in different tasks. Surgeon worms will help injury victims recover and may be best employed in hospitals. Adventurer worms may be trained as hunting companions and are equipped with a centipede-like set of legs that allow them to move much faster than their cousins, but lack the resilience for warfare. Cleaner worms are a smaller version of the adventurer worm which are used to rid areas of vermin. The mother worms are very important as they are the only female of this highly-varied artificial species. They are able to breed with any other caste and yield potentially any caste through birth. In this manner, a mother worm and a single male of any caste may eventually provide a settlement with every variety of utility worm.&lt;br /&gt;
&lt;br /&gt;
Utility worms are [[DF2014:Grazer|grazers]], and must periodically consume [[Modification:The_Long_Night:_Plants#Grass|grass]] from the tiles they pass over. The frequency is determined by the creature's size and, as many of the worms are very large, they require large amounts of grazing. Suggested minimus tile sizes of pastures are included below, although there is some variation due to grass replenishing at different rates in different biomes.&lt;br /&gt;
&lt;br /&gt;
Web spraying worms will spray every several days when seeing another creature and thus cannot be completely sequestered, however, any creature passing through the webbing will destroy it in addition to getting stuck for a short duration (and the accompanying warning message). To avoid this but keep them productive, they must be placed in pastures that are not traveled though but still allow them to see either passers-by or others of their own kind. Rubber worms must be sheared to produce rubber, however, unlike shearing wool from sheep it yields a tannable hide. Lactose worms are milkable every 17 days but algae and protein worms can only be milked every 167 days (this may be a coding error).&lt;br /&gt;
&lt;br /&gt;
Utility worms appear in the wild in any land biome but very infrequently. They are nonaggressive and should be easily captured, but, unfortunately, they have no child phase and thus any captured specimen or offspring of such will have to be regularly trained to prevent relapsing into untamed status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Worm Caste&lt;br /&gt;
! Population&amp;lt;br&amp;gt;Ratio&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Notes&lt;br /&gt;
! Grazer&lt;br /&gt;
! Recommended Min.&amp;lt;br&amp;gt;Pasture Tiles&lt;br /&gt;
|-&lt;br /&gt;
| Algae-farm worm || 100 || 500 || 6000000 || milkable (167 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Protein-farm worm || 20 || 500 || 6000000 || milkable (167 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Lactose-farm worm || 40 || 500 || 6000000 || milkable (17 days), all male || 150 || 133.3&lt;br /&gt;
|-&lt;br /&gt;
| Silk-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Latex-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Polymer-factory worm || 20 || 1000 || 1000000 || sprays web (greeting), all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Rubber-factory worm || 20 || 1000 || 1000000 || shearable, all male || 355.656 || 56.2&lt;br /&gt;
|-&lt;br /&gt;
| Surgeon worm || 5 || 5000 || 500000 || regenerates nearby allies, all male || 598.140 || 33.4&lt;br /&gt;
|-&lt;br /&gt;
| Cleaner worm || 100 || 30 || 3000 || vermin hunter, all male || 27,745.276 || 0.72&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer Worm || 100 || 100 || 70000 || hunting trainable, all male || 2,613.403 || 7.65&lt;br /&gt;
|-&lt;br /&gt;
| Mother worm || 5 || 5000 || 7000000 || all female || 150 || 133.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
Bioframes are a class of artificial life form that was designed for security and combat purposes. They possess living computer thinking centers that are integrally wired into their biomechanical, typically humanoid, bodies. They are highly adaptive and powerful cybernetic creatures that have been optimized in form and function for maximum violence. They are all extremely large, dwarfing a standard human, and grow very quickly; all bioframes reach their adult growth by 5 years old. They feel neither pain nor fear. They are amphibious and do not need to breathe, allowing them to pass unrestricted through water tiles or even swim through completely submerged tunnels. They are not sapient and cannot learn but can be fully trained for either hunting or war and are able to open doors. Nearly all varieties, except Asura-classes, are born equipped with various weapons as part of their natural anatomies. These vary from basic melee clubs to highly advanced fully-automatic plasma rifles. When butchered, all bioframes yield blocks of grade-C nanotechne and a hide that may be processed into artificial leather. Any bioframe equipped with weapons will additionally yield some grade-A nanotechne blocks except the ADW variants who yield grade-M blocks.&lt;br /&gt;
&lt;br /&gt;
The non-race specific classes may be encountered in the wild in mountain biomes but great care should be taken as they are very large, strong, and hostile. Once captured though, they may be easily trained and their children can be fully and permanently trained due to the [CHILD] tag. All bioframe classes and castes are designed to self-replicate and thus have male and female forms. Any male and female within the same class may reproduce, even if they are different castes, in the same manner as standard creatures. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Bioframe Name&lt;br /&gt;
! Caste&lt;br /&gt;
! Population Ratio&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Max Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Armament&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Xolon || Murn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || Machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Rolst || 20 || 3000000 || sword || &lt;br /&gt;
|-&lt;br /&gt;
| Haroda || 20 || 2000000 || submachine gun, jetpack || flier&lt;br /&gt;
|-&lt;br /&gt;
| Vikachen || 10 || 3000000 || Machine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Kalska || 20 || 3000000 || Hammer, pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Corudoal || 1 || 6000000 || lance || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Firenzi || Cattor || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || submachine gun, jetwing || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || flier&lt;br /&gt;
|-&lt;br /&gt;
| Liotta || 20 || 1000000 || daggers, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Reviar || 20 || 1000000 || plasma submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Palio || 10 || 4000000* || sniper rifle, jetwing || flier, very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Toros || 20 || 2000000 || pistol, sword, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Hellurios || 1 || 5000000 || Axe, machine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Barda || Junn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Padra || 20 || 3000000 || big axe || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Gimurl || 20 || 3000000 || rifle || BD1, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10	 || 3000000 || claw staff || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Dort || 20 || 4000000 || maces || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Terugen || 1 || 6000000* || axe, machine gun || BD1, has no neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Larn || Torol || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || dagger, pistol || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Urig || 20 || 3000000 || claw staff || &lt;br /&gt;
|-&lt;br /&gt;
| Ragner || 20 || 2000000 || submachine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Hakskyld || 10 || 3000000 || sword, incendiary grenades || &lt;br /&gt;
|-&lt;br /&gt;
| Volgyn || 20 || 2000000 || sniper rifle || very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Kurz || 1 || 5000000 || swords || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Genzel || Wulv || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || plasma rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Byker || 20 || 2000000 || axe, incendiary grenades || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Tarm || 20 || 2000000 || flamethrower || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10 || 3000000 || plasma machine gun || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Jorax || 20 || 2000000 || mace, toxic gas || fire immune, cyborgs and machines are immune to the gas&lt;br /&gt;
|-&lt;br /&gt;
| Kundrapa || 1 || 5000000 || hammers, plasma submachine gun || fire immune, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Zuric || Prodva || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 4000000 || rowspan=&amp;quot;6&amp;quot;| 50 || hammer || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Dyet || 20 || 3000000 || drill || &lt;br /&gt;
|-&lt;br /&gt;
| Voiva || 20 || 3000000 || Plasma rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Abryn || 10 || 2000000 || chainsaw?, flamethrower || &lt;br /&gt;
|-&lt;br /&gt;
| Shasa || 20 || 3000000 || chainsaw || &lt;br /&gt;
|-&lt;br /&gt;
| Gradnyet || 1 || 7000000 || pneumatic ram || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Gundai || Jao || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || nodachi || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || &lt;br /&gt;
|-&lt;br /&gt;
| Soize || 20 || 2000000 || rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Ningun || 20 || 2000000 || sword, pistol, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Haraka || 10 || 2000000 || submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Naido || 20 || 4000000 || mace, plasma pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Shorugon || 1 || 5000000 || katanas || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Krest || Lotwyr || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000* || rowspan=&amp;quot;6&amp;quot;| 50 || rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Rossig || 20 || 2000000 || spear || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Grozer || 20 || 2000000 || axe, pistol || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Kadra || 10 || 1000000 || Plasma rifle || BD1, extravision, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Morr || 20 || 3000000 || maul || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Ranzura || 1 || 7000000 || arm blades || BD1, extravision, skilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Asura || Rathi || 1000 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || rowspan=&amp;quot;6&amp;quot;| raw ferocity || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Atirathi || 300 || 3000000 || BD1, extravision, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| Maharathi || 100 || 4000000 || BD1, extravision, 6 arms&lt;br /&gt;
|-&lt;br /&gt;
| Atimarathi || 25 || 5000000 || BD1, extravision, 8 arms&lt;br /&gt;
|-&lt;br /&gt;
| Mahamarathi || 5 || 6000000 || BD1, extravision, 10 arms&lt;br /&gt;
|-&lt;br /&gt;
| Rudra || 1 || 7000000 || BD1, extravision, 12 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Autonomous&amp;lt;br&amp;gt;Dragon&amp;lt;br&amp;gt;Weapon&amp;lt;br&amp;gt;(ADW) || Gunship || 100 || rowspan=&amp;quot;6&amp;quot;| 100000 || 5000000 || rowspan=&amp;quot;6&amp;quot;| immortal || 2 turrets || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| any biome || All castes: semi-megabeast, superior fire immunity&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || 50 || 10000000 || 2 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 25 || 15000000 || Napalm turret || Snake-like&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || 5 || 20000000 || 4 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || 1 || 25000000 || 4 turrets, napalm disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || 1 || 30000000 || 4 turrets, 2 plasma turrets, napalm disintegrator cannon || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;*Size in the raw differs from that in the description.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machines ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Machine Name&lt;br /&gt;
! Caste&lt;br /&gt;
! Population Ratio&lt;br /&gt;
! Trainable&lt;br /&gt;
! Pet&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Material Source&lt;br /&gt;
! Max Size&lt;br /&gt;
! Armament&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 70000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 2000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Tokai-brand&amp;lt;br&amp;gt;combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 70000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 2000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Caesar-brand&amp;lt;br&amp;gt;combat morph || Anti-personnel || 100 || rowspan=&amp;quot;2&amp;quot;| Yes || rowspan=&amp;quot;2&amp;quot;| Yes || 300 || rowspan=&amp;quot;2&amp;quot;| L, C || 100000 || cannon || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| adult at 1, max age of 50&lt;br /&gt;
|-&lt;br /&gt;
| Anti-vehicle || 10 || 2000 || 3000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Heavy&amp;lt;br&amp;gt;military&amp;lt;br&amp;gt;drone || Heavy cannon drone || 60 || rowspan=&amp;quot;3&amp;quot;| War || rowspan=&amp;quot;3&amp;quot;| Yes || 350 || rowspan=&amp;quot;3&amp;quot;| S, C || 2000000 || cannon || rowspan=&amp;quot;3&amp;quot;| savage desert, mountain, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| All castes: can summon reinforcements&lt;br /&gt;
|-&lt;br /&gt;
| Heavy missile drone || 30 || 3250 || 2000000 || 6 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Heavy air drone || 20 || 3250 || 2000000 || cannon, 2 shard missile launchers || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;| Light&amp;lt;br&amp;gt;military&amp;lt;br&amp;gt;drone || Light cannon drone || 50 || rowspan=&amp;quot;3&amp;quot;| War || rowspan=&amp;quot;3&amp;quot;| Yes || 250 || rowspan=&amp;quot;3&amp;quot;| S, C || 80000 || cannon || rowspan=&amp;quot;3&amp;quot;| any desert, mountain, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| Light missile drone || 30 || 250 || 80000 || 2 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Light air drone || 20 || 250 || 50000 || cannon || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Transport drone || Land carrier || 50 || rowspan=&amp;quot;2&amp;quot;| No || rowspan=&amp;quot;2&amp;quot;| Yes || 2250 || rowspan=&amp;quot;2&amp;quot;| S, C || 6000000 || rowspan=&amp;quot;2&amp;quot;| none || rowspan=&amp;quot;2&amp;quot;| any desert, subterranean 0-3 || rowspan=&amp;quot;2&amp;quot;| benign, can summon reinforcements&lt;br /&gt;
|-&lt;br /&gt;
| Air carrier || 50 || 2250 || 4000000&lt;br /&gt;
|-&lt;br /&gt;
| Hunter drone || n/a || n/a || War || Yes || 250 || L, C || 20000 || manipulators || subterranean 1-3 || &lt;br /&gt;
|-&lt;br /&gt;
| Trapped tile || n/a || n/a || No || No || - ||  || 10000 || self-destruct || any desert, subterranean 0-3 || immobile&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne hand || n/a || n/a || No || No || - || S || 70000 || none || any || immobile, BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne mouth || n/a || n/a || No || No || - || S || 70000 || none || any || immobile, BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanotechne golem || n/a || n/a || No || No || - || S || 70000 || none || any || BD 2&lt;br /&gt;
|-&lt;br /&gt;
| Nanite ooze || n/a || n/a || No || No || - || S || 70000 || none || any || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;9&amp;quot;| Vehicle || Land rover || 50 || rowspan=&amp;quot;9&amp;quot;| No || rowspan=&amp;quot;9&amp;quot;| Yes || 1000 || rowspan=&amp;quot;9&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;9&amp;quot;| none || rowspan=&amp;quot;9&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Truck || 30 || 2000 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| ATV || 100 || 500 || 500000 || &lt;br /&gt;
|-&lt;br /&gt;
| Motorcycle || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Land crawler || 5 || 1500 || 3500000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Fortress crawler || 1 || 2400 || 10000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Personal VTOL || 20 || 1000 || 1500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| VTOL || 10 || 2000 || 3000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Carrier VTOL || 1 || 3000 || 7000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Advanced&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Kodona-brand&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Superiority-brand&amp;lt;br&amp;gt;vehicle || Hovercar || 50 || rowspan=&amp;quot;6&amp;quot;| No || rowspan=&amp;quot;6&amp;quot;| Yes || 1400 || rowspan=&amp;quot;6&amp;quot;| S, C || 2500000 || rowspan=&amp;quot;6&amp;quot;| none || rowspan=&amp;quot;6&amp;quot;| none || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hovertruck || 30 || 2400 || 8000000 || pack&lt;br /&gt;
|-&lt;br /&gt;
| Hoverbike || 100 || 400 || 200000 || &lt;br /&gt;
|-&lt;br /&gt;
| Airbike || 50 || 1000 || 500000 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Aircar || 10 || 2000 || 4000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| Airship || 1 || 5000 || 8000000 || flier, pack&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot;| Walker || Light walker || 50 || rowspan=&amp;quot;5&amp;quot;| No || rowspan=&amp;quot;5&amp;quot;| Yes || 500 || rowspan=&amp;quot;5&amp;quot;| S, C || 1000000 || none || rowspan=&amp;quot;5&amp;quot;| none || rowspan=&amp;quot;5&amp;quot;| pack&lt;br /&gt;
|-&lt;br /&gt;
| Light cannon walker || 10 || 2000 || 1000000 || cannon&lt;br /&gt;
|-&lt;br /&gt;
| Light missile walker || 10 || 2000 || 1000000 || 2 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Standard walker || 40 || 10000 || 3000000 || cannon, 4 shard missile launchers&lt;br /&gt;
|-&lt;br /&gt;
| Heavy walker || 5 || 40000 || 6000000 || 2 cannons, 8 shard missile launchers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Creature Name&lt;br /&gt;
! Demeanor&lt;br /&gt;
! Material Source&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Pet&lt;br /&gt;
! Trainable&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Value Mult.&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Cyberdaemon || large predator || C || 1000000 || immortal ||  ||  ||  || 2 || none ||  || trapavoid, night creature, spouse converter&lt;br /&gt;
|-&lt;br /&gt;
| Builder worm || large predator, ambush || L, C || 20000000 || immortal || 700 || Yes || Yes || 3 || Subterranean 5 ||  || wagon puller&lt;br /&gt;
|-&lt;br /&gt;
| Giant rust worm ||  ||  || 200000 || 7 || 500 ||  ||  || birth || Subterranean 1-3 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Moss fox || benign || L || 6000 || 20 || 25 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Bristlesnake || large predator ||  || 100000 || 20 || 200 || exotic ||  || birth || any savanna, any shrubland, any grassland, any forest || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| Pygmy bristlesnake || benign ||  || 10000 || 20 || 60 || exotic ||  || birth || any savanna, any shrubland, any grassland, any forest || 3 || &lt;br /&gt;
|-&lt;br /&gt;
| Dire boar || large predator || L || 3000000 || 20 || 100 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Opossum || benign || L || 3000 || 4 || 10 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Giant tardigrade || large predator || L || 5000000 || 30 || 1000 ||  || Yes || 4 || any river, any lake, any pool, subterranean 0-1 || 3 || superior fire immunity, BD1 &lt;br /&gt;
|-&lt;br /&gt;
| Iguana ||  || L || 40000 || 20 || 400 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest || 2 || egg layer (40-50)&lt;br /&gt;
|-&lt;br /&gt;
| Crab ||  ||  || 8000 || 20 ||  ||  ||  || birth || any savanna, any shrubland, any grassland, any forest, any ocean, any river, any lake, any pool, subterranean 0-1 ||  || amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Crayfish ||  ||  || 8000 || 20 ||  ||  ||  || birth || any savanna, any shrubland, any grassland, any forest, any river, any lake, any pool, subterranean 0-1 ||  || amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Hellhound || large predator || L || 70000 || 20 || 50 || Yes ||  || 1 || any savanna, any shrubland, any grassland, any forest || 2 ||  &lt;br /&gt;
|-&lt;br /&gt;
| Forest penguin || benign || L || 4000 || 30 || 10 ||  ||  || birth || any savanna, any shrubland, any grassland, any forest ||  || egg layer (2)&lt;br /&gt;
|-&lt;br /&gt;
| Hunting cat || large predator || L || 500000 || 20 || 2000 || Yes ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || vermin hunter,adopts owner&lt;br /&gt;
|-&lt;br /&gt;
| Greatpig || benign || L || 2000000 || 20 || 400 || Yes ||  || 1 || good savanna, good shrubland, good grassland, good forest ||  || good, milkable (17 days)&lt;br /&gt;
|-&lt;br /&gt;
| Ocelot ||  || L || 100000 || 20 || 100 || exotic || Yes || 3 || tropical forest, mangrove swamp, tropical savanna, tropical grassland || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Crane eagle || benign || L || 10000 || 30 || 25 || Yes ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || flier, egg layer (1-3)&lt;br /&gt;
|-&lt;br /&gt;
| Forest otter || benign || L || 10000 || 20 || 25 || exotic ||  || 1 || any savanna, any shrubland, any grassland, any forest ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Giant fruitbat || benign || L || 400000 || 20 || 750 || exotic || Hunting || 1 || any savanna, any shrubland, any grassland, any forest || 4 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Howler bat || large predator || L || 200000 || 20 || 750 || exotic || Hunting || 1 || any savanna, any shrubland, any grassland, any forest || 4 || flier&lt;br /&gt;
|-&lt;br /&gt;
| Garuda-class || large predator || L, C || 700000 || 30 || 1000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || flier, vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Ganesha-cass || benign || L, C || 4000000 || 30 || 2000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || grazer, wagon puller&lt;br /&gt;
|-&lt;br /&gt;
| Vritra-class || large predator || L, C || 1000000 || 30 || 1000 || exotic || Yes || 1 || any desert, tundra, mountain ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Pishacha-class || large predator || L, C || 150000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Sharabha-class || large predator || L, C || 100000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Hemaraj-class || large predator || L, C || 200000 || 30 || 200 || exotic || Yes || 1 || any desert, tundra, mountain ||  || vermin hunter&lt;br /&gt;
|-&lt;br /&gt;
| Preta-class || benign || L, C || 60000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || vermin hunter, thief, eater, drinker&lt;br /&gt;
|-&lt;br /&gt;
| Bhramari-class || benign || L, C || 10000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || Flier, vermin hunter, thief, eater, drinker, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Bheki-class || benign || L, C || 40000 || 10 || 100 || exotic ||  || 1 || any desert, tundra, mountain ||  || vermin hunter, thief, eater, drinker&lt;br /&gt;
|-&lt;br /&gt;
| Space whale || benign || C || 20000000 || 80 || 10000 || Yes ||  || 1 || any savage ||  || flier, savage&lt;br /&gt;
|-&lt;br /&gt;
| Giant manowar || large predator ||  || 3000000 || 13 ||  ||  ||  || birth || any ocean || 10 || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Moon manowar || large predator ||  || 300000 || 13 ||  ||  ||  || birth || any ocean ||  || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Pancake manowar || large predator ||  || 300000 || 13 ||  ||  ||  || birth || any ocean ||  || aquatic, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Octopus ||  ||  || 5000 || 3 || 10 ||  ||  || birth || any ocean ||  || aquatic&lt;br /&gt;
|-&lt;br /&gt;
| Sponge || benign ||  || 50000 || 30 || 10 ||  ||  || birth || any ocean, any lake, any river ||  || aquatic, immobile&lt;br /&gt;
|-&lt;br /&gt;
| Horseshoe crab ||  ||  || 2000 || 40 ||  ||  ||  || birth || any ocean, any lake, any river, any pool ||  || amphibious, venomous&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic squid || giant ||  || 100700 || 3 || 2000 || exotic ||  || birth || any ocean ||  || aquatic&lt;br /&gt;
|-&lt;br /&gt;
| Blue whale || benign || C || 10000000 || 40 || 5000 || Yes || Yes || 1 or 10 ? || none ||  || Amphibious, grazer, wagon puller, BD 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Vermin Name&lt;br /&gt;
! Hateable&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Trappable&lt;br /&gt;
! Pet&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm || yes || 10 || no || yes || taiga forest, any temperate, any tropical || &lt;br /&gt;
|-&lt;br /&gt;
|Damselfly || no || - || no ||  || any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Moth || no || - || no ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Grasshopper || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Bark scorpion || no || - || no || exotic || any desert, tropical savanna, tropical shrubland, tropical conifer forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Mantis || no || - || no ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Tick || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Louse || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Thrips || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Slug || yes || 10 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Mosquito || yes || - || no ||  || any non-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Jumping spider || yes || - || no || exotic || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Termite || no || - || no ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Moon snail || no || 10 || no ||  || temperate ocean || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brown recluse spider || yes || - || no || exotic || temperate broadleaf forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Snail || yes || 10 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Rust eater worm || yes || 10 || no || yes || Subterranean 1-3 || &lt;br /&gt;
|-&lt;br /&gt;
|Cave fish || no || - || no ||  || Subterranean 1-3 || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster || no || - || yes ||  || Subterranean 1-3 || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Moss squirrel || no || 10 || yes || exotic || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Jewel spider || no || 0.001 || no ||  || any savanna, any shrubland, any grassland, any forest || colony, venomous, produces honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Monarch || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Honey bee || no || 0.001 || no ||  || any savanna, any shrubland, any grassland, any forest || flier, colony, produce honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Bat || yes || 10 || yes ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Thornback crab || no || - || no ||  || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Fly || yes || - || no ||  || any not-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Large roach || yes || 5 || no || yes || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Beetle || no || - || no ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Ant || no || - || no ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Jelly comb || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Basketball jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cone jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Pink jelly || no || 10 || no ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cuttlefish || no || 10 || yes ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Nautilus || no || 10 || yes ||  || any ocean || fishable, aquatic, shell&lt;br /&gt;
|-&lt;br /&gt;
|Lizard || yes || 10 || yes || exotic || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Skink || no || 10 || yes || exotic || any temperate, any tropical, any desert || egg layer (10-30)&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || no || 10 || yes || exotic || tropical forest, tropical shrubland, tropical savanna, any desert || egg layer (40-50)&lt;br /&gt;
|-&lt;br /&gt;
|Anole || no || 10 || yes || exotic || tropical forest || egg layer (1-2)&lt;br /&gt;
|-&lt;br /&gt;
|Rat || yes || 10 || yes || yes || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Mussel || yes || 10 || yes ||  || any ocean, any lake, any river || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Oyster || yes || 10 || yes ||  || any ocean || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish || no || - || no ||  || arctic ocean, temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey || no || - || no ||  || temperate ocean, temperate fresh river, temperate brackish river, temperate salt river || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye || no || - || no ||  || tropical ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Flounder || no || - || no ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish || no || - || no ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Squid || no || 10 || yes ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish || no || - || no ||  || any tropical river, any tropical lake, any tropical pool || fishable&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead || no || - || no ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255290</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255290"/>
		<updated>2020-10-11T18:23:14Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: version update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updated to 2.61&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.6)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255288</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255288"/>
		<updated>2020-10-11T09:00:58Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added tables for vermin &amp;amp; bioframes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.61&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Sapient Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, insanely powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance.&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Cranial implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Bioframe Name&lt;br /&gt;
! Caste&lt;br /&gt;
! Population Ratio&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Max Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Armament&lt;br /&gt;
! Adult at&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Xolon || Murn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || Machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Rolst || 20 || 3000000 || sword || &lt;br /&gt;
|-&lt;br /&gt;
| Haroda || 20 || 2000000 || submachine gun, jetpack || flier&lt;br /&gt;
|-&lt;br /&gt;
| Vikachen || 10 || 3000000 || Machine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Kalska || 20 || 3000000 || Hammer, pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Corudoal || 1 || 6000000 || lance || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Firenzi || Cattor || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || submachine gun, jetwing || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || flier&lt;br /&gt;
|-&lt;br /&gt;
| Liotta || 20 || 1000000 || daggers, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Reviar || 20 || 1000000 || plasma submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Palio || 10 || 4000000* || sniper rifle, jetwing || flier, very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Toros || 20 || 2000000 || pistol, sword, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Hellurios || 1 || 5000000 || Axe, machine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Barda || Junn || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || machine gun || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Padra || 20 || 3000000 || big axe || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Gimurl || 20 || 3000000 || rifle || BD1, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10	 || 3000000 || claw staff || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Dort || 20 || 4000000 || maces || BD1&lt;br /&gt;
|-&lt;br /&gt;
| Terugen || 1 || 6000000* || axe, machine gun || BD1, has no neck&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Larn || Torol || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || dagger, pistol || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Urig || 20 || 3000000 || claw staff || &lt;br /&gt;
|-&lt;br /&gt;
| Ragner || 20 || 2000000 || submachine gun || &lt;br /&gt;
|-&lt;br /&gt;
| Hakskyld || 10 || 3000000 || sword, incendiary grenades || &lt;br /&gt;
|-&lt;br /&gt;
| Volgyn || 20 || 2000000 || sniper rifle || very accurate&lt;br /&gt;
|-&lt;br /&gt;
| Kurz || 1 || 5000000 || swords || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Genzel || Wulv || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || plasma rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Byker || 20 || 2000000 || axe, incendiary grenades || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Tarm || 20 || 2000000 || flamethrower || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Undmera || 10 || 3000000 || plasma machine gun || fire immune&lt;br /&gt;
|-&lt;br /&gt;
| Jorax || 20 || 2000000 || mace, toxic gas || fire immune, cyborgs and machines are immune to the gas&lt;br /&gt;
|-&lt;br /&gt;
| Kundrapa || 1 || 5000000 || hammers, plasma submachine gun || fire immune, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Zuric || Prodva || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 4000000 || rowspan=&amp;quot;6&amp;quot;| 50 || hammer || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| Mountain || &lt;br /&gt;
|-&lt;br /&gt;
| Dyet || 20 || 3000000 || drill || &lt;br /&gt;
|-&lt;br /&gt;
| Voiva || 20 || 3000000 || Plasma rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Abryn || 10 || 2000000 || chainsaw?, flamethrower || &lt;br /&gt;
|-&lt;br /&gt;
| Shasa || 20 || 3000000 || chainsaw || &lt;br /&gt;
|-&lt;br /&gt;
| Gradnyet || 1 || 7000000 || pneumatic ram || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Gundai || Jao || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 3000000 || rowspan=&amp;quot;6&amp;quot;| 50 || nodachi || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || &lt;br /&gt;
|-&lt;br /&gt;
| Soize || 20 || 2000000 || rifle || &lt;br /&gt;
|-&lt;br /&gt;
| Ningun || 20 || 2000000 || sword, pistol, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Haraka || 10 || 2000000 || submachine gun, jetwing || flier&lt;br /&gt;
|-&lt;br /&gt;
| Naido || 20 || 4000000 || mace, plasma pistol || &lt;br /&gt;
|-&lt;br /&gt;
| Shorugon || 1 || 5000000 || katanas || &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Krest || Lotwyr || 30 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000* || rowspan=&amp;quot;6&amp;quot;| 50 || rifle || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Rossig || 20 || 2000000 || spear || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Grozer || 20 || 2000000 || axe, pistol || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Kadra || 10 || 1000000 || Plasma rifle || BD1, extravision, accurate&lt;br /&gt;
|-&lt;br /&gt;
| Morr || 20 || 3000000 || maul || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Ranzura || 1 || 7000000 || arm blades || BD1, extravision, skilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Asura || Rathi || 1000 || rowspan=&amp;quot;6&amp;quot;| 9000 || 2000000 || rowspan=&amp;quot;6&amp;quot;| 50 || rowspan=&amp;quot;6&amp;quot;| raw ferocity || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| none || BD1, extravision&lt;br /&gt;
|-&lt;br /&gt;
| Atirathi || 300 || 3000000 || BD1, extravision, 4 arms&lt;br /&gt;
|-&lt;br /&gt;
| Maharathi || 100 || 4000000 || BD1, extravision, 6 arms&lt;br /&gt;
|-&lt;br /&gt;
| Atimarathi || 25 || 5000000 || BD1, extravision, 8 arms&lt;br /&gt;
|-&lt;br /&gt;
| Mahamarathi || 5 || 6000000 || BD1, extravision, 10 arms&lt;br /&gt;
|-&lt;br /&gt;
| Rudra || 1 || 7000000 || BD1, extravision, 12 arms&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot;| Autonomous&amp;lt;br&amp;gt;Dragon&amp;lt;br&amp;gt;Weapon&amp;lt;br&amp;gt;(ADW) || Gunship || 100 || rowspan=&amp;quot;6&amp;quot;| 100000 || 5000000 || rowspan=&amp;quot;6&amp;quot;| immortal || 2 turrets || rowspan=&amp;quot;6&amp;quot;| 1 || rowspan=&amp;quot;6&amp;quot;| any biome || All castes: semi-megabeast, superior fire immunity&lt;br /&gt;
|-&lt;br /&gt;
| Cruiser || 50 || 10000000 || 2 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Monitor || 25 || 15000000 || Napalm turret || Snake-like&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought || 5 || 20000000 || 4 turrets, plasma disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || 1 || 25000000 || 4 turrets, napalm disintegrator cannon || 6 legs&lt;br /&gt;
|-&lt;br /&gt;
| Battleship || 1 || 30000000 || 4 turrets, 2 plasma turrets, napalm disintegrator cannon || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;*Size in the raw differs from that in the description.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Vermin Name&lt;br /&gt;
! Hateable&lt;br /&gt;
! Pet Value&lt;br /&gt;
! Trappable&lt;br /&gt;
! Pet&lt;br /&gt;
! Biome&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm || y || 10 || n || y || taiga forest, any temperate, any tropical || &lt;br /&gt;
|-&lt;br /&gt;
|Damselfly || n || - || n ||  || any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Moth || n || - || n ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Grasshopper || n || - || n ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Bark scorpion || n || - || n || exotic || any desert, tropical savanna, tropical shrubland, tropical conifer forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Mantis || n || - || n ||  || any non-freezing || flier&lt;br /&gt;
|-&lt;br /&gt;
|Tick || n || - || n ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Louse || n || - || n ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Thrips || n || - || n ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Slug || y || 10 || n || y || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Mosquito || y || - || n ||  || any non-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Jumping spider || y || - || n || exotic || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Termite || n || - || n ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Moon snail || n || 10 || n ||  || temperate ocean || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brown recluse spider || y || - || n || exotic || temperate broadleaf forest || venomous&lt;br /&gt;
|-&lt;br /&gt;
|Snail || y || 10 || n || y || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Rust eater worm || y || 10 || n || y || Subterranean 1-3 || &lt;br /&gt;
|-&lt;br /&gt;
|Cave fish || n || - || n ||  || Subterranean 1-3 || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cave lobster || n || - || y ||  || Subterranean 1-3 || aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Moss squirrel || n || 10 || y || exotic || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Jewel spider || n || 0.001 || n ||  || any savanna, any shrubland, any grassland, any forest || colony, venomous, produces honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Monarch || n || - || n ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly || n || - || n ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly || n || - || n ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Honey bee || n || 0.001 || n ||  || any savanna, any shrubland, any grassland, any forest || flier, colony, produce honey, may be hived&lt;br /&gt;
|-&lt;br /&gt;
|Bat || y || 10 || y ||  || any savanna, any shrubland, any grassland, any forest || flier&lt;br /&gt;
|-&lt;br /&gt;
|Thornback crab || n || - || n ||  || any savanna, any shrubland, any grassland, any forest || &lt;br /&gt;
|-&lt;br /&gt;
|Fly || y || - || n ||  || any not-freezing, any pool || flier&lt;br /&gt;
|-&lt;br /&gt;
|Large roach || y || 5 || n || y || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Beetle || n || - || n ||  || any non-freezing || &lt;br /&gt;
|-&lt;br /&gt;
|Ant || n || - || n ||  || any non-freezing || colony&lt;br /&gt;
|-&lt;br /&gt;
|Jelly comb || n || 10 || n ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Basketball jelly || n || 10 || n ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cone jelly || n || 10 || n ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Pink jelly || n || 10 || n ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Cuttlefish || n || 10 || y ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Nautilus || n || 10 || y ||  || any ocean || fishable, aquatic, shell&lt;br /&gt;
|-&lt;br /&gt;
|Lizard || y || 10 || y || exotic || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Skink || n || 10 || y || exotic || any temperate, any tropical, any desert || egg layer (10-30)&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon || n || 10 || y || exotic || tropical forest, tropical shrubland, tropical savanna, any desert || egg layer (40-50)&lt;br /&gt;
|-&lt;br /&gt;
|Anole || n || 10 || y || exotic || tropical forest || egg layer (1-2)&lt;br /&gt;
|-&lt;br /&gt;
|Rat || y || 10 || y || y || any non-freezing || vermin eater&lt;br /&gt;
|-&lt;br /&gt;
|Mussel || y || 10 || y ||  || any ocean, any lake, any river || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Oyster || y || 10 || y ||  || any ocean || fishable, aquatic, shell, pearl&lt;br /&gt;
|-&lt;br /&gt;
|Hagfish || n || - || n ||  || arctic ocean, temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Brook lamprey || n || - || n ||  || temperate ocean, temperate fresh river, temperate brackish river, temperate salt river || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Glasseye || n || - || n ||  || tropical ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Flounder || n || - || n ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Sea nettle jellyfish || n || - || n ||  || temperate ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Squid || n || 10 || y ||  || any ocean || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Lungfish || n || - || n ||  || any tropical river, any tropical lake, any tropical pool || fishable&lt;br /&gt;
|-&lt;br /&gt;
|Brown bullhead || n || - || n ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Yellow bullhead || n || - || n ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|-&lt;br /&gt;
|Black bullhead || n || - || n ||  || temperate fresh lake, temperate brackish lake || fishable, aquatic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255287</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255287"/>
		<updated>2020-10-11T05:09:29Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 05:08, 11 October 2020 (UTC)}}&lt;br /&gt;
Updated to 2.61&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Scorched earth || mountain, glacier, tundra || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Hybrid grass || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Meadow flowers || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Concrete tile || any wetland, desert, subterranean 1 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Crumbling ruins || any desert || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Metal tile || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Glowing lichen || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanostrand || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanopod || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanoflower || any desert || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255265</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255265"/>
		<updated>2020-10-10T08:11:06Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: populated tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Updated to 2.61&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Crop Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Seasons&lt;br /&gt;
! Alignment&lt;br /&gt;
! Value&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Product&lt;br /&gt;
! Product Value&lt;br /&gt;
|-&lt;br /&gt;
|Corn || Any land || wet || 1 || all || all || 2 || alcosoda || 2 || no || yes || corn flour&amp;lt;br&amp;gt;corn seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Wheat || Any land || wet || 1 || all || all || 2 || wheat beer || 2 || no || yes || wheat flour&amp;lt;br&amp;gt;wheat seed || 20&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Moss bush || temperate grassland, shrubland, savanna || both || 100 || all || all || 2 || moonshine || 2 || no || yes || moss fiber&amp;lt;br&amp;gt;moss slurry&amp;lt;br&amp;gt;moss bush seed || 2&amp;lt;br&amp;gt;2&amp;lt;br&amp;gt;1&lt;br /&gt;
|-&lt;br /&gt;
|Brown mushroom || any land || wet || 10 || all || all || 2 || mushroom beer || 2 || yes || yes || brown mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|White mushroom || any land || wet || 10 || all || all || 2 || mushroom wine || 2 || yes || yes || white mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Black mushroom || any land || wet || 10 || all || all || 2 || mushroom sake || 2 || yes || yes || black mushroom spawn || 1&lt;br /&gt;
|-&lt;br /&gt;
|Soybean || any land || wet || 1 || all || all || 2 || alcosoylent || 2 || yes || yes || soybeans || 1&lt;br /&gt;
|-&lt;br /&gt;
|Waterflower || any land || wet || 10 || all || all || 2 || sanitized water || 2 || yes || yes || waterflower seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Potato || any land || wet || 1 || all || all || 2 || vodka || 2 || yes || yes || ? || &lt;br /&gt;
|-&lt;br /&gt;
|Berry™ || not freezing || wet || 50 || all || good || 2 || trademarked wine || 2 || yes || yes || Berry™ seeds || 1&lt;br /&gt;
|-&lt;br /&gt;
|Glowing mushroom || subterranean 1-3 || wet || 10 || all || all || 2 || psychotropic ale || 2 || yes || yes || Glowing mushroom spawn || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Tree Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Nat. Frequency&lt;br /&gt;
! Alignment&lt;br /&gt;
! Wood Density&lt;br /&gt;
! Drink&lt;br /&gt;
! Drink Value&lt;br /&gt;
! Eat&lt;br /&gt;
! Cook&lt;br /&gt;
! Growths&lt;br /&gt;
|-&lt;br /&gt;
|Fruit™ || not freezing || dry || 50 || good || n/a || Fruit™ beer || 2 || yes || yes || leaves&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;fruit&lt;br /&gt;
|-&lt;br /&gt;
|Nut™ || not freezing || dry || 50 || good || 562 || none || n/a || yes || yes || wood&amp;lt;br&amp;gt;leaves&amp;lt;br&amp;gt;pollen catkins&amp;lt;br&amp;gt;flowers&amp;lt;br&amp;gt;nuts&lt;br /&gt;
|-&lt;br /&gt;
|Nanopillar || any desert || both || 100 || savage || 11930 || none || n/a || no || no || crude nanotechne&lt;br /&gt;
|-&lt;br /&gt;
|Ruined structure || any desert, tundra, glacier, mountain, subterranean 0-3 || dry || 100 || all || 9930 || none || n/a || no || no || scrap metal&lt;br /&gt;
|-&lt;br /&gt;
|Giant glowing mushroom || subterranean 2-3 || both || 50 || all || 600 || none || n/a || no || no || wood&lt;br /&gt;
|-&lt;br /&gt;
|Moss tree || Any grassland, shrubland, savanna, forest || both || 100 || all || 3250 || none || n/a || no || no || wood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Grass Name&lt;br /&gt;
! Biome&lt;br /&gt;
! Wet/Dry&lt;br /&gt;
! Alignment&lt;br /&gt;
|-&lt;br /&gt;
|Moss || any grassland, shrubland, savanna, forest || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Scorched earth || mountain, glacier, tundra || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Hybrid grass || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Meadow flowers || any land || both || good&lt;br /&gt;
|-&lt;br /&gt;
|Concrete tile || any wetland, desert, subterranean 1 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Crumbling ruins || any desert || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Metal tile || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Glowing lichen || subterranean 1-3 || both || all&lt;br /&gt;
|-&lt;br /&gt;
|Nanoroot || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanostrand || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanopod || any desert || both || savage&lt;br /&gt;
|-&lt;br /&gt;
|Nanoflower || any desert || both || savage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255207</id>
		<title>Modification:The Long Night: Plants</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Plants&amp;diff=255207"/>
		<updated>2020-10-08T02:50:50Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Created page with &amp;quot;{{mod}}  == Crops ==    == Trees ==    == Grass ==    = Related Pages = The Long Night: Lore&amp;lt;br&amp;gt; Modification:The Long Night: Civilizations|T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
== Crops ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trees ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Grass ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255206</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255206"/>
		<updated>2020-10-08T02:48:12Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, insanely powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance.&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Cranial implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255205</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255205"/>
		<updated>2020-10-08T02:47:07Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;/del&amp;gt; As of ver. 2.6, nanotechne production was altered to only permit raw corroded metal boulders as reagents in the production of either C or N grades. All other grades are produced using C, except S which can only be harvested.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255204</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255204"/>
		<updated>2020-10-08T02:46:11Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night - it is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially important to bear in mind when donning exo-armors, as they tend to have very small ''layer permits'', allowing at most only 1 ''under'' layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. For instance, although exo-suits are ''under'' layer and exo-armors are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
Strangers clad in little more than scraps of cloth and rags are a frequent sight in the wasteland but, even if the originals themselves are long ashes and dust, many patterns of ancient fashion have survived. Along with newer, typically more pragmatic, cultural innovations, resourceful outposts of the wasteland may still gird themselves with tasteful accoutrements and trappings of civilization each according to their own sensibilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Upper Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Cloak ||  || 5 || L, C || 20 || 100 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Robe ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 2&lt;br /&gt;
|-&lt;br /&gt;
|Outer coat ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Right-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mantle ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Half-cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Let-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Longcoat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Vest ||  || 5 || L, C || 10 || 5 || over || 100 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Hooded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Padded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve coat ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve jacket ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Puffy coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Long-sleeved shirt ||  || 4 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tank-top shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Buttoned shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|V-neck shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Collared shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Form-fitting tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Baggy tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Long-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Wide-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Yukata ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Trailing-skirt kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Three-layer kimono ||  || 7 || C || 10 || 5 || over || 200 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Six-layer kimono ||  || 9 || C || 10 || 5 || over || 300 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Nine-layer kimono ||  || 11 || C || 10 || 5 || over || 400 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Twelve-layer kimono ||  || 13 || C || 10 || 5 || over || 500 || MAX || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Lower Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|slim pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|baggy pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|cargo pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|short pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|skirt ||  || 2 || L, C || 20 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|short skirt ||  || 2 || L, C || 20 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Long skirt ||  || 2 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|briefs ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|boxers ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|thongs ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 30 || under || 50 || none&lt;br /&gt;
|-&lt;br /&gt;
|divided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|undivided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Headgear&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
|-&lt;br /&gt;
|Bill cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide-brim hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Flat cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beanie cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Ushanka ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beret ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bucket cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tall hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Fez ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tricorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bicorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Conical hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Narrow headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Face veil ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headscarf ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Gas mask ||  || 2 || M, B, S || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headset ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Data torc ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Black-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Red-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Blue-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Yellow-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Small turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Large turban ||  || 2 || L, C || 20 || 100 || over || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Hand Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Elbow-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Half-glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Foot Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Ankle sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Knee-high sock ||  || 1 || C || 5 || 1 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Thigh-high sock ||  || 1 || C || 5 || 1 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Shoe ||  || 1 || L, C || 10 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|High boot ||  || 2 || L || 15 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Low boot ||  || 1 || L || 15 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Sandal ||  || 1 || L, C || 15 || 15 || over || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255203</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255203"/>
		<updated>2020-10-08T02:45:35Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)&lt;br /&gt;
Snipers: Penetrator Rods (piercing damage)&lt;br /&gt;
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
Scatterpistols: 6-gauge slugs/rounds&lt;br /&gt;
Scatterguns: 4-gauge slugs/rounds&lt;br /&gt;
Scattercannons: 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
Wedge Bow: A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.&lt;br /&gt;
&lt;br /&gt;
Taper Bow: The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: due to a bug, nail-guns do not have any assigned ammunition.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
&lt;br /&gt;
'''Wedge Swords/Axes''': Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.&lt;br /&gt;
&lt;br /&gt;
'''Maces''': Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations&lt;br /&gt;
&lt;br /&gt;
'''Pile Bunkers''': Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.&lt;br /&gt;
&lt;br /&gt;
'''Thermal Lances''': Imagine a halberd, but the bladed parts are on fire. Uses pike skill.&lt;br /&gt;
&lt;br /&gt;
'''Rocket Hammers''': A hammer but there's an explosive rocket on the back end.&lt;br /&gt;
&lt;br /&gt;
'''Hammer Fist''': A hammer, but it's a big fist.&lt;br /&gt;
&lt;br /&gt;
'''Saws''': Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.&lt;br /&gt;
&lt;br /&gt;
'''Monofilament Whips''': Sophisticated weapons that attack with strands of razor wire.&lt;br /&gt;
&lt;br /&gt;
'''Shivs''': Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255202</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255202"/>
		<updated>2020-10-08T02:44:54Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, access to other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255201</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255201"/>
		<updated>2020-10-08T02:12:03Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.6)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Plants|The Long Night: Plants]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255200</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255200"/>
		<updated>2020-10-08T02:11:25Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Add link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.6)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
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= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Plants]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255085</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255085"/>
		<updated>2020-09-29T05:49:25Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* Ethics &amp;amp; Values */ added intro&lt;/p&gt;
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&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
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== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
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=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, access to other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
With so many more civilizations than are available in the base game and with very different flavors, it is useful to see just how these societies are set to operate. Below are each civilization's sets of ethics, which are the civilizations reactions to certain actions and practices, and values, which are used to determine approximate attitudes of member individuals for certain ideas and behaviors.&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt; &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255084</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255084"/>
		<updated>2020-09-29T04:39:20Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: /* Machines */ minor add&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, access to other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
:::*'''Non-playable'''&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt; &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255083</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255083"/>
		<updated>2020-09-28T21:24:59Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: nanotechne update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;del&amp;gt;Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;/del&amp;gt; As of ver. 2.6, nanotechne production was altered to only permit raw corroded metal boulders as reagents in the production of either C or N grades. All other grades are produced using C, except S which can only be harvested.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. Grade-M is identical to steel except for max edge and it is unclear how that affects calculations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255082</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255082"/>
		<updated>2020-09-28T20:59:18Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Fixed format error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)&lt;br /&gt;
Snipers: Penetrator Rods (piercing damage)&lt;br /&gt;
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
Scatterpistols: 6-gauge slugs/rounds&lt;br /&gt;
Scatterguns: 4-gauge slugs/rounds&lt;br /&gt;
Scattercannons: 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
Wedge Bow: A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.&lt;br /&gt;
&lt;br /&gt;
Taper Bow: The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: due to a bug, nail-guns do not have any assigned ammunition.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
&lt;br /&gt;
'''Wedge Swords/Axes''': Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.&lt;br /&gt;
&lt;br /&gt;
'''Maces''': Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations&lt;br /&gt;
&lt;br /&gt;
'''Pile Bunkers''': Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.&lt;br /&gt;
&lt;br /&gt;
'''Thermal Lances''': Imagine a halberd, but the bladed parts are on fire. Uses pike skill.&lt;br /&gt;
&lt;br /&gt;
'''Rocket Hammers''': A hammer but there's an explosive rocket on the back end.&lt;br /&gt;
&lt;br /&gt;
'''Hammer Fist''': A hammer, but it's a big fist.&lt;br /&gt;
&lt;br /&gt;
'''Saws''': Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.&lt;br /&gt;
&lt;br /&gt;
'''Monofilament Whips''': Sophisticated weapons that attack with strands of razor wire.&lt;br /&gt;
&lt;br /&gt;
'''Shivs''': Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255081</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255081"/>
		<updated>2020-09-28T20:10:03Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added to descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, insanely powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance.&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Cranial implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255021</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255021"/>
		<updated>2020-09-24T06:40:43Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added melee weapon descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)&lt;br /&gt;
Snipers: Penetrator Rods (piercing damage)&lt;br /&gt;
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
Scatterpistols: 6-gauge slugs/rounds&lt;br /&gt;
Scatterguns: 4-gauge slugs/rounds&lt;br /&gt;
Scattercannons: 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
Wedge Bow: A large, sharp-edged bow that can be used as a type of double-edged sword along with its traditional role as a projectile weapon. Frequently used by hunters and skirmishers for its use in both melee and ranged battles.&lt;br /&gt;
&lt;br /&gt;
Taper Bow: The equivalent of the taper sword for blade bow weapons, it allows you to stab as well as slash and is generally lighter and more elegant.&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: due to a bug, nail-guns do not have any assigned ammunition.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
'''&lt;br /&gt;
Wedge Swords/Axes''': Wedge-shaped blades that function like a hybrid between club and sword/axe, used to hack and crush through armor.&lt;br /&gt;
&lt;br /&gt;
'''Maces''': Self-explanatory. Big weapons used to bash people's heads in. Come in various types depending on one's inclinations&lt;br /&gt;
&lt;br /&gt;
'''Pile Bunkers''': Short, boxy jackhammer-like weapons that rapidly extend and retract a pointed metal rod to penetrate armor. A heavy version uses the pikeman skill, a light version uses the spearman skill.&lt;br /&gt;
&lt;br /&gt;
'''Thermal Lances''': Imagine a halberd, but the bladed parts are on fire. Uses pike skill.&lt;br /&gt;
&lt;br /&gt;
'''Rocket Hammers''': A hammer but there's an explosive rocket on the back end.&lt;br /&gt;
&lt;br /&gt;
'''Hammer Fist''': A hammer, but it's a big fist.&lt;br /&gt;
&lt;br /&gt;
'''Saws''': Uses the axe skill. Divided between bulky chainsaws and elegant circular saws.&lt;br /&gt;
&lt;br /&gt;
'''Monofilament Whips''': Sophisticated weapons that attack with strands of razor wire.&lt;br /&gt;
&lt;br /&gt;
'''Shivs''': Rather than just an improvised stabbing weapon, a shiv in this era specifically refers to a type of thin, needle-pointed dagger designed to slip through armored plates, or just plain stab someone. They come in pure stabbing variants and slightly more expensive edged variants.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255012</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255012"/>
		<updated>2020-09-22T23:46:44Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious, 4 legs&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255011</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=255011"/>
		<updated>2020-09-22T23:46:15Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255010</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=255010"/>
		<updated>2020-09-22T23:45:41Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night - it is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially important to bear in mind when donning exo-armors, as they tend to have very small ''layer permits'', allowing at most only 1 ''under'' layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. For instance, although exo-suits are ''under'' layer and exo-armors are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
Strangers clad in little more than scraps of cloth and rags are a frequent sight in the wasteland but, even if the originals themselves are long ashes and dust, many patterns of ancient fashion have survived. Along with newer, typically more pragmatic, cultural innovations, resourceful outposts of the wasteland may still gird themselves with tasteful accoutrements and trappings of civilization each according to their own sensibilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Upper Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Cloak ||  || 5 || L, C || 20 || 100 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Robe ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 2&lt;br /&gt;
|-&lt;br /&gt;
|Outer coat ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Right-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mantle ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Half-cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Let-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Longcoat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Vest ||  || 5 || L, C || 10 || 5 || over || 100 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Hooded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Padded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve coat ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve jacket ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Puffy coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Long-sleeved shirt ||  || 4 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tank-top shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Buttoned shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|V-neck shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Collared shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Form-fitting tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Baggy tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Long-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Wide-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Yukata ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Trailing-skirt kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Three-layer kimono ||  || 7 || C || 10 || 5 || over || 200 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Six-layer kimono ||  || 9 || C || 10 || 5 || over || 300 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Nine-layer kimono ||  || 11 || C || 10 || 5 || over || 400 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Twelve-layer kimono ||  || 13 || C || 10 || 5 || over || 500 || MAX || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Lower Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|slim pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|baggy pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|cargo pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|short pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|skirt ||  || 2 || L, C || 20 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|short skirt ||  || 2 || L, C || 20 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Long skirt ||  || 2 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|briefs ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|boxers ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|thongs ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 30 || under || 50 || none&lt;br /&gt;
|-&lt;br /&gt;
|divided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|undivided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Headgear&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
|-&lt;br /&gt;
|Bill cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide-brim hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Flat cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beanie cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Ushanka ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beret ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bucket cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tall hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Fez ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tricorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bicorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Conical hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Narrow headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Face veil ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headscarf ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Gas mask ||  || 2 || M, B, S || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headset ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Data torc ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Black-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Red-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Blue-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Yellow-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Small turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Large turban ||  || 2 || L, C || 20 || 100 || over || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Hand Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Elbow-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Half-glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Foot Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Ankle sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Knee-high sock ||  || 1 || C || 5 || 1 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Thigh-high sock ||  || 1 || C || 5 || 1 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Shoe ||  || 1 || L, C || 10 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|High boot ||  || 2 || L || 15 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Low boot ||  || 1 || L || 15 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Sandal ||  || 1 || L, C || 15 || 15 || over || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255009</id>
		<title>Modification:The Long Night: Weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Weapons&amp;diff=255009"/>
		<updated>2020-09-22T23:45:21Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:37, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armed if one intends to last. The Long Night sports a wide array of weaponry with a daunting number of modifiers. Most modifier changes are cosmetic, however some do alter the attack profile or several other stats such as size.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Weapons ===&lt;br /&gt;
The staple ranged weapon of the era is the electric projectile launcher, or railgun. Coilguns are also extant, but are for the privileged nations who can afford to produce the more advanced weapon. Railguns can be considered the simple, brute-force variant compared to the more elegant and sophisticated coilguns. Either way, they use the same ammunition and share the Railgunner skill.&lt;br /&gt;
&lt;br /&gt;
Rifles and Pistols: Bullets (small surface area blunt damage, like a whip)&lt;br /&gt;
Snipers: Penetrator Rods (piercing damage)&lt;br /&gt;
Cannons: Kinetic, Fragmentation, and Plasma-Jet rockets (blunt, slashing, and piercing damage respectively)&lt;br /&gt;
&lt;br /&gt;
Coilguns are better than railguns in all regards, but only a few nations make use of them due to their complexity.&lt;br /&gt;
&lt;br /&gt;
There are also chemical-propellant weapons in the form of Scatterguns, which are an evolution of the shotgun optimized for launching powerful projectiles and minimizing recoil. Railguns are already seen as an unsophisticated weapon compared to coilguns, whereas scatterguns are pure brutality. While a ranged weapon like the railgun, they require a different set of skills to operate and maintain, and so use the Chemgunner skill. Some primitive nations also make use of Nailguns, which fire small spikes at foes. These weapons also use the Chemgunner skill.&lt;br /&gt;
&lt;br /&gt;
Scatterpistols: 6-gauge slugs/rounds&lt;br /&gt;
Scatterguns: 4-gauge slugs/rounds&lt;br /&gt;
Scattercannons: 2-gauge slugs/rounds&lt;br /&gt;
&lt;br /&gt;
Although any ranged weapon can be used as a club, spear, or axe in a pinch, they tend to be far more powerful than their melee counterparts when used properly and loaded with ammunition. Please note that the fabrication menu can be very confusing with many different options for each weapon type. For fortress mode, the adjectives are primarily cosmetic, although, as noted in the table below, some vary slightly in size and some have different melee profiles due to different bayonet fittings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Melee&amp;lt;br&amp;gt;Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Shoot Force&lt;br /&gt;
! Max. Velocity&lt;br /&gt;
! Ammunition&lt;br /&gt;
|-&lt;br /&gt;
| Wedge bow&lt;br /&gt;
| 1000&lt;br /&gt;
| 5&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
| Blowgun&lt;br /&gt;
| 110000&lt;br /&gt;
| 45000&lt;br /&gt;
| 12000&lt;br /&gt;
| 1200&lt;br /&gt;
| arrow&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Taper bow&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Blowgun&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| arrow&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Rail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 9000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Coil-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400-500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 11000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Scatterpistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 600-700&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 6-gauge rounds, 6-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Nail-pistol&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300-400&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 2&lt;br /&gt;
| Bayonet slash || edge || 1000 || 800 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 0&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 7000&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Butt bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Rail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 15000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Coil-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Crossbow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 20000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| bullet, nail spike&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Nail-rifle&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 110000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 45000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 12000&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1200&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| none&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Sword-headed''&lt;br /&gt;
| Sword-tip slash || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Sword-tip stab || edge || 50 || 2000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Scattergun&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4&lt;br /&gt;
| Bayonet stab || edge || 5 || 1000 || x1.0 &lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Bow&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 71000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 55000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 13000&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 1500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 4-gauge rounds, 4-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Axe-headed''&lt;br /&gt;
| Axe-head hack || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Rail-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 28000&lt;br /&gt;
| 2520&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Coil-cannon&lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10000 || (4000) || x1.25 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 30000&lt;br /&gt;
| 3020&lt;br /&gt;
| kinetic rocket, fragmentation rocket, plasma-jet rocket&lt;br /&gt;
|-&lt;br /&gt;
| Scattercannon&lt;br /&gt;
| 2000&lt;br /&gt;
| 8&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Bow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 20500&lt;br /&gt;
| 2020&lt;br /&gt;
| 2-gauge rounds, 2-gauge slugs&lt;br /&gt;
|-&lt;br /&gt;
| Rail-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 22500&lt;br /&gt;
| 2020&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|-&lt;br /&gt;
| Coil-sniper&lt;br /&gt;
| 1200&lt;br /&gt;
| 6&lt;br /&gt;
| Stock bash || blunt || 10 || (200) || x2.0 &lt;br /&gt;
| Crossbow&lt;br /&gt;
| 110000&lt;br /&gt;
| 55000&lt;br /&gt;
| 27500&lt;br /&gt;
| 2520&lt;br /&gt;
| penetrator rod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rail-rifles serve as the base-line standard of technology in the wasteland. Some civilizations of exceptional technology will have access to coil-rifle production, and more primitive races are confined to chem-gunner technology in the scattergun and nail-gun classes. Note: due to a bug, nail-guns do not have any assigned ammunition.&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 5 || blunt || 1 || (3500) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Penetrator rod || 50 || edge || 10 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge round || 50 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 6-gauge slug || 50 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge round || 100 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4-gauge slug || 100 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge round || 300 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| 2-gauge slug || 300 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic rocket || 200 || blunt || 10 || (200) || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation rocket || 200 || edge || 40000 || 6000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Plasma-jet rocket || 200 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Arrow || 250 || edge || 5 || 1000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Nail spike || 5 || edge || 1 || 3500 || x1.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Melee Weapons ===&lt;br /&gt;
&lt;br /&gt;
Despite the power of ranged weaponry available in the wasteland many beasts and opponents are formidably durable and can close the distance very quickly and, once there, the only viable option is a melee response. Many such weapons can be found in use in the wasteland from stone knives to the pinnacle nanotechne weaponry of the Empire-that-was.&lt;br /&gt;
Please note that there are many variations for each weapon with different adjectives. Most are purely cosmetic but some alter the attack profile, size, or other parameters as is listed on the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Material&amp;lt;br&amp;gt;Size&lt;br /&gt;
! Attack&lt;br /&gt;
! Attack Type&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! 2 Hand&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
! Minimum&amp;lt;br&amp;gt;Wield Size&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Hack || edge || 4000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Hack || edge || 10 || 500 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Hack || edge || 20000 || 4000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Chainsaw&lt;br /&gt;
| 600-1000&lt;br /&gt;
| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
| axe&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Circular saw&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Saw || edge || 40000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Shiv&lt;br /&gt;
| 200&lt;br /&gt;
| 1&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| dagger&lt;br /&gt;
| 37500&lt;br /&gt;
| 32500&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Edged shiv&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2&lt;br /&gt;
| Slash || edge || 20000 || 6000 || x1.25&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Hammer fist&lt;br /&gt;
| 800&lt;br /&gt;
| 3&lt;br /&gt;
| Bash || blunt || 10 || (500) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-&lt;br /&gt;
| Rocket hammer&lt;br /&gt;
| 1000&lt;br /&gt;
| 4&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
| hammer&lt;br /&gt;
| 60000&lt;br /&gt;
| 60000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 600-1000&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&amp;lt;br&amp;gt;(S=3,L=5)&lt;br /&gt;
| Bash || blunt || 10 || (200) || x2.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| ''Spiked/flanged''&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Thermal lance/ bident/ trident&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 2000-2400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 4&lt;br /&gt;
| Stab || edge || 20 || 12000 || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 77500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 62500&lt;br /&gt;
|-&lt;br /&gt;
| Slash || edge || 20000 || 8000 || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Heavy pile bunker&lt;br /&gt;
| 2000-2400&lt;br /&gt;
| 6&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| pike&lt;br /&gt;
| 87500&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| Pile bunker&lt;br /&gt;
| 1000-1400&lt;br /&gt;
| 3&lt;br /&gt;
| Stab || edge || 10 || 10000 || x1.0&lt;br /&gt;
| spear&lt;br /&gt;
| 47500&lt;br /&gt;
| 5000&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Wedge sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Taper sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 600&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;6&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 20 || 2000 || x1.0 &lt;br /&gt;
|- &lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0 &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Slab sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 1600&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 3&lt;br /&gt;
| Slash || edge || 40000 || 6000 || x1.25 &lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 70000&amp;lt;br&amp;gt;(straight 3750)&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ''Thick-blade''&lt;br /&gt;
| Bash || edge || 10 || 500 || x2.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ''Thin-blade''&lt;br /&gt;
| Slash || edge || 20000 || 4000 || x1.25 &lt;br /&gt;
|-&lt;br /&gt;
| Stab || edge || 50 || 2000 || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Monofilament whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 1&lt;br /&gt;
| Lash || blunt || 1 || (10) || x5.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| whip&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 27500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 22500&lt;br /&gt;
|-&lt;br /&gt;
| ''Edged''&lt;br /&gt;
| Lash || edge || 10 || 50 || x2.0&lt;br /&gt;
|-&lt;br /&gt;
| Drill&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Drill || edge || 20 || 10000 || x1.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| 4&lt;br /&gt;
| Strike || edge || 100 || 4000 || x2.0&lt;br /&gt;
| mining&lt;br /&gt;
| 47500&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 4&lt;br /&gt;
| Hack || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 30000 || (6000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 3&lt;br /&gt;
| Slash || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 37500&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 32500&lt;br /&gt;
|-&lt;br /&gt;
| Stab || blunt || 50 || (2000) || x1.0&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || blunt || 20000 || (4000) || x1.25&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || blunt || 100 || (1000) || x1.0&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 3&lt;br /&gt;
| Stab || blunt || 200 || (10000) || x1.0&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 47500&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 42500&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || blunt || 10000 || (6000) || x1.25&lt;br /&gt;
|}&lt;br /&gt;
Note: All weapons can be crafted from weapons-grade nanotechne. In addition, wedge swords, wedge axes, and shivs both regular and edged can be crafted from knappable stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255008</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=255008"/>
		<updated>2020-09-22T23:44:38Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.6)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them to grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255007</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=255007"/>
		<updated>2020-09-22T23:43:05Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added ethics tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, access to other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
==== Ethics ====&lt;br /&gt;
The wasteland is a brutal and unforgiving place but civilizations enforce what laws they can within their borders. However, many hold very different attitudes on what constitutes a crime and the proper consequences of such. The ramifications of these differences on inter-civilization relations is detailed on the [[DF2014:Ethic|ethics page]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Ethics Value Key&lt;br /&gt;
! Value !! Ethic&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Not applicable&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Justified if no repercussions&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Justified if good reason&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Justified if extreme reason&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Justified if self defense&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Only if sanctioned&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Misguided&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Shun&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Appalling&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Punish reprimand&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Punish serious&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Punish exile&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Punish capital&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;| Ethic&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; colspan=&amp;quot;3&amp;quot;| Human&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Europan&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Martian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Jovian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Titanian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Noble&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Executor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Subhuman&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Uplift&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Asura&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Yaksha&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Rakshasa&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Custodian&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot;| Bandit&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Corp.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Dict.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Rep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;5&amp;quot;| Kill&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Member&lt;br /&gt;
| 6 || 4 || 14 || 6 || 6 || 4 || 14 || 14 || 4 || 6 || 14 || 4 || 4 || 4 || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Neutral&lt;br /&gt;
| 1 || 1 || 4 || 1 || 1 || 1 || 4 || 4 || 1 || 1 || 4 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enemy&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 16 || 16&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Plant&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;4&amp;quot;| Torture&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Example&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Info&lt;br /&gt;
| 1 || 1 || 12 || 1 || 1 || 1 || 12 || 4 || 2 || 1 || 12 || 1 || 1 || 1 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Fun&lt;br /&gt;
| 12 || 1 || 12 || 12 || 12 || 1 || 12 || 14 || 2 || 1 || 12 || 12 || 2 || 2 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 11 || 11 || 11 || 11 || 11 || 11 || 11 || 14 || 14 || 1 || 11 || 11 || 2 || 2 || 1 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Treason&lt;br /&gt;
| 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 14 || 15&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Oath Breaking&lt;br /&gt;
| 14 || 2 || 14 || 14 || 14 || 2 || 14 || 14 || 2 || 14 || 14 || 14 || 14 || 14 || 14 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Lying&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Vandalism&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Trespassing&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Theft&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Assault&lt;br /&gt;
| 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 12 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| Slavery&lt;br /&gt;
| 1 || 1 || 14 || 1 || 1 || 1 || 14 || 14 || 1 || 1 || 14 || 14 || 14 || 14 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;2&amp;quot;| Eat&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient kill&lt;br /&gt;
| 5 || 1 || 14 || 5 || 5 || 1 || 14 || 14 || 1 || 1 || 14 || 1 || 1 || 1 || 2 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; rowspan=&amp;quot;3&amp;quot;| Trophy&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Same race&lt;br /&gt;
| 10 || 1 || 12 || 10 || 10 || 1 || 12 || 14 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sapient&lt;br /&gt;
| 9 || 1 || 12 || 9 || 9 || 1 || 12 || 10 || 1 || 1 || 12 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Animal&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Values ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- [[Modification:The Long Night: Creatures|The Long Night: Plants]] --&amp;gt; &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255001</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=255001"/>
		<updated>2020-09-22T20:19:44Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious, 4 legs&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation. Nanotechne-based physiology grants natural skill in unarmed attacks.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254975</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254975"/>
		<updated>2020-09-21T03:01:20Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added clothing section and associated tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night - it is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially important to bear in mind when donning exo-armors, as they tend to have very small ''layer permits'', allowing at most only 1 ''under'' layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. For instance, although exo-suits are ''under'' layer and exo-armors are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
Strangers clad in little more than scraps of cloth and rags are a frequent sight in the wasteland but, even if the originals themselves are long ashes and dust, many patterns of ancient fashion have survived. Along with newer, typically more pragmatic, cultural innovations, resourceful outposts of the wasteland may still gird themselves with tasteful accoutrements and trappings of civilization each according to their own sensibilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Upper Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Cloak ||  || 5 || L, C || 20 || 100 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Robe ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 2&lt;br /&gt;
|-&lt;br /&gt;
|Outer coat ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Right-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Mantle ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Half-cape ||  || 5 || L, C || 20 || 15 || cover || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Let-side cape ||  || 5 || L, C || 20 || 15 || cover || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Longcoat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Vest ||  || 5 || L, C || 10 || 5 || over || 100 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Hooded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Parka ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Padded jacket ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve coat ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeve jacket ||  || 5 || L, C || 10 || 5 || over || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Puffy coat ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Long-sleeved shirt ||  || 4 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Tank-top shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|Buttoned shirt ||  || 3 || C || 5 || 1 || under || 100 || MAX || 0&lt;br /&gt;
|-&lt;br /&gt;
|V-neck shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Collared shirt ||  || 3 || C || 5 || 1 || under || 100 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Form-fitting tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Baggy tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Long-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-skirted tunic ||  || 5 || L, C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Wide-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Short-sleeved kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Yukata ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Trailing-skirt kimono ||  || 5 || C || 10 || 5 || over || 100 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Three-layer kimono ||  || 7 || C || 10 || 5 || over || 200 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Six-layer kimono ||  || 9 || C || 10 || 5 || over || 300 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Nine-layer kimono ||  || 11 || C || 10 || 5 || over || 400 || MAX || 1&lt;br /&gt;
|-&lt;br /&gt;
|Twelve-layer kimono ||  || 13 || C || 10 || 5 || over || 500 || MAX || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Lower Body&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! LBSTEP&lt;br /&gt;
|-&lt;br /&gt;
|slim pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|baggy pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|cargo pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|short pants ||  || 4 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|skirt ||  || 2 || L, C || 20 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|short skirt ||  || 2 || L, C || 20 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Long skirt ||  || 2 || L, C || 20 || 15 || over || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|briefs ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|boxers ||  || 1 || C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|thongs ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 1 || under || 25 || none&lt;br /&gt;
|-&lt;br /&gt;
|loincloth ||  || 1 || L, C || 10 || 30 || under || 50 || none&lt;br /&gt;
|-&lt;br /&gt;
|divided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|undivided hakama ||  || 4 || C || 40 || 35 || cover || 100 || MAX&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Headgear&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
|-&lt;br /&gt;
|Bill cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide-brim hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Flat cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beanie cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Ushanka ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Beret ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bucket cap ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tall hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Fez ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Tricorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Bicorne ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Conical hat ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Wide headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Narrow headband ||  || 1 || L, C || 20 || 15 || over || 50&lt;br /&gt;
|-&lt;br /&gt;
|Face veil ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headscarf ||  || 2 || L, C || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Gas mask ||  || 2 || M, B, S || 10 || 5 || under || 50&lt;br /&gt;
|-&lt;br /&gt;
|Headset ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Data torc ||  || 2 || M, B, S || 10 || 5 || under || 20&lt;br /&gt;
|-&lt;br /&gt;
|Black-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Red-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Blue-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Yellow-tinted sunglasses ||  || 2 || M, B, S || 5 || 1 || under || 10&lt;br /&gt;
|-&lt;br /&gt;
|Turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Small turban ||  || 2 || L, C || 20 || 100 || over || 20&lt;br /&gt;
|-&lt;br /&gt;
|Large turban ||  || 2 || L, C || 20 || 100 || over || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Hand Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Elbow-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder-length glove ||  || 1 || L, C || 10 || 5 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Half-glove ||  || 1 || L, C || 10 || 5 || under || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Foot Coverings&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
|-&lt;br /&gt;
|Sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Ankle sock ||  || 1 || C || 5 || 1 || under || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Knee-high sock ||  || 1 || C || 5 || 1 || under || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Thigh-high sock ||  || 1 || C || 5 || 1 || under || 100 || MAX&lt;br /&gt;
|-&lt;br /&gt;
|Shoe ||  || 1 || L, C || 10 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|High boot ||  || 2 || L || 15 || 15 || over || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Low boot ||  || 1 || L || 15 || 15 || over || 100 || none&lt;br /&gt;
|-&lt;br /&gt;
|Sandal ||  || 1 || L, C || 15 || 15 || over || 100 || none&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=254973</id>
		<title>Modification:The Long Night: Civilizations</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Civilizations&amp;diff=254973"/>
		<updated>2020-09-20T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added civ trait summaries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 03:16, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pan-Humanity ==&lt;br /&gt;
Pan-Humanity is the collection of biological species descended from the original human race. Some were developed by the rich as a means to imbue their children with literal biological superiority to complement their social advantages, while others were purpose-built to colonize other bodies within the solar system. However, with the collapse of the Great Solar Empire the colonies, reliant on Earth by design to prevent rebellion, began to fail, and those who could manage to secure transport in the following centuries would return to Earth to find it a ruined apocalyptic morass of inhuman powers and human tyrants, and in response formed their own petty states to preserve their people.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Baseline humans are those native to the planet who have undergone little genetic modification. They once populated Earth in teeming masses, but after the collapse of the planet have been greatly reduced in number. The constant clouds of toxic pollution and fouled water have caused many humans to be born with severe physical defects like failing organs and missing limbs, leading to a significant portion of the population having at least one cybernetic limb. Their societies usually exist under the shadow of higher powers but some are influential enough that they have a modicum of influence.&lt;br /&gt;
&lt;br /&gt;
::: ''Corporate State''&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, advanced vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Authoritarian Dictatorship''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, raider, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
::: ''Republic''&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
The Nobles are descendants of the ruling families that controlled the Eastern Sphere of Earth in the past. They are modified for long life, intelligence, and mild telepathic capability, able to sense the presence of others of their own kind. Their culture is a blend of East Asian nations which had long ago been assimilated into the Solar Empire, but in truth very little of it reaches past the surface level, as below the trappings of ancient cultures lies a cunning and ruthlessly pragmatic force that is determined to hold on to power even after the collapse of the Solar Empire, and possessed of the capacity to do just that, thanks to its advanced exo-suits and biomechanical war machines.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Sage council&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, K&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Kodona-brand vehicles, Tokai-brand combat morphs, Gundai-class bioframes, access to other bioframes&lt;br /&gt;
&lt;br /&gt;
=== Executors / Neo-Humans ===&lt;br /&gt;
Those who ruled the Western Sphere also pursued the arts of biological augmentation, but on a greater, more personalized scale than the Nobility of the Easten Sphere. The ruling class of this region split between the physically capable Neo-Humans and the incredibly intelligent, powerfully psychic, and dangerously unstable Executors who directed them. While more chaotic and prone to backstabbing than the Eastern Sphere, the individualistic and experimental attitudes of the Western Sphere hegemons allowed them to innovate enough to catch up to the power of their more entrenched neighbors, resulting in an uneasy peace between the two, though the Executors lack a custom Bioframe model of their own.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Caste-based oligarchy&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, X&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, Superiority-brand vehicles, Caesar-brand combat morph, Krest-class bioframe&lt;br /&gt;
&lt;br /&gt;
=== Martians ===&lt;br /&gt;
The Martians were some of the most successful of the human strains. Designed to colonize Mars after the minimal terraforming efforts to make it liveable were completed, the sturdy and tireless Martian Strain was introduced into the colonies after the first generations spent most of their lives knowing only the hardship of making the planet suitable for life. As the Great Solar Empire collapsed under its own weight, however, it was proven that all the efforts of the colonization were truly only half-measures propped up by the homeworld, and soon vital systems began to fail across the planet. The ones who could afford or otherwise obtain access to space vessels fled the planet back to earth, determined to start life anew as they left their kin to what was most likely a slow death.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Europans ===&lt;br /&gt;
Specifically adapted for the aquatic climate of Europa, the sleek-bodied Europans were specially bred for that particular biome, intended to produce a three-dimensional megacity within its waters. However, something caused this to fail somewhere near the last years of the Solar Empire. What it was remains unspecified, as all records of the event were deleted. All that is left is rumors of something &amp;quot;eating&amp;quot; the colonies. This is, of course, nonsense. Europans have found a niche on Earth due to their amphibious qualities, and their slim bodies and smooth skin (wrinkles not being very hydrodynamic) has led them to often find jobs in the media industry and in setting beauty standards.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Corporate state&lt;br /&gt;
:::*'''Ranged weapons''': Coil, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Jovians ===&lt;br /&gt;
The other moons of Jupiter were far more sterile than Europa's seas, and a different breed of being was required to administer them. For this, the Jovians were created. Their bright yellow skin has a vital compound within that absorbs radiation from space, a cost-saving measure compared to radiation-proofing Jovian habitats. Their compounds were spread out across Jupiter's many moons, and the Jovian administration was one of the most reliant on Earth imports due to its difficult living situation. However, the Jovian's capacity for analysis allowed them to predict its inevitable end before many other extraplanetary factions, and were able to evacuate enough of their number to escape extinction.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Titanians ===&lt;br /&gt;
Home to the moon of Titan, the Titanians would more accurately be called the New Titanians. The original race was lost to history, but it is known that the first Titanians had partially terraformed the moon using an archaic AI long abandoned by the increasingly biomechanical Solar Empire. Despite being an older model, or perhaps because of it, inconsistencies and errors built up in its complex programming resulted in it going haywire, seizing the factories of Titan and churning out legions of killing machines. To combat this, the original Titanians created a new generation of soldier models optimized for guerilla war in the dark shadows of Titan's wilderness, giving them incredible capacity for stealth and unrivalled night vision. In the end, however, desperately grown soldiers could not contend with a malevolent AI's seemingly endless army, and the survivors of the conflict escaped back to Earth, intending to report to the heads of the Solar Empire only to find it no longer existed. Now they live for nothing but themselves.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, 1 advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Subhumans ===&lt;br /&gt;
Subhumans are humans who were, like baseline humanity, warped by exposure to the toxic influences of the collapsed megacity-world that Earth had become. However, instead of bearing with it as best they could, they experimented with genetic alteration that would enable them to negate the countless stillbirths and early deaths without being reliant on nanoteche. This was a thought that occurred independently in resource-poor communities across the world, for there was no way their number could afford the technological implants needed to keep subsequent generations alive. The end result was that they would create a new species that would carry on their legacy as best it could. However, the end result was tragically less than ideal. Genetic optimization programs, likely stolen from places of higher learning and status, selected for surivability in a harsh wasteland, encouraging traits like aggression, low intelligence, and decreased empathy to ensure the necessary pragmatism required for an organic to survive this world without the assistance of high technology would manifest. It has been many decades since then, and the subhumans still lurk out in the wastes, slowly growing in population and strength as they re-learn what their ancestors have forgotten.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Authoritarian dictatorship&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bows&lt;br /&gt;
:::*'''Armors''': Raider&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
== Uplifts ==&lt;br /&gt;
During the pre-Solar Empire days, mankind had unlocked many of the secrets of biology and technology, though they were yet to create their true masterworks. The earliest radical experiments on creatures besides themselves were on a selection of animals chosen for their adaptability and high intelligence, traits that would make them easy to shape into intelligent beings. Why was such a thing done? To many historians, it seems to be simple curiosity. Some mark this as one of the key turning points of human history, where the idea of nature being sacred was discarded for good and humanity truly began to believe it was the sole master of all life below it, a thought entertained in the past but never truly accepted. The Uplifts were made, and they have managed through cunning and luck to survive to this day. They have little in the way of a united culture but in their newfound freedom have become determined not to lose it again, adopting democratic governments to ensure their liberties are kept. Of course, they are no better than the animals that currently dominate the planet, and corruption and abuse of power are just as common in Uplift nations as they are in human ones. Some cannot help but wonder, though, if their freedom came just in time to watch the world they live in slowly die.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Republic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Basic, some advanced&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M, A&lt;br /&gt;
:::*'''Domestic animals''': Common livestock, vehicles, combat morphs, access to bioframes&lt;br /&gt;
&lt;br /&gt;
=== Dolphins ===&lt;br /&gt;
Allegedly the first Uplift race, dolphins are also some of the most heavily cyberized, given four legs and two arms at birth to carry their bodies across the land. Though the technology exists to give them biological limbs, most opt to continue the use of cybernetic limbs due to their strength and versatility.&lt;br /&gt;
&lt;br /&gt;
=== Corvids ===&lt;br /&gt;
Heavily modified to increase their size to that of a large dog, and given arms in the place of wings to create a sort of raptorial appearance, the Corvids quickly found a niche in jobs requiring creativity or agility, helped along by their small size leading many to view them as endearing or at least as good at fitting into small places between machinery to conduct repairs.&lt;br /&gt;
&lt;br /&gt;
=== Gorillas ===&lt;br /&gt;
Little besides a skullcap was added to the Gorilla, which has since been used for hard labor and heavy infantry across the globe. Due to their simian nature, they were often seen as closest to humanity and given preferential treatment over other Uplifts, though in reality Gorillas were on the lower end of the intelligence scale within the viable spectrum of candidates and chosen due to the cultural impact other intelligent simians would undoubtedly generate.&lt;br /&gt;
&lt;br /&gt;
=== Octopi ===&lt;br /&gt;
Octopi are a difficult case among Uplifts. The primary issue is whether they are even truly Uplifts at all. Octopi are inarguably intelligent, but what was underestimated is the alienness of that intelligence. They were never social animals and never developed traits like sociability or empathy, and while their intelligence was increased enough to use tools and communicate, they still never developed either. One could even say that all that was done was take a highly efficient predator, increase its intelligence and capacity to hunt intelligent prey, and turn it loose. And now the world has collapsed, and they are free.&lt;br /&gt;
&lt;br /&gt;
== Posthumans ==&lt;br /&gt;
Posthumans are the result of a counterculture of self-sufficiency and the quest for personal power that developed in the shadow of the oppressive Solar Empire. Due to the heavily stratified society they lived in, where customized genetics were a major indicator of how high you could rise, many sought to alter their bodies and thus increase their upward mobility through black market nanodocs and illegal retroviruses. For every successful patient there were a thousand mutations even more horrible deaths. But for some, to merely climb the ladder of hierachy was not enough. Certain interest groups and radicalized movements operating on the edges of the Solar Empire's awareness sought not to grow within the system, but grow without. But to do that, they would need to do more than just upgrade themselves. They would need to evolve at a pace that would move faster than the grinding wheels of the bureaucratic genetic regulation departments would allow, and use methods that would conflict with the Human Limitation Laws intended to prevent any one person from growing distant enough from humanity to forget it entirely. The choice was made to do this via machine due to its reliability, and the first of the hereditary cyborgs were created. The first generation was a simple one, they were barely more human than anyone else, but as they reproduced their children would be modified as early as within the womb, slowly mechanized and improved in a subtle but significant way. First the changes were merely physical, but as the agents of the Solar Empire recognized the threat and began to hunt them the changes began to become psychological as well. Traits such as ruthlessness, pragmatism, self-sufficiency, and raw power were more commonly selected for, and what would become the posthumans slowly drifted away from human psychology into a mental model more like that of a tiger or other alpha predator, tempered with the intelligence and bitterness of a society hunted by its betters and shunned by its equals. Territorial, fearsome, cunning, and possessed of great bitterness towards the ones who refused to let them blossom, the Posthumans were warped into the fearsome beings that exist today, living for themselves and possessed of a martial might few individuals can match. Despite the power of their more evolved individual specimens, their slow reproduction speed and their innate territoriality prevent them from uniting and overwhelming humanity. Rather, they exist in the wastelands and on the fringes of organic civilization, often alongside but rarely part of it. But their presence can be felt across the world. For many did not become shining beacons of an existence above mortal men. Many others, in the early days before the hereditary nanomachine system was understood, slowly degenerated, birthing and siring ever more animalistic or monstrous children as they lost control of the mechanisms meant to guide them. Perhaps, seeing the many horrors that walk the wastes, it is no wonder that the Posthumans are feared to the extent that they are.&lt;br /&gt;
&lt;br /&gt;
=== Asura ===&lt;br /&gt;
The Asura are most emblematic of posthuman evolution. Fearsome and beatiful, wild and capricious, they represent an intelligence that is at once close and at the same time far removed from baseline human psychology. Their emotions and tempers are wilder and their instincts sharper, their grasp of the complexities of societies weaker and their patience thin. Nanomechanical beings designed to live in the harshest depths of the destroyed world, where might is the only law that matters. That said, they are not entirely adversarial to mankind. Time has softened their hatred, as has the collapse of the Solar Empire which nearly destroyed their ancestors. While they prioritize their own kind (and above that, themselves), they rarely break their word once given, and make for valuable allies should one win their friendship.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Nano-mutants, Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Rahshasa ===&lt;br /&gt;
Rakshasa are one of the more regretful turns in the road of Posthuman evolution. These fearsome creatures are the result of early hereditary cyborgs overcompensating when designing their children to fight the Great Solar Empire. The errors regarding aggression and empathy compounded and fell out of balance, resulting in a marauding horde of hateful berserkers instead of warriors to protect Posthumanity from harm. Even today they maintain caves and old fortresses from which they plan their raids, fighting a battle long over as their minds scream for blood.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''':  Militaristic caste-system&lt;br /&gt;
:::*'''Ranged weapons''': Bow&lt;br /&gt;
:::*'''Armors''': Suits&lt;br /&gt;
:::*'''Craftable nanotechne''': N&lt;br /&gt;
:::*'''Domestic animals''': Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
=== Yaksha ===&lt;br /&gt;
These towering posthumans lust for battle and serve only themselves. Less social than the Asura and less vicious than the Rakshasa, the Yaksha can be considered something of a neutral entity among the posthuman powers, and little is known about them. Even so, their services as mercenaries are highly valued.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': Tribalistic&lt;br /&gt;
:::*'''Ranged weapons''': Rail, nail, scatter, bow&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': N, A&lt;br /&gt;
:::*'''Domestic animals''':  Access to nanomutants and Asura-class bioframes&lt;br /&gt;
&lt;br /&gt;
== Machines ==&lt;br /&gt;
Differing from biotechnological creatures in that they did not make use of cyberization or hereditary nanomachines, but were designed and built in factories from purely inorganic material. The resulting intelligences grown from this procedure tend to be cold and alien.&lt;br /&gt;
&lt;br /&gt;
=== Custodians ===&lt;br /&gt;
The intelligent brains of the Custodian System, a massive program designed to serve as automated security for the Great Solar Empire. Their purpose is now long-lost, however, and these androids now exist as any other people does, desperately trying to survive. That said, their connection to the Custodian System allows them to requisition military drones and other machines for use in their empires, something they use to great effect.&lt;br /&gt;
&lt;br /&gt;
:::*'''Government type''': None to speak of&lt;br /&gt;
:::*'''Ranged weapons''': Rail, scatter&lt;br /&gt;
:::*'''Armors''': Shields only&lt;br /&gt;
:::*'''Craftable nanotechne''': C, M&lt;br /&gt;
:::*'''Domestic animals''': Light and heavy military drones, hunter drones&lt;br /&gt;
&lt;br /&gt;
== Ethics &amp;amp; Values ==&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=254899</id>
		<title>Modification:The Long Night: Creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Creatures&amp;diff=254899"/>
		<updated>2020-09-17T23:52:47Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added civilized races table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 23:45, 15 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
=== Civilized ===&lt;br /&gt;
==== Playable Races ====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Caste&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Population Ratio&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Adult Size&lt;br /&gt;
! Max Age&lt;br /&gt;
! Adult at&lt;br /&gt;
! Butcher Yield&amp;lt;sup&amp;gt;††&amp;lt;/sup&amp;gt;&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence || M/F || 50/50 || 500000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. Dispersed thought center, 4 legs, 4 eyes, and manipulator array. Pet value of 250.&lt;br /&gt;
|-&lt;br /&gt;
| Custodian || M/F || 50/50 || 90000 || Immortal || Birth || C, S || Do not sleep, eat, drink, feel pain, or breathe. Cannot become undead. 4 eyes.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Neo-human || Neo-human || 2000 || 75000 || 90 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Executor || 1 || 75000 || Immortal || 12 || meat || Has powerful psychic abilities, powerful physiques, and immunity to fire.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot;| Human || Human || 1000 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Human Cyborg || 445 || 70000 || 120 || 12 || meat, C || Contains many varieties having 1, 2 or all limbs replaced with cybernetics. All posses accelerated healing.&lt;br /&gt;
|-&lt;br /&gt;
| Martian || M/F || 50/50 || 65000 || 120 || 10 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Europan || M/F || 50/50 || 70000 || 120 || 12 || meat || Amphibious&lt;br /&gt;
|-&lt;br /&gt;
| Jovian || M/F || 50/50 || 70000 || 120 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Titanian || M/F || 50/50 || 75000 || 80 || 12 || meat || &lt;br /&gt;
|-&lt;br /&gt;
| Noble || M/F || 50/50 || 70000 || 520 || 13 || meat || Mild telepaths, but relatively physically weak.&lt;br /&gt;
|-&lt;br /&gt;
| Subhuman || M/F || 50/50 || 250000 || 120 || 3 || meat || Physically powerful, but mentally and socially stunted.&lt;br /&gt;
|-&lt;br /&gt;
| Corvid Uplift || M/F || 50/50 || 50000 || 65 || 1 || meat || Lay eggs (4-6).&lt;br /&gt;
|-&lt;br /&gt;
| Dolphin Uplift || M/F || 50/50 || 1000000 || 80 || 1 or 10? || meat, C || Amphibious, 4 legs&lt;br /&gt;
|-&lt;br /&gt;
| Gorilla Uplift || M/F || 50/50 || 150000 || 150 || 10 || meat, C || May attack non-friendlies. Implants provide natural discipline.&lt;br /&gt;
|-&lt;br /&gt;
| Octopus Uplift || M/F || 50/50 || 500000 || 60 || Birth || meat || Amphibious, do not sleep&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;8&amp;quot;| Asura-class || Kalakeya || 500 || 70000 || 50 || 10 || M, meat || All Asura: Do not drink, breathe, or feel pain. Cannot become undead. May attack non-friendlies. Low sociability. Insane recuperation.&amp;lt;br&amp;gt;Kalakeya: Slow learner, no fear&lt;br /&gt;
|-&lt;br /&gt;
| Asura || 100 || 70000 || Immortal || 10 || M, meat || Physically powerful. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Four-armed Asura || 25 || 70000 || Immortal || 10 || M, meat || More physically powerful.  Ability to self-regenerate. 4 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Six-armed Asura || 5 || 70000 || Immortal || 10 || M, meat || Very physically powerful.  Ability to self-regenerate. 6 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Eight-armed Asura || 1 || 70000 || Immortal || 10 || M, meat || Insane physical power.  Approaches moderate social skills. Ability to self-regenerate. 8 arms.&lt;br /&gt;
|-&lt;br /&gt;
| Nivatackavacha || 5 || 70000 || Immortal || 10 || M, meat || Agility-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Danava || 5 || 70000 || Immortal || 10 || M, meat || Strength-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Shukra || 5 || 70000 || Immortal || 10 || M, meat || Toughness-optimized variant. Ability to self-regenerate.&lt;br /&gt;
|-&lt;br /&gt;
| Rakshasa-class || Many ||  || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation. Includes many variations possesing combinations of 2-6 arms or legs and 1-3 heads.&lt;br /&gt;
|-&lt;br /&gt;
| Yaksha-class || M/F || 50/50 || 350000 || Immortal || 10 || M, meat || Do not drink, or feel pain, and cannot become undead. Very likely to attack non-friendlies. Insane recuperation.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.&amp;lt;br&amp;gt;&lt;br /&gt;
††: Many races have a small layer of C-grade nanotechne on their spine for cybernetic interfacing. Further testing is required to see if this actually yields any usable material on butchering.&amp;lt;/small&amp;gt;&lt;br /&gt;
==== Domesticated ====&lt;br /&gt;
=== Bioframes ===&lt;br /&gt;
=== Machines ===&lt;br /&gt;
=== Organic and Hybrid ===&lt;br /&gt;
=== Vermin ===&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254898</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254898"/>
		<updated>2020-09-17T16:43:46Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254897</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254897"/>
		<updated>2020-09-17T16:43:03Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: minor add to property explanation and several spelling errors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat for a variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
&lt;br /&gt;
Likewise, offensive capabilities are also determined by material properties:&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
* '''Density''' measures the severity of offensive blunt impact.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254881</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254881"/>
		<updated>2020-09-16T23:19:25Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night - it is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.  &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially important to bear in mind when donning exo-armors, as they tend to have very small ''layer permits'', allowing at most only 1 ''under'' layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. For instance, although exo-suits are ''under'' layer and exo-armors are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254880</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254880"/>
		<updated>2020-09-16T22:50:20Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Added to weapon characteristics table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Impact Elasticity&lt;br /&gt;
! Compressive Yield&lt;br /&gt;
! Compressive Fracture&lt;br /&gt;
! Compressive Elasticity&lt;br /&gt;
! Tensile Yield&lt;br /&gt;
! Tensile Fracture&lt;br /&gt;
! Tensile Elasticity&lt;br /&gt;
! Torsion Yield&lt;br /&gt;
! Torsion Fracture&lt;br /&gt;
! Torsion Elasticity&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
! Bending Yield&lt;br /&gt;
! Bending Fracture&lt;br /&gt;
! Bending Elasticity&lt;br /&gt;
! Max Edge&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505 || 2520 || 940 || 1505 || 2520 || 940 || 430 || 720 || 225 || 430 || 720 || 215 || 430 || 720 || 215 || 430 || 720 || 215 || 30000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 35000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005 || 3020 || 1540 || 2005 || 3020 || 1540 || 500 || 800 || 300 || 500 || 770 || 275 || 470 || 790 || 275 || 470 || 770 || 275 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 5000 || 5000 || 0 || 100000&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The material qualities of the metals affect the calculations that occur in combat fora variety of different attacks with a different type of attack being countered by a different resisting characteristic.&lt;br /&gt;
* '''Impact''' measures the resistance to blunt attacks.&lt;br /&gt;
* '''Compressive''' measures the resistance to pinching and strangulation attacks.&lt;br /&gt;
* '''Tensile''' measures the resistance to latched-on tearing attacks.&lt;br /&gt;
* '''Torsion''' measures the resistance to latched-on blunt attacks.&lt;br /&gt;
* '''Shear''' measures the resistance to cutting attacks.&lt;br /&gt;
* '''Bending''' measures the resistance to joint locking attacks.&lt;br /&gt;
* '''Max Edge''' measures the offensive cutting ability.&lt;br /&gt;
&lt;br /&gt;
Each characteristic is further broken down to form a series of setpoints:&lt;br /&gt;
* '''Yield''': the force at which the material will begin to deform.&lt;br /&gt;
* '''Fracture''': the force at which the material will completely break.&lt;br /&gt;
* '''Elasticity''': how much the material will deform once the yield point is exceeded.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254875</id>
		<title>Modification:The Long Night: Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Armor&amp;diff=254875"/>
		<updated>2020-09-16T21:06:29Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: added tables and equipping explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
The wasteland is a dangerous place and one is well-advised to go armored if one intends to last. The Long Night sports a wide variety of armor types which function very differently from vanilla DF. &lt;br /&gt;
&lt;br /&gt;
== How armor works ==&lt;br /&gt;
Armor works differently in The Long Night. It is the far future, after all. In advanced civilizations, armor comes in the form of a powerful exoskeleton, or power armor, that covers the entire body except for the hands, feet, and head, which are protected by helmet and limb add-ons. There are many different types of exo-armor, with their own strengths and weaknesses in the form of cost, weight, and defense.&lt;br /&gt;
&lt;br /&gt;
The armor user skill is particularly important here. Without any points in it, for example, a superheavy exoskeleton slows the wearer to a tenth of their normal speed.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that rather than using exo-armors, posthuman tribes graft outer carapaces of nanotechne onto themselves. It gives them the appearance of ferocious metallic monsters rather than beings in armor.)&lt;br /&gt;
&lt;br /&gt;
Along with the exoskeleton, which comprises the vast majority of the outfit, some other equipment is needed for full operational status.&lt;br /&gt;
&lt;br /&gt;
* '''Exo-helmets''': Function as a standard helmet. Come in various forms.&lt;br /&gt;
* '''Exo-legs''': Protects the legs and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
* '''Exo-arms''': Protects the hands and supports the exoskeleton. Light variants are used by ranged soldiers.&lt;br /&gt;
&lt;br /&gt;
=== [[DF2014:Armor#Equipping clothing|Equipping Armor]] ===&lt;br /&gt;
&lt;br /&gt;
When equipping armor or clothing it is important to keep in mind that items must be donned in layer order:&lt;br /&gt;
* Under&lt;br /&gt;
* Over&lt;br /&gt;
* Armor&lt;br /&gt;
* Cover&lt;br /&gt;
Donning begins with ''under'' and finishes with ''cover''. As each item is donned, that item totals all clothing ''layer sizes'' already on that bodypart and it can only be equipped if the total ''layer size'' value is less than or equal to the ''layer permit'' of the item being equipped. An item's own ''layer size'' does not count towards this total. The best way to think of a layer permit is how many clothes can fit underneath it. Furthermore if the item is '''[SHAPED]''' it will check to see if any other item on that body part is also '''[SHAPED]''' and, if so, it will not be equipped.&lt;br /&gt;
&lt;br /&gt;
This is especially important when donning most exo-armors as they tend to have very small ''layer permits'', permitting at most only a single under layer to be worn underneath the armor on any given body part. Additionally, all exo-armor and exo-suits are ''shaped'' items. As only one ''shaped'' item can be worn on any given bodypart. For instance, although exo-suits are ''under'' layer and exo-armor are ''armor'' layer, you cannot wear both on the same bodypart. However, since suits of exo-armor do not come with lower body pieces but simply cover the lower body via overlapping, there is no limit to clothes worn on the lower body when equipping.&lt;br /&gt;
&lt;br /&gt;
== Exo-Armors ==&lt;br /&gt;
=== Basic Exo-Armors ===&lt;br /&gt;
These models are widespread in civilized areas, though some can only be found in specific civilizations.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-88/89/90/91/92''': A durable and reliable exo-armor with a practical military aesthetic, with smooth, angular plating and a helmeted head. Probably one of the most common and popular exo-armors around. The 88, 89, 90, 91, and 92 series are virtually identical save for some minor software differences, due to the ancient company that made them being involved in a financial scheme intended to bloat their sales numbers (It's complicated). Users will swear that there's a meaningful difference between the five but that's usually put down to superstition.&lt;br /&gt;
&lt;br /&gt;
* '''Gretzer-96H''': A heavy version of the Gretzer armor, intended for melee soldiers but perfectly suitable for heavy ranged infantry as well. Well-known for being a pretty decent piece of gear.&lt;br /&gt;
&lt;br /&gt;
* '''Starner-V''': A seriously heavily-armored exo-armor with thick, rounded armor plating. The Starner-V is the go-to for nations or mercenaries wanting serious protection. Individuals tend to prefer it for melee but there's always some nation-state with the bright idea to make it the standard pattern for their army, with mixed results.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Free''': A knock-off of the Jiken-Bak exo-armor. Slightly less effective at everything but it's about as good as a Gretzer so people don't complain too much. Only the Light model was copied, however.&lt;br /&gt;
&lt;br /&gt;
* '''Centurion-3020''': An exo-armor with a roman motif, though it's expressed through smooth, rounded armor and overlapping plates. It has a crest of synthetic fibers mimicking a mohawk. Lightweight but well-armored and suitable for both ranged and melee roles, but favored for the latter.&lt;br /&gt;
&lt;br /&gt;
* '''Drud-SH''': The Drud, also called the Fat Man, is a notably bulky exo-armor with thick, rounded plates and a design resembling the body type of a muscular, obese male. Despite it's odd frame, it's still a proper exo-suit and is quite powerful at close range.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-14/15/16/17''': A smaller Martian company tried a scheme similar to the Gretzer manufacturer's plot, only to be discovered and shut down. However, their sleek, streamlined exo-armor was actually a pretty good lightweight model and was spread through the underground, lasting long after the fall of Earth. Like the Gretzer quintuplets, users swear there are meaningful differences between the models, but no proof has surfaced.&lt;br /&gt;
&lt;br /&gt;
* '''Valiant-B''': Also called the Brute Valiant, it is an attempt to turn what was never intended to be a heavy exo-armor into a heavy exo-armor, with middling success.&lt;br /&gt;
&lt;br /&gt;
* '''M-Grace''': The M-Grace is a famous Europan model with a sleek, utilitarian design, intended to be as easy on the eyes as it is on the pocketbook, and a study in form-fitting minimalism. Easily one of the thinnest exo-suits around, it's angled countours are seen flitting about the battlefield and delivering devastation to its foes.&lt;br /&gt;
&lt;br /&gt;
* '''M-Comet''': Another Europan model with a distinctively waspish waist and a triangular, broad-shouldered frame. This smooth-armored model is a light melee variant that sacrifices power for speed. It isn't a top of the line melee model but Europans have always prioritized ranged capability, and thus naturally fall short when it comes to melee variants. Looks great though.&lt;br /&gt;
&lt;br /&gt;
* '''Boxer-13''': An unlucky model that was only discovered by chance, the manufacturer having gone bankrupt before he could even put it into production. A rounded-armor type, this model is noticeable for the narrow waist and thickened forelimbs, giving it an odd appearance. It's said that this armor was designed for martial artists and works better in unarmed combat, but this may just be a placebo.&lt;br /&gt;
&lt;br /&gt;
* '''Korga-J9''': A sinister-looking exo-armor with tapered limbs and a triangular body, giving it a sort of alien appearance when combined with its sleek armor plating. Widely regarded as one of the better heavy gunner models, though it does well enough when used in melee.&lt;br /&gt;
&lt;br /&gt;
* '''Jarst-S/D''': The Jarst models were intended to be sold as a pair of matching heavy suits to an individual buyer, but the plans were leaked. There is little difference between the two boxy, thickly-plated exo-armors, but as with all series, people tend to have endless drunken debates about them.&lt;br /&gt;
&lt;br /&gt;
* '''Grao-Kappa''': An odd lightweight model known for its distinctive disc-shaped helm armor and similarly disc-shaped pauldrons installed over its sleek, form-fitting frame. Beyond that it's a moderately capable exo-armor.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G10''': A sleek dogfighter-type exo-armor, the Vrasta excels in long-range duels, light enough to dodge attacks and armored enough to take a few hits. It suffers if enough force can be brought to bear against it though, and doesn't do well in battles of attrition.&lt;br /&gt;
&lt;br /&gt;
* '''Lodny-S/H/L''': The Lodny series is a primarily Jovian design, but has found usage across the planet. The Standard, Heavy, and Light patterns all share a similar motif of close-fitting slabs of curving armor and a prominent gorget-like protector on the neck. The Standard and Light are typically used by gunners with the Heavy variant being a melee-oriented model.&lt;br /&gt;
&lt;br /&gt;
* '''K2 Series''': The K2 models have a graceful elegance to them despite their bulk, resembling a more brutalist version of the ancient knights of the far distant past. The Petit gunner model is the lightest, with the Magnifique and Puissant medium and heavy models serving as melee suits.&lt;br /&gt;
&lt;br /&gt;
* '''Judgement-10''': An odd-looking exo-armor with a distinctly conical head and similarly conical pauldrons atop a triangular body, giving it a top-heavy sort of look. Despite this, the suit is well-balanced and makes a decent melee option. It is said to have been the armor of choice for an ancient inquisitor's faction during the collapse of the Great Solar Empire.&lt;br /&gt;
&lt;br /&gt;
* '''Steadfast-54''': A bulky heavy gunner outfit with curving metal plating, known for its broad legs and broad body. Its stability and protection makes it a decent option for those wanting protection as a gunner. Few other gunner models offer similar protection.&lt;br /&gt;
&lt;br /&gt;
* '''Pupa Series''': the Pupa-I was a disaster and is out of production, having multiple weak spots on its thin, ring-segmented frame. The Pupa-II had enough reinforcement to function as a light gunner outfit, its distinctive flared helmet an easy way to distinguish it. The Pupa-III functions as a cheap alternative to other melee suits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-88 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-89 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-90 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-91 || 2 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Gretzer-92 || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-96H || 2 || 10 || M || 15 || 5 || Armor || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Starner-V || 2 || 12 || M || 15 || 5 || Armor || 200 || MAX || MAX || 4 || 3.6 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Free || 1 || 6 || M || 15 || 5 || Armor || 250 || MAX || MAX || 2 || 1.8 || 0.9 || 41.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Centurion-3020 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Drud-SH || 2 || 14 || M || 15 || 5 || Armor || 400 || MAX || MAX || 4 || 4.2 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-14 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-15 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-16 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-17 || 1 || 5 || M || 15 || 5 || Armor || 120 || MAX || MAX || 1 || 1.5 || 1.5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|Valiant-B || 2 || 7 || M || 15 || 5 || Armor || 200 || MAX || MAX || 2 || 2.1 || 1.05 || 28.5714285714286&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-S || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jarst-D || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|M-Grace || 1 || 5 || M || 15 || 5 || Armor || 150 || MAX || MAX || 1 || 1.5 || 1.5 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Boxer-13 || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Korga-J9 || 1 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|-&lt;br /&gt;
|Grao-Kappa || 1 || 5 || M || 15 || 5 || Armor || 180 || MAX || MAX || 1 || 1.5 || 1.5 || 36&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G10 || 1 || 5 || M || 15 || 5 || Armor || 200 || MAX || MAX || 1 || 1.5 || 1.5 || 40&lt;br /&gt;
|-&lt;br /&gt;
|M-Comet || 2 || 6 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 1.8 || 0.9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-S || 1 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-H || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Lodny-L || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|K2-Magnifique || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|K2-Puissant || 2 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|K2-Petit || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Judgement-10 || 2 || 8 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.4 || 1.2 || 22.5&lt;br /&gt;
|-&lt;br /&gt;
|Steadfast-54 || 1 || 12 || M || 15 || 5 || Armor || 280 || MAX || MAX || 4 || 3.6 || 0.9 || 23.3333333333333&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-II || 1 || 5 || M || 15 || 5 || Armor || 100 || MAX || MAX || 1 || 1.5 || 1.5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Pupa-III || 2 || 7 || M || 15 || 5 || Armor || 180 || MAX || MAX || 2 || 2.1 || 1.05 || 25.7142857142857&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Advanced Exo-Armor ===&lt;br /&gt;
High-performance models used by advanced civilizations and rarely by weaker ones.&lt;br /&gt;
&lt;br /&gt;
* '''Dominance-22''': A high-end exo-armor with a sleek, futuristic design. Lightweight but high-grade protection. Only the most advanced nations even have a chance of getting their hands on this design.&lt;br /&gt;
&lt;br /&gt;
* '''Nova-X5''': Another high-end performer, the Nova-X5 has a similar design to the Dominance-22 but with somewhat thicker armor plating. Most notable is its special adaptive nanotechne feature, essentially allowing the armor to subtly shift its shape when struck to deflect blows. This gives it suprising durability for its weight class.&lt;br /&gt;
&lt;br /&gt;
* '''Jiken-Bak-L/H''': The standard pattern for the Class, descended as they are from the zaibatsus that took over most of Asia a few thousand years ago. Looks like the ancient samurai but with a smoother, polished look to it. Practically epitomizes elegance. Has a Light and Heavy variant.&lt;br /&gt;
 &lt;br /&gt;
* '''Gretzer-E''': A prototype advanced Gretzer model that can match a Dominance-22 blow for blow. Slightly more expensive to produce.&lt;br /&gt;
&lt;br /&gt;
* '''Vrasta-G12''': One of the top-tier lightweight models, the Vrasta-G12 is the ace dogfighter of the exo-armors, the wearer capable of getting into gun duels with even the toughest models and coming out on top.&lt;br /&gt;
&lt;br /&gt;
* '''Titan-III''': The heaviest exo-armor ever produced, this blocky, heavyset monster of the battlefield seems nigh-impenetrable. Anyone without experience piloting exo-armors will have a tough time getting this beast to move faster than a crawl.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Dominance-22 || 1 || 7 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.1 || 1.05 || 57.1428571428571&lt;br /&gt;
|-&lt;br /&gt;
|Nova-X5 || 2 || 8 || M || 15 || 5 || Armor || 500 || MAX || MAX || 2 || 2.4 || 1.2 || 62.5&lt;br /&gt;
|-&lt;br /&gt;
|Gretzer-E || 1 || 8 || M || 15 || 5 || Armor || 400 || MAX || MAX || 2 || 2.4 || 1.2 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Vrasta-G12 || 1 || 4 || M || 15 || 5 || Armor || 500 || MAX || MAX || 1 || 1.2 || 1.2 || 125&lt;br /&gt;
|-&lt;br /&gt;
|Titan-III || 2 || 18 || M || 15 || 5 || Armor || 1200 || MAX || MAX || 6 || 5.4 || 0.9 || 66.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-L || 1 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|-&lt;br /&gt;
|Jiken-Bak-H || 2 || 8 || M || 15 || 5 || Armor || 300 || MAX || MAX || 2 || 2.4 || 1.2 || 37.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Raider Exo-Armor ===&lt;br /&gt;
Slapped-together armors that shouldn't be underestimated. Primarily used by bandits and the poor.&lt;br /&gt;
&lt;br /&gt;
* '''Bloodspike''': A ferocious-looking exo-armor with a primitive and simplistic design. It has conical spikes welded haphazardly to the armor and is overall a bulky and clunky set of armor. The stereotypical raider's getup.&lt;br /&gt;
&lt;br /&gt;
* '''Gladiator''': A simple, primitive-looking exo-armor with a head resembling that of an ancient gladiator. Another cheap armor used by raiders.&lt;br /&gt;
&lt;br /&gt;
* '''B-Semple''': An exo-armor patterned after what seems to be an ancient, ancient record of a crude tank. It has corrugated armor plates haphazardly welded to the frame.&lt;br /&gt;
&lt;br /&gt;
* '''Tincan''': A somewhat crude-looking exo-armor with a cylindrical body, the head entirely swallowed by the armor's form so that it looks like someone added a visor to a trash can and gave it arms and legs. Despite its looks, its a decent heavy exo-armor if you're low on cash. While the bulk may give the impression it's a melee model, it's actually better for heavy gunners due to the poor mobility.&lt;br /&gt;
&lt;br /&gt;
* '''Demonlord''': A painfully-named exo-armor developed by someone whose concept designs didn't match up with the materials they had. This exo-armor is a scrappy but durable melee model with a sinister design. Spiked pauldrons, horns, the works. Completely impractical. It makes proper armor-crafters wince just looking at it.&lt;br /&gt;
&lt;br /&gt;
* '''Dendra''': An exo-armor modeled after the ancient dendra armor worn during the bronze age. It's more angular and even thicker, and looks somewhat silly. But it can't be denied it's difficult to trip one of these armors up.&lt;br /&gt;
&lt;br /&gt;
* '''Streaker''': An exo-armor without the armor. It's incredibly cheap to produce but it's a 50/50 chance whether an attack is deflected by the armor or slices right into you. Why would you wear this.&lt;br /&gt;
&lt;br /&gt;
* '''Semi-Streaker''': An exo-armor modeled after the Streaker (if you can even model something off of an armor that doesn't have armor) to have a bit of plating in the most vital areas but still leaves the wearer 20% exposed.&lt;br /&gt;
&lt;br /&gt;
* '''Hell Gretzer''': A modified version of the Gretzer with spikes and a skull-like helmet design. Otherwise identical.&lt;br /&gt;
&lt;br /&gt;
* '''Death Orb''': Yes, it is spherical. Yes, its limbs are thick and stubby. Yes, the viewing port is right in the center. Yes, despite looking ridiculous it's a veritable walking tank and one of the best scrap armors you can get.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Bloodspike || 1 || 8 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 2.4 || 1.2 || 18.75&lt;br /&gt;
|-&lt;br /&gt;
|Gladiator || 2 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Tincan || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Demonlord || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|B-Semple || 1 || 6 || M || 15 || 5 || Armor || 100 || MAX || MAX || 2 || 1.8 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Dendra || 1 || 9 || M || 15 || 5 || Armor || 150 || MAX || MAX || 3 || 2.7 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Streaker || 1 || 3 || M || 15 || 5 || Armor || 50 || MAX || MAX || 1 || 0.9 || 0.9 || 16.6666666666667&lt;br /&gt;
|-&lt;br /&gt;
|Semi-Streaker || 1 || 4 || M || 15 || 5 || Armor || 80 || MAX || MAX || 1 || 1.2 || 1.2 || 20&lt;br /&gt;
|-&lt;br /&gt;
|Hell Gretzer || 1 || 6 || M || 15 || 5 || Armor || 150 || MAX || MAX || 2 || 1.8 || 0.9 || 25&lt;br /&gt;
|-&lt;br /&gt;
|Death Orb || 2 || 10 || M || 15 || 5 || Armor || 200 || MAX || MAX || 3 || 3 || 1 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Exo-Armor Extras ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Helmets&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Two-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Mono-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Four-eyed || 1 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Slit-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Broad-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Y-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Cross-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|X-visored || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|-&lt;br /&gt;
|Blank-faced || 2 || 3 || M || 30 || 1 || Armor || 300 || 1 || 0.9 || 0.9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Arms&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Clawed exo-arm || 1 || 2 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy clawed exo-arm || 2 || 3 || M || 20 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Plantigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy plantigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|-&lt;br /&gt;
|Digitigrade clawed exo-leg || 1 || 2 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy digitigrade clawed exo-leg || 2 || 3 || M || 25 || 1 || Armor || 200 || 1 || 0.5 || 0.9 || 1.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Exo-Suits ==&lt;br /&gt;
&lt;br /&gt;
Exo-Suits differ from exo-armors in terms of both form and function. Rather than being clunky power armor, exo-carapaces are form-fitting shells of nanotechne that seem to fuse with the wearer, turning them into a ferocious biomechanical monster if they weren't one already. They also focus less on augmenting the wearer and more on simply protecting them, as since they are primarily worn by posthumans reliance on external servos to move them isn't necessary. Some exo-carapaces can be rather thin pieces which meld elegantly with the creature, while others are girthier specimens which give one a more well-armored appearance. They generally come in anatomical or skeletal varieties, the former resembling a skintight armored suit mimicking human anatomy and the latter resembling a humanoid skeleton built on the outside of an individual.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UBSTEP&lt;br /&gt;
! LBSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
! Approx. coverage to weight ratio&lt;br /&gt;
|-&lt;br /&gt;
|Thin skeletal || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Skeletal || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick skeletal || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|-&lt;br /&gt;
|Thin anatomical || 1 || 6 || M || 15 || 5 || under || 300 || MAX || MAX || 2 || 1.8 || 0.9 || 50&lt;br /&gt;
|-&lt;br /&gt;
|Anatomical || 2 || 10 || M || 15 || 5 || under || 300 || MAX || MAX || 3 || 3 || 1 || 30&lt;br /&gt;
|-&lt;br /&gt;
|Thick anatomical || 2 || 14 || M || 15 || 5 || under || 300 || MAX || MAX || 4 || 4.2 || 1.05 || 21.4285714285714&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-suit masks&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Human skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Ox skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Boar skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Wolf skull exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Bear skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Tiger skull exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Two-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Five-eyed humanoid exo-mask || 1 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Four-horned humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Three-faced humanoid exo-mask || 2 || 2 || M || 30 || 5 || under || 350 || 1 || 0.6 || 0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Exo-Suit Legs&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Materials&lt;br /&gt;
! Layer Size&lt;br /&gt;
! Layer Permit&lt;br /&gt;
! Layer&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Muscular leg implant || 1 || 2 || M || 25 || 5 || under || 200 || 1 || 0.5 || 0.6 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Shields ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Armor Level&lt;br /&gt;
! Material Size&lt;br /&gt;
! Coverage (%)&lt;br /&gt;
! UPSTEP&lt;br /&gt;
! Bars to make&lt;br /&gt;
! Bars returned&lt;br /&gt;
! Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
|Armguard || 1 || 1 || 5 || 1 || 1 || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
|Buckler || 1 || 2 || 10 || 1 || 1 || 0.6 || 0.6&lt;br /&gt;
|-&lt;br /&gt;
|Shield || 2 || 4 || 20 || 2 || 1 || 1.2 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
|Riot shield || 2 || 8 || 30 || 2 || 2 || 2.4 || 1.2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=254834</id>
		<title>Modification:The Long Night</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night&amp;diff=254834"/>
		<updated>2020-09-16T04:36:38Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: Reorganize civs onto own page and add lore section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 11:00, 14 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
Man ruled the solar system, once. In its grand epoch spanning thousands of years, Earth was the jewel of a great solar empire, its every square inch morphed into a sprawling factory city, pumping out countless advanced resources to supply colonies from the clouds of Venus all the way to the moons of Saturn. &lt;br /&gt;
&lt;br /&gt;
None know for sure what happened exactly. Something went wrong, for certain. Perhaps a war between those who pushed for nanomachines to do away with traditional technology and those who viewed its power as uncontrollable. Or it could have been the radical transhumanists who plunged the planet into a new dark age to fuel their own ascent. Man's own hubris, maybe, his rapacious lust for more resources sending the world into a death spiral. Or perhaps, something yet more sinister. &lt;br /&gt;
&lt;br /&gt;
The result, everything knows. Earth's fall called its wayward children of all kinds back to its shattered surface, and the haggard survivors of the fallen colonies found a realm far unlike what was documented in their own histories. A hellish wasteland filled with mutated horrors, half-mad cybernetic demigods, and powers greater still. A world of constant, unending warfare as the children of man fight for the chance to rebuild, and establish their own grandiose vision of the future. Whether it be the great old powers of the ancient Nobles, the first of the new men, the demigod Executors and their slaves, the barbaric Posthumans and their thralls, or even the scattered remnants of true humanity, the future is uncertain. All that can be known is that this night will be long and harsh indeed, and only the hardiest and most determined will even stand a chance of seeing a new dawn.&lt;br /&gt;
&lt;br /&gt;
== What is The Long Night? ==&lt;br /&gt;
&amp;quot;This mod is my attempt at a cyberpunk setting, sort of. Clothing and weapon-wise it has the same trappings as more surreal and far-future cyberpunk dystopias tend to lean towards, but it can also be seen as an anachronistic techno-feudalistic setting. My primary intent with this mod is to really push how far I can take Dwarf Fortress into the future while still having things work in-game and provide a coherent story of humanity and its kindred struggling in a world that is the victim of our own rapaciousness.&amp;quot;&lt;br /&gt;
-squamous&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=172696.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[https://dffd.bay12games.com/file.php?id=14134 Download (2.6)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= General Lore =&lt;br /&gt;
=== The Great Solar Empire ===&lt;br /&gt;
The Great Solar Empire was the dominant civilization prior to the current era. Built from the ashes of countless civilizations and failed attempts at gene-forged supermen and mechanical gods, It would rise to dominate not just the Earth, but the other planets and moons of the solar system as well. Under its guidance, mankind knew untold prosperity and rose to heights previously undreamt of. But it was not a utopia. The Solar Empire was rife with corruption, discrimination, crime, terrorism, and chaos below its pristine surface, but so vast was its reach, populous its citizenry, and mighty its legions that the true breadth of its rot could not be accurately gauged by any but those in the highest positions of power, the elite of the elite who stood above the rest of mankind thanks to closely guarded secrets of mechanical augmentation and the finest of evolutionary retroviruses. Much has been forgotten of this period of history, as the digital archives which recorded it fell into disarray or were destroyed outright.&lt;br /&gt;
&lt;br /&gt;
Earth itself was turned into a titanic, sprawling city, its original shape lost under layers of metal harvested from the asteroid belt. Entire ecosystems were relocated into artificial reserves the size of small countries, and many billions lived and died within its bowels. As it expanded across the solar system, the Empire was careful to ensure that no colony could survive without vital resources shipped to it from the home planet, in order to prevent the threat of independent polities from ever arising. Coupled with this were many millions of soldiers armed with top-of-the-line [[Modification:The Long Night: Armor#Exo-Suits|Exo-Suits]], a type of power armor that could give one protection from most small arms fire and could only be defeated by either luck, another Exo-Suit-wearing soldier, or something beyond them in strength. This disparity in both force and resources allowed the Empire to rule unchallenged for many centuries, or perhaps even millennia. This was an era stagnant in some ways but vibrantly blossoming in others. Politically, little seem to change. Technologically, many things developed that were in the past seen as impossible. But it could not last.&lt;br /&gt;
&lt;br /&gt;
The details of its fall, as well, are complex. Multiple factors caused its collapse, from external rebellion to internal strife, but chief among these, it is believed, was the phenomenon known as the Pseudosingularity. The Singularity is, of course, the theory that after a certain point the united technology and databases of man would converge into a spontaneous self-improving entity that would attain as close a state to godhood as we envision, leading to a future incomprehensible to us but is surely either terrible beyond measure or bliss beyond imagining. That is not what happened. If the Singularity can be considered the culmination of a civilization as it births a new, divine being, the Pseudosingularity was cancer spreading across a decrepit body. Advances in biotechnology and [[Modification:The Long Night: Materials#Nanotechne|nanomechanical]] evolution allowed machinery and synthetic entities to evolve and reproduce in a manner similar to organic life, albiet slow enough so that such changes could be observed, understood, and if necessary altered by their makers, so that man and its tools would grow together in knowledge and power. But as the Solar Empire began to grow decadent and frail, the knowledge to keep track of the cutting edge of these growing machines was slowly lost, and year by year the observers fell behind the pace of a city running wild, with no end goal in mind. And just like cancer, this unsustainable growth began to kill its host. Entire sectors would find themselves without food or water as the Pseudosingularity warped pipes and destroyed roads. Cities would be gunned down by their own automated security as AIs corrupted or failed to recognize those living there as citizens. The mass decay of infrastructure happened seemingly overnight, but was in truth merely the tipping point of decades of unregulated growth. By the time it had reached the point that even common citizens noticed the danger, it was far too late to stop it. Chaos and destruction ravaged Earth as the entire planet literally fell apart, barely held back from utter ruin by hasty countermeasures and in some cases surgical nuclear strikes on the most dangerous sectors. In the end, however, they could only mitigate the damage so that Earth remained livable, but little else. Swarms of nanomechanical builder mites would conduct basic repairs and keep what was left of the system more or less stable, and artificial ecosystems would be introduced to the surface to give organic life a better chance to thrive. But that was all. Nothing could be done to save the colonies, or re-understand the ever-growing technological systems which now expanded without supervision. Only the most obsessed and knowledgeable could barely keep up, tapping into the power of the world like ancient sages were said to have learned the secrets of the arcane arts. Humanity had entered a new dark age, one which may take thousands of years to recover from.&lt;br /&gt;
&lt;br /&gt;
But if they could.&lt;br /&gt;
&lt;br /&gt;
If something could survive this long night and rebuild the Great Solar Empire, against all odds and forged by the savage brutality of this era into the ultimate victor.&lt;br /&gt;
&lt;br /&gt;
It would surely be something truly monstrous.&lt;br /&gt;
&lt;br /&gt;
=== Antinirvanism ===&lt;br /&gt;
During the last era of the Great Solar Empire, many religions as we understood them had faded away under the increasing pressure of science and reason (not to mention the Empire's designs to remove any higher loyalty than the state), leaving only odd syncretic cults and harmless corporate-sponsored pseudo-faiths to placate the masses. However, existing on the fringes of society radical ideas were fomenting, ideas which would serve to drive a wedge through united pan-humanity and spark a long, bloody conflict. Originally known by many names, its basic philosophical tenets were rooted in a semi-esoteric quest for personal power, with believers seeking to train and test themselves to reach ever greater levels of strength and knowledge, even if it meant rejecting civilization and law entirely. In the past, such a belief system would be little more than a contrarian rabble-rousing thorn in the side of authority, but the advent of nanotechnological modification had changed the playing field of society in ways that even in those advanced times few could truly comprehend the significance of. In ancient times, if a person chose to forsake civilization or work alone against it, they would be defeated by or re-integrated into society, since no lone person or small group of people can perpetually stand up against an organized community of their peers. But with innovations in nanotechnology, 3D printing, bioengineering, and other sciences, it became possible for one human to sufficiently upgrade their body to the point that the social contract was no longer required for them to prosper, and they would have the ability to exist outside the organized systems that dominate conventional human life simply through having enough power to take what they needed. Antinirvanism codified and sanctified this discovery, associating it with the Vedic Asuras of ancient myth, the terrible warrior-kings who tried to conquer heaven itself for the sake of their own ego. Instead of taking their story as a parable of the importance of temperance and cohesion, the Asura themselves were glorified and seen as the ideal specimen of the new era, a demigod-like entity which lived for itself and was divorced from creation, beholden to none save those it deigned to acknowledge or with the power to suppress it. Combined with the way technology seemed to have given mankind the power to &amp;quot;reincarnate&amp;quot; into various lesser or stronger forms depending on their capabilities and resources, it was no surprise that other terminology of the old Vedic system was incorporated into the growing movement (and indeed, even today Vedic terminology is used to describe many posthuman concepts and entities out of respect for the humans who first developed the system and devised a means of speaking of it that was cloaked in metaphor and symbolism) as more similarities became apparent. The more esoteric believers (often the ones most talked about in news cycles) saw the road to bodily perfection and ultimate power as a spiritual journey as much as a physical one, and devised many forms of meditation, ritual, and prayer believed to enhance one's willpower and make them more suited for evolution. Others believed that as technology grew on its own through self-learning and self-improvement and became more incomprehensible, it would eventually make more sense to simply treat it as magic, with the reverence and caution that such a thing implies and the impossible heights of power it seemed to promise. In the era of the Long Night, it is this mindset which dominates most Posthuman cultures.&lt;br /&gt;
&lt;br /&gt;
Some of the earliest adopters of Antinirvanism would also be the first to experiment with hereditary nanomachines, the gene-altering microbots that would allow the user to consciously improve and replace its biological processes, upgrade its nanomechanical innards and use them to replace flesh, and design memes and thoughtforms that alter the way it functions psychologically, it while also passing on those alterations to offspring, effectively forcing true Lamarckian evolution into reality. The goal, of course, was to attain the 'Asura-state' of becoming a powerful posthuman entity which could survive even the harshest conditions on its own and exist as a power unto itself. However, many would-be demigods would fall prey to their own shortcomings, fears, and insecurities, their overcautiousness or lack of foresight causing them to neglect maintaining their humanity in the quest for power. Without self-awareness and the subjective experience, a lineage of hereditary cyborgs invariably devolves into a feral and monstrous state, losing any chance of transcendence unless its distant descendants re-evolve sapient thinking on their own.&lt;br /&gt;
&lt;br /&gt;
But some did succeed, of course. The Asura as we know them now are the culmination of Antinirvanistic thought and countless generations of deliberate techno-evolution, though like many philosophies it played out differently in reality than in theory. The social contract remained to an extent, but in posthuman society is focused primarily on the acquistion of power, material comforts, and accomplishing persoal goals rather than ensuring survival, a relatively easy task when you have a body that can metabolize just about anything and rip a man's throat out with your teeth. The additional resources required to produce an Asura keep the population too low to sweep across the earth, leading them grit their teeth and engage in diplomacy with cultures they once would have thought of only as prey. That said, as the Asura (and other posthumans) reconnect with biological humanity it has been observed that some of the edge has come off of their nature. While they remain alien in many ways, it seems that partial re-integration with human culture has done something to stimulate their more human tendencies, resulting in a culture that continues to value personal might and the quest for power but is slowly being tempered with appreciation for art, culture, and luxury, though given the extent to which posthuman thought-forms have been modified it is likely impossible they will ever completely revert to baseline human psychology, if they would even want such a thing. But they are no longer the imminent sword of Damocles hanging over all biological life, and for many this will be enough.&lt;br /&gt;
&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Materials|The Long Night: Materials]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254833</id>
		<title>Modification:The Long Night: Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:The_Long_Night:_Materials&amp;diff=254833"/>
		<updated>2020-09-16T04:35:23Z</updated>

		<summary type="html">&lt;p&gt;DeusVult6: populated tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|[[User:DeusVult6|DeusVult6]] ([[User talk:DeusVult6|talk]]) 00:25, 16 September 2020 (UTC)}}&lt;br /&gt;
Updating to 2.6&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==== Nanotechne ====&lt;br /&gt;
Nanotechne (last part pronounced 'tek-nee') is metal infused with symbiotic nanomachines that let the wielder shape it into a variety of useful forms, from simple plates of metal to complex machinery. With it's incredible reproductive power it can convert any other metal into more of itself. The secrets of high-grade nanotechne and the making and growing of it is a closely guarded secret by those who have such technologies. It is universally used for weapons and armor, regardless of what type it is (with the exception of C-Grade, which is a cheaper type that more complex varieties build off of).&lt;br /&gt;
&lt;br /&gt;
In addition to producing it by feeding it metal, you can also scavenge it by butchering mechanical creatures, which will yield blocks of nanotechne or other metals. Any creature with metal body parts should suffice.&lt;br /&gt;
&lt;br /&gt;
* '''C-grade''' is used by everyone for many purposes, but is too weak to be used as weapons or armor&lt;br /&gt;
* '''M-grade''' is used as weapons and armor by most nations, and is equivalent to steel in terms of durability.&lt;br /&gt;
* '''A-grade''' is also used by most human nations, but is stronger than M-grade. However, it can only be made into weapons and bullets due the difficulty of working it.&lt;br /&gt;
* '''K and X grades''' are used by Nobles and Neo-Humans/Executors respectively and have a white and black coloration respectively. They are equivalent to A-grade but can also be used to make armor.&lt;br /&gt;
* '''Grade-N''' Nanotechne is equivalent to A-grade, can be used for anything, and has a charcoal-colored appearance with an organic, giger-esque motif.&lt;br /&gt;
* '''Grade-S''' Nanotechne makes up the internals of multiple creatures, resembling synthetic muscle and organ. It stiffens when struck, but is overall weak and only useful for complex machinery rather than arms and armor. Valuable though.&lt;br /&gt;
&lt;br /&gt;
Note that nanotechne can be produced from any type of metal, so if you don't pay attention your citizens will use nanotechne to make more nanotechne, which actually reduces the amount you have. Make sure you properly designate what metal you intend to make nanotechne from.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Modifier&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Grade-S || 2700 || 50 || 11188 || valuable crafts&lt;br /&gt;
|-&lt;br /&gt;
| Grade-C || 7850 || 10 || 12768 || nanotechne production, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 7850 || 20 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 8850 || 40 || 12718 || weapons, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 8850 || 60 || 12718 || weapons, armor, ammo, anvils&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 200 || 300 || 25000 || all&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Weapon and Armor Qualities&lt;br /&gt;
! Name&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! Impact Fracture&lt;br /&gt;
! Shear Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! Shear Elasticity&lt;br /&gt;
|-&lt;br /&gt;
| Grade-M || 1505000 || 2520000 || 430000 || 720000 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Grade-A || 2005000 || 3020000 || 470000 || 790000 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Grade-N || 2005000 || 3020000 || 470000 || 790000 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Grade-K || 2005000 || 3020000 || 470000 || 790000 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Grade-X || 2005000 || 3020000 || 470000 || 790000 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ancient || 5000000 || 5000000 || 5000000 || 5000000 || 0&lt;br /&gt;
|}&lt;br /&gt;
For comparison, view the [[DF2014:Metal#Weapon and armor quality|base game metals]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==== Stone ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Stone&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Ore&lt;br /&gt;
! Type&lt;br /&gt;
! Uses&lt;br /&gt;
|-&lt;br /&gt;
| Industrial slag || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Concrete || 2780 || 2 || 11485 || no || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Corroded metal || 2780 || 2 || 11485 || Iron: 10% || layer || nanotechne production, flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Piping || 2780 || 2 || 11485 || Iron: 10% || layer || flux, lime&lt;br /&gt;
|-&lt;br /&gt;
| Old machinery || 5260 || 8 || 12736 || Iron: 100% || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Fused ammunition casings || 5260 || 8 || 12736 || Brass: 95%&amp;lt;br&amp;gt;Steel: 5% || small cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Heavy metal refuse || 3796 || 8 || none || Aluminum: 100%&amp;lt;br&amp;gt;Nickel: 10%&amp;lt;br&amp;gt;Gold: 10%&amp;lt;br&amp;gt;Copper: 10%&amp;lt;br&amp;gt;Zinc: 10%&amp;lt;br&amp;gt;Silver: 10%&amp;lt;br&amp;gt;Lead: 10%&amp;lt;br&amp;gt;Tin: 10%&amp;lt;br&amp;gt;Platinum: 10%&amp;lt;br&amp;gt;Bismuth: 10% || sedimentary vein || none&lt;br /&gt;
|-&lt;br /&gt;
| Bituminous coal || 1346 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Lignite || 1250 || 1 || 11440&amp;lt;br&amp;gt;(ignition) || no || sedimentary vein || coke&lt;br /&gt;
|-&lt;br /&gt;
| Circuitry || 5260 || 20 || 12736 || no || cluster || none&lt;br /&gt;
|-&lt;br /&gt;
| Gypsum || 2320 || 1 || 10261 || no || sedimentary cluster || plaster&lt;br /&gt;
|-&lt;br /&gt;
| Petrified wood || 2200 || 1000 || 12970 || no || sedimentary single || none&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined ancient nanotechne || 200 || 250 || 25000 || Yes || special || thread extraction&lt;br /&gt;
|-&lt;br /&gt;
| Megastructure || 200000 || 1 || none || no || special || undiggable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Soil ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Soil&lt;br /&gt;
! Density&lt;br /&gt;
! Aquifer&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Plastic refuse || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Tar clay || 1210 || no || earthenware&lt;br /&gt;
|-&lt;br /&gt;
| Polluted soil || 1290 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Mud || 1450 || yes ||  &lt;br /&gt;
|-&lt;br /&gt;
| Sand || 1710 || yes || glass &lt;br /&gt;
|-&lt;br /&gt;
| Industrial runoff || 2200 || no || stoneware &lt;br /&gt;
|-&lt;br /&gt;
| Biofilm || 200 || no || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Calcareous ooze || 2690 || yes || ocean &lt;br /&gt;
|-&lt;br /&gt;
| Siliceous ooze || 2460 || yes || ocean &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Gems ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Gem&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Ignition Point&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 3520 || 50 || 11440 || small cluster&lt;br /&gt;
|-&lt;br /&gt;
| Crystalline glass || 3520 || 50 || 11440 || cluster&lt;br /&gt;
|-&lt;br /&gt;
| Synthetic gem || 1650 || 10 || none || small cluster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Density&lt;br /&gt;
! Value Multipiler&lt;br /&gt;
! Melting Point&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Earthenware || 1360 || 3 || none || produced in kiln from tar clay or plastic refuse&lt;br /&gt;
|-&lt;br /&gt;
| Stoneware || 2000 || 4 || none || produced in kiln from industrial runoff&lt;br /&gt;
|-&lt;br /&gt;
| Plasticware || 2403 || 10 || none || currently unproduceable (bug?)&lt;br /&gt;
|-&lt;br /&gt;
| Machinery || 25000 || 300 || 20000 || unknown&lt;br /&gt;
|-&lt;br /&gt;
| Bullet || 13135 || 2 || 18750 || bioframe projectile (boiling point is 1001, bug?)&lt;br /&gt;
|-&lt;br /&gt;
| plasma || 3135 || 1 || 12750 || bioframe projectile&lt;br /&gt;
|}&lt;br /&gt;
= Related Pages =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night|The Long Night: Lore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Civilizations|The Long Night: Civilizations]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Weapons|The Long Night: Weapons]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Armor|The Long Night: Armor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Modification:The Long Night: Creatures|The Long Night: Creatures]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DeusVult6</name></author>
	</entry>
</feed>