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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Die&amp;diff=252039</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Die&amp;diff=252039"/>
		<updated>2020-03-30T05:18:38Z</updated>

		<summary type="html">&lt;p&gt;Sanchezman: Add picture of what rolling a divination die looks like in adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[shrine]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''.&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not possible to specify the number of sides to make on dice, and descriptions on dice do not mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number (but not their effect).&lt;br /&gt;
&lt;br /&gt;
The list of known dice effects:&lt;br /&gt;
*'''Creates a random artifact-quality weapon at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Upgrades each piece of the user's armor/clothing by one level'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue or damage rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures)'''&lt;br /&gt;
*Grants the user a week of good luck (unknown effect, assumed to be similar-but-opposite to the mummy's curse)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*Grants the user a week of bad luck (assumed to be similar/the same as a mummy's curse but temporary)&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependant on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
Warning: Using the same dice under the same deity's blessing more than twice in an uncertain period of time, known to be between 24 hours - 1 week, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a statue. However, the god may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
[[File:Adventurer_rolling_a_die.png|thumb|An adventurer rolls a four-sided divination die. The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.]]&lt;br /&gt;
# You must hold the die in your hand, so either:&lt;br /&gt;
## {{k|r}}emove it from any containers you're carrying it in&lt;br /&gt;
## {{k|g}}et it from the ground or a pedestal&lt;br /&gt;
# {{k|I}}nteract with the die, selecting the roll option&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The 'beast transformation' curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about dungeons and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;/div&gt;</summary>
		<author><name>Sanchezman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Adventurer_rolling_a_die.png&amp;diff=252038</id>
		<title>File:Adventurer rolling a die.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Adventurer_rolling_a_die.png&amp;diff=252038"/>
		<updated>2020-03-30T05:15:17Z</updated>

		<summary type="html">&lt;p&gt;Sanchezman: An adventurer rolls a four-sided divination die.  The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An adventurer rolls a four-sided divination die.  The ominous message &amp;quot;It is too soon to forgive&amp;quot; has no effect.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Sanchezman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=252037</id>
		<title>Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wound&amp;diff=252037"/>
		<updated>2020-03-30T05:09:14Z</updated>

		<summary type="html">&lt;p&gt;Sanchezman: Add section on healing within Adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:13, 30 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are five different levels of injury in the game, ranging from none to complete part loss.&lt;br /&gt;
Shown using the default colors, they are as follows:&lt;br /&gt;
&amp;lt;!--THESE TERMS AND DEFINITIONS ARE COPIED, WORD FOR WORD, FROM INIT.TXT.&lt;br /&gt;
So no more &amp;quot;mangled&amp;quot; - RED is now &amp;quot;broken&amp;quot;, and the old &amp;quot;broken&amp;quot; is now &amp;quot;inhibited&amp;quot; - don't fight it, just go with it. :\ &lt;br /&gt;
&lt;br /&gt;
Also note - no more light grey &amp;quot;lightly wounded&amp;quot; - apparently, if it's not worth worrying about, it's not shown.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:''(The [[color]] of wounds can be changed in [[d_init.txt]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wound effects ==&lt;br /&gt;
[[File:dwarf2_injury.gif|frame|230px|right|''Many'' injuries of a dwarf.]][[File:recluse_injuries.png|frame|2523px|right|Injuries of a [[brown recluse spider man]].]][[File:adder_injuries.png|frame|166px|right|Injuries of a [[adder]].]]'''Brain''': Any damage almost always results in instant death. A bruised brain may occasionally not cause death. If it does not, the creature suffers no effect from the injured brain and lives as normal.&lt;br /&gt;
&lt;br /&gt;
'''Eyes''': Eye damage causes extreme pain, generally causing unconsciousness and loss of sight, limiting creature perception.&lt;br /&gt;
&lt;br /&gt;
'''Mouth/nose/ears/cheeks''': No effect&lt;br /&gt;
&lt;br /&gt;
'''Teeth''': Fewer teeth to use for biting attacks.&lt;br /&gt;
&lt;br /&gt;
'''Lungs''': Non-bruising damage to one lung interferes with breathing. Creature toughness affects how well it can survive with impaired breathing. Damage to both lungs almost always results in suffocation.&lt;br /&gt;
&lt;br /&gt;
'''Heart''': Causes massive, fatal bleeding. The heart itself isn't required for life—it is the extreme bleeding that causes death when the heart is pierced. A bruised heart causes no ill effects; a torn heart is always fatal.&lt;br /&gt;
&lt;br /&gt;
'''Pancreas/liver''': No effect. While it is reasonable to assume that the dwarven liver has evolved to be completely indestructible, liver damage doesn't cripple anything else either. Dwarves have a larger liver than any other sapient species, causing them to suffer liver damage more often, as it is easier to hit.&lt;br /&gt;
&lt;br /&gt;
'''Guts''': Damage to the guts causes great pain and nausea. Creatures will vomit and then retch repeatedly depending on how much damage was caused. This slows down the creature and can dehydrate them. When the guts are pierced they may spill out of the wound. This is visible as a gray &amp;quot;~&amp;quot; trailing behind the creature. This causes a lot of bleeding and exposes the guts themselves as a target for aimed attacks. Slicing off the exposed guts causes heavy bleeding and almost always death. The cut-off guts can then be picked up and used as a weapon.&lt;br /&gt;
&lt;br /&gt;
'''Spinal injuries''': Attacks to the spine that also tear nervous tissue are extremely serious. Lower spinal injuries permanently stop the creature from ever standing again - they can only crawl. Middle spine injuries disable legs. Upper spinal injuries disable every limb in the body, rendering the creature unable to do anything except use the default &amp;quot;push&amp;quot; attack and move about very slowly. It also disables every organ in the body besides the brain. This also injures the lungs, thus upper spine injuries will invariably cause fatal suffocation within a few turns. As a whole, spinal damage is usually a death sentence. However, a broken bone in the spine does '''not''' cause irreparable damage - only damage to the nervous tissue does. If you suffer a broken bone in the spine without any nerve damage, just wait and it will eventually heal.&lt;br /&gt;
&lt;br /&gt;
'''Gelding''': Attacks to the lower body (or, theoretically, anywhere else where the 'geldables' may be kept) of a geldable creature (including male dwarves) can result in a &amp;quot;gelding strike.&amp;quot; In addition to the expected effects of bleeding and pain, this renders the creature permanently incapable of reproducing, just like non-combat [[gelding]].&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
How pain works:&lt;br /&gt;
* Bruising causes 1× the pain value from the raw files&lt;br /&gt;
* Partially damaged tissue causes 2× pain&lt;br /&gt;
* Broken tissue causes 3× pain&lt;br /&gt;
* Having 150+ pain causes unconsciousness.&lt;br /&gt;
* Pain is independent of body part size&lt;br /&gt;
&lt;br /&gt;
Most tissue has [PAIN_RECEPTORS:5], except bone has [PAIN_RECEPTORS:50]. So being punched in the guts (bruising skin, fat, muscle, guts) causes 20 pain and some nausea. Having any bone broken causes 15+50×3=165 pain (presuming bruised skin, fat, muscle). Having good stats presumably causes the pain to recede quickly, but that won't cause you to wake up sooner after you fall unconscious.&lt;br /&gt;
&lt;br /&gt;
Strangely, having all your fingers cut off in DF is much less painful (or even painless?) compared to having a single finger bone broken.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous injuries ==&lt;br /&gt;
&lt;br /&gt;
(Miscellaneous injuries include generic tears, cuts and breaks that don't target a specific organ.)&lt;br /&gt;
&lt;br /&gt;
Attacks that shatter nail or horn generate a cosmetic injury report, but otherwise have no effect unless they become infected.  Similarly, attacks that tear hair have no ill effects, but hair damage is common during chokeholds on animals, such as a lion's mane being damaged by a chokehold.&lt;br /&gt;
&lt;br /&gt;
Injuries that only tear skin tend to cause little or no bleeding or scarring, but injuries that tear fat layers, however, cause bleeding but little pain.  Injuries to muscle layers can sometimes cause the affected limb to become unusable. This usually happens when the muscle is &amp;quot;torn apart&amp;quot; rather than just torn. If the muscle is in an arm, damage to the muscle may cause items held in that arm's hand to be dropped. Torn-apart leg or foot muscles may cause the creature to fall over and sometimes be unable to walk until the injury heals.  Tendons and ligaments may also be torn by attacks. As they link bones together, torn ligaments and tendons can impair grasping abilities, causing items to be dropped more easily.&lt;br /&gt;
&lt;br /&gt;
Bone damage that causes fractures or breaks causes extreme pain. Those are the most painful injuries in ''Dwarf Fortress'' and will almost invariably cause unconsciousness from the pain. A bone that is broken in a limb will render that limb inoperative. Bones that are hit hard enough may shatter and be jammed into other bones or body parts, causing far more damage. This is most common with the skull. A hard hit (or any hit) to the skull that causes a fracture can force the broken part into the vulnerable brain, causing immediate death. A broken smashed arm may be jammed into the shoulder as well, breaking it. &lt;br /&gt;
&lt;br /&gt;
The upper spine was previously contained in the head in 0.34.11, but is contained in the neck in 0.40.xx.&lt;br /&gt;
The neck is appended to the upper body in 0.40.xx, and the head is appended to the neck (which is why you have to press &amp;quot;d&amp;quot; now to target the head, and &amp;quot;c&amp;quot; is the neck - the neck must be defined first). You can't hurt the upper spine anymore by attacking the head in 0.40.xx.&lt;br /&gt;
&lt;br /&gt;
* Having the upper spine broken in 0.40.xx disables everything and causes suffocation.&lt;br /&gt;
* Having the lower spine (in the lower body) broken paralyzes the legs, preventing kicks and negating pain in the legs and in the lower spine itself.&lt;br /&gt;
* Having the middle spine broken (in the upper body) disables everything and causes suffocation.&lt;br /&gt;
&lt;br /&gt;
So &amp;quot;what's below it&amp;quot; means &amp;quot;further from the upper body&amp;quot;. Broken/pulped necks now only prevent biting attacks, but don't disable the head/brain, or otherwise cause suffocation.&lt;br /&gt;
&lt;br /&gt;
== Missing limb ==&lt;br /&gt;
&lt;br /&gt;
As the name implies, this signals that a limb has been completely severed. Dwarves with severed limbs frequently either die of blood loss or linger in the [[hospital]] permanently. Those who recover may find themselves unable to perform the same tasks they had in the past.&lt;br /&gt;
&lt;br /&gt;
Dwarves without arms are unable to [[haul]] items, but are still able to gather crops or work in a workshop. Once created/gathered, the items simply remain where they are until another dwarf comes along to move them. They are also unable to equip armor/clothing, but this won't stop them from biting/kicking in combat. Armless dwarves are unable to operate [[screw pump]]s. Armless dwarves trying to dress or clean themselves often cause constant cancellation spam.&lt;br /&gt;
&lt;br /&gt;
== Function loss ==&lt;br /&gt;
The cyan &amp;quot;Function loss&amp;quot; signals impairment of an organ for which &amp;quot;broken&amp;quot; or &amp;quot;bruised&amp;quot; would not make sense. Internal organs and eyes have been observed to turn cyan, indicating failures of sight, liver function, and other maladies.&lt;br /&gt;
&lt;br /&gt;
A dwarf can also suffer nervous damage to sensory and/or motor nerves. For example, motor nerve damage to a leg means that the dwarf will never be able to stand up again, which will show as &amp;quot;Ability to stand lost&amp;quot; in the dwarf's personal health screen, in addition to nervous damage information. Sensory nerve damage causes pain to disappear and is thought to make a creatures' attacks weaker. With a crutch applied, dwarves with leg nerve damage can become mobile / useful again. Damage to spinal nervous tissue disconnects all nervous function below the damaged point. For the upper and middle spines this can include the lungs, so damage leads to suffocation.&lt;br /&gt;
&lt;br /&gt;
Creatures can be set to heal spinal nerve damage by going into the [[raw file|raws]], finding the tissue_template_default and setting a number like [HEALING_RATE:100] at the NERVE_TEMPLATE. A higher number translates to a slower healing rate, with bones for example having a healing rate of 1000. However, this setting does not affect non-spinal nerves, as they do not count as &amp;quot;nervous tissue&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Scarring ==&lt;br /&gt;
&lt;br /&gt;
Dwarves who sustain major injuries may never fully heal – the part will always remain listed in their Wounds section as &amp;quot;Minor&amp;quot; or &amp;quot;Inhibited&amp;quot;, and the dwarf's description in his Thoughts and Preferences screen will note that he bears scars of varying degrees and types, e.g., {Tiny, very short, short, long, very long, massive, huge, etc.}; {Jagged, Dent, Straight, etc.}. While not all scars have an effect, this may result in notes in the [[Health screen]] such as &amp;quot;Ability to grasp somewhat impaired&amp;quot;. This means that one of the creature's grasping parts (usually hands) has lost the ability to grasp.&amp;lt;!-- More likely to lose a weapon stuck in an enemy? --&amp;gt; Military dwarves with inhibited ability to grasp will not hold a weapon or shield in the crippled arm. However, they will automatically grasp both weapon and shield in their good hand when they next come to equip themselves, assuming of course that they are set to use both such items. &lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
== Permanent injury ==&lt;br /&gt;
There are several types of injuries dwarves will never recover from. Nerve damage is permanent; loss of limbs is permanent. Some types of [[syndrome]]s are lifelong. As a result, you may end up with a dwarf who has lost function in one or more body parts, or who continually exhibits some kind of problematic symptom. But these dwarves, if they don't meet with an [[unfortunate accident]], can still be very useful.&lt;br /&gt;
&lt;br /&gt;
===Disabled veterans===&lt;br /&gt;
When a highly skilled soldier is injured too badly to continue on active duty, he can remain in the military as a teacher. Put him into a squad with your raw recruits and have him teach them what soldiering is about. When the recruits have been whipped into shape, they can be transferred to active-duty squads.&lt;br /&gt;
&lt;br /&gt;
===Function loss: legs===&lt;br /&gt;
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, he can be issued a [[crutch]] by doctors in your hospital. Thereafter, he will gain crutch-walking skill whenever he moves with the crutch in his inventory. Eventually, his speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash his enemies with it - it is recommended to make metal crutches to issue to military dwarves).&lt;br /&gt;
&lt;br /&gt;
===Lower body paralysis===&lt;br /&gt;
A dwarf who has nerve damage to his lower spine, or has nerve damage to both of his legs, is unable to use his legs and cannot benefit from using a crutch. After he recovers (you may need to deconstruct his hospital bed to get him out of it), he can move--but only very slowly. Dwarves like this are obviously unfit for military duty (Other than as a marksdwarf who sticks to fortifications)--they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much. For best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and the dwarf's bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where he will still move five steps more quickly than another dwarf can move fifty; or he can be appointed as [[broker]] and burrowed with your depot. You could also make such a dwarf [[Hammerer]], with exemplary results.&lt;br /&gt;
&lt;br /&gt;
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?&lt;br /&gt;
&lt;br /&gt;
===Function loss: arms===&lt;br /&gt;
The dwarf who has lost the use of an arm can go on with his life normally, and can even hold a shield and battle-axe at the same time. In the military, he is limited only in that he cannot wield weapons that are too large to be wielded one-handed. Outside the military, he can work as well as any other dwarf.&lt;br /&gt;
&lt;br /&gt;
Losing both arms is a different story. Dwarves who have lost the use of both arms will be unable to do almost any task. Even managers, bookkeepers, and brokers must be able to use at least one arm. They cannot pick up weapons or shields and cannot haul items. Most irritatingly, they cannot clean themselves and cannot pick up clothing in order to put it on and will probably spam cancellation  messages at you (seriously, consider turning off job cancellation messages in the 'o'rders menu if this is the case). These dwarves are at risk of [[insanity]] from the lack of clothing once theirs wears out, though they may have been lucky enough to be wearing armor, which will not wear out. Military dwarves can still lead demonstrations in non-weapons skills, and could quite possibly become a good wrestler or biter. Dwarves without arms can also be used as sentries; burrow them in watchtowers to spot ambushes.&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
A dwarf with both eyes damaged cannot see - and what he can't see, he won't be afraid of. Therefore, a blind dwarf can do civilian labors without dropping everything and running when there's a wild animal nearby. He does suffer a severe drop in the [[quality]] of his work, but this won't affect jobs whose products don't have a quality level, such as [[wood burning]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:blind_in_adventure_mode.png|Blindness in [[adventure mode]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Long-term syndrome===&lt;br /&gt;
The most common long-term syndrome is probably the bite of a [[cave spider]], which causes long-term mild dizziness. The dwarf seems fine and works normally, except that the work tends to be low-quality because the dwarf is feeling under the weather. Even legendary dwarves will, if they're feeling dizzy enough, be unable to produce masterwork crafts - assign these dwarves to producing goods that don't have quality levels.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
A wounded character in adventurer mode may be unable to use wounded limbs or perform actions with them.  A mangled arm, for example, cannot wield a sword.  Wounds heal over time, and it is possible in fast-{{k|t}}ravel mode to speed up the passage of time spent recovering.  An adventurer with higher [[DF2014:Attribute#Recuperation|recuperation]] will heal faster than other adventurers.&lt;br /&gt;
&lt;br /&gt;
Some wounds, however, will never heal.  As with dwarves in fortress mode, missing limbs, nonfunctional nerves, blindness, and similar permanent injuries do not heal no matter how much time passes.  Lower-body paralysis can be especially dangerous, as the affected character can only crawl on the ground.&lt;br /&gt;
&lt;br /&gt;
===Fast healing===&lt;br /&gt;
There are some events that cause an adventurer's wounds to heal instantly:&lt;br /&gt;
* Getting a lucky roll on a [[DF2014:Die|Divination Die]] will heal some wounds&lt;br /&gt;
* Undergoing a [[DF2014:Werebeast|werebeast]] transformation heals all wounds, including paralysis&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = oslan | elvish = élitho | goblin = esmên | human = kortil}}&lt;br /&gt;
[[ru:Wound]]&lt;/div&gt;</summary>
		<author><name>Sanchezman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=252036</id>
		<title>Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ice&amp;diff=252036"/>
		<updated>2020-03-30T04:43:06Z</updated>

		<summary type="html">&lt;p&gt;Sanchezman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|10:03, 8 May 2015 (UTC)}}&lt;br /&gt;
{{Mineral|name=Ice|tile=█|icon=•|color=3:0:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Construction]]&lt;br /&gt;
* [[jeweler's workshop|Jewelry]]&lt;br /&gt;
|location=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* Frozen bodies of [[water]]&lt;br /&gt;
|properties={{Stonelookup/aux2|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ice''' is frozen [[water]]. It appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as [[Subterranean|below ground]]), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even underground (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build underground [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, the message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. Ice buildings can be constructed aboveground during freezing weather, though they will melt during the spring/summer thaw, or if their central tile is warmed (e.g. by fresh homeotherm [[corpse]]s in an ice [[butcher's shop]]). &lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft, nor is it possible to create [[door]]s, [[hatch]]es, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water&amp;quot;.  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by [[dump]]ing it. When an ice boulder melts underground, it becomes an item named &amp;quot;water&amp;quot;, but it differs from regular water: it has no liquid level, does not leave mud when it evaporates, and dwarves eventually remove it with a &amp;quot;clean&amp;quot; job. Melted ice boulders cannot be used as a water source.&lt;br /&gt;
&lt;br /&gt;
A boulder of ice is worth 3☼ if traded, and weighs 92Γ.&lt;br /&gt;
&lt;br /&gt;
== Casting ice ==&lt;br /&gt;
[[File:ice_cubes.jpeg|thumb|250px|right|Stay cool.]]&lt;br /&gt;
[[Image:Icebridge.png|right|thumb|An icebridge cast in place across a chasm.]]&lt;br /&gt;
Only one fill pond job will be created for each pond zone, so multiple pond zones will speed up casting. These additional zones can simply overlap each other, or you can separate them into distinct areas, such as a series of 10x1 zones. Once any pond zone is completely cast, you will start getting cancellation notifications that they cannot fill the pond. At that point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
The first layer of cast ice requires two buckets of water per tile: the first bucket makes an ice floor on the layer below, while the second bucket makes an ice wall on the lower layer and an ice floor on the level above. Subsequent layers require only one bucket per tile (since the ice floor already exists).&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice. It's really not an issue unless the bucket is dropped and left outside. If the water in the bucket does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone. Note that this is affected by the temperature &amp;amp;mdash; for example, water in buckets in a glacier [[biome]] will freeze much more quickly than water in buckets in a cold temperate biome.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to the water source, and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor and then the ice wall is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
Cast ice may &amp;quot;float&amp;quot; entirely unsupported for an extended length of time, however, it will eventually [[cave-in]] when support is checked.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls on the edge of the map, however the edge tiles can only be cleared of ice by melting. The effects on creatures spawning there are unknown.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, if a frozen [[murky pool]] thaws, it will do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
Creatures that are extremely hot, such as [[Magma_man|magma men]], will melt unmined ice around them.  This can potentially lead to [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the smooth stone and carve fortification designations work as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates, wells and supports built in the z-level above it (because the frozen ice wall below creates an implied frozen ice floor above). It also has the potential to trap dwarves in ice, instantly killing them. Extreme care must be taken when releasing water from behind ice blocks.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
As in fortress mode, an adventurer standing in a water tile as it freezes will be killed.  However, it is possible to walk across frozen oceans to reach islands and continents that otherwise would be inaccessible.&lt;br /&gt;
&lt;br /&gt;
=== Drinking ice ===&lt;br /&gt;
Water carried in any container carried by an adventurer will freeze, if brought to a cold enough area.  Frozen water cannot be drunk to fulfill thirst needs, so it is necessary to thaw it.&lt;br /&gt;
# Press {{k|g}} and select &amp;quot;Make Campfire&amp;quot;&lt;br /&gt;
# {{k|I}}nteract with either the ice in your inventory, or a container with ice inside&lt;br /&gt;
# Select the option to &amp;quot;Heat ice near campfire&amp;quot;&lt;br /&gt;
# The ice will melt into drinkable water, which may be {{k|e}}aten&lt;br /&gt;
&lt;br /&gt;
In this manner, snow may also be melted into drinkable water.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
If a structure is supported by ice which then melts seasonally, the game does not check to see if the structure should collapse, resulting in a building hovering over the now-melted ice.{{bug|227}}&lt;br /&gt;
&lt;br /&gt;
Removing an ice ramp can create &amp;quot;void&amp;quot; tiles.{{bug|1981}} Casting ice in the tile and then channeling the tile can remove the &amp;quot;void&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ushil&lt;br /&gt;
| elvish  = ocima&lt;br /&gt;
| goblin  = uslang&lt;br /&gt;
| human   = isdi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Map tiles}}&lt;br /&gt;
[[ru:Ice]]&lt;/div&gt;</summary>
		<author><name>Sanchezman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Die&amp;diff=252035</id>
		<title>Die</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Die&amp;diff=252035"/>
		<updated>2020-03-30T04:25:37Z</updated>

		<summary type="html">&lt;p&gt;Sanchezman: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|12:48, 5 February 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[File:Historical dice.jpg|right|250px|thumb|Examples of dice.]]&lt;br /&gt;
'''Dice''' (singular ''die'') are an item randomly found in religious (not [[titan]]) [[shrine]]s located throughout the world, with several able to spawn at [[monastery|monasteries]]. They can be picked up and rolled to divine the will of the [[Deity|gods]] relevant to the dice, granting a variety of possible effects both positive or ''[[fun]]''.&lt;br /&gt;
&lt;br /&gt;
Dice come in several known varieties depending on the number of sides:&lt;br /&gt;
&lt;br /&gt;
*D20 (twenty-sided, known as &amp;quot;icosahedral&amp;quot;)&lt;br /&gt;
*D12 (&amp;quot;twelve-sided&amp;quot; or &amp;quot;dodecahedral&amp;quot;)&lt;br /&gt;
*D8 (&amp;quot;eight-sided&amp;quot; or &amp;quot;octahedral&amp;quot;)&lt;br /&gt;
*D6 (&amp;quot;six-sided&amp;quot; or &amp;quot;cubic&amp;quot;)&lt;br /&gt;
*D4 (&amp;quot;four-sided&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], dice can be created in a [[craftsdwarf's workshop]] from [[wood]] or [[stone]]. It is not possible to specify the number of sides to make on dice, and descriptions on dice do not mention the number of sides that they have. Divination currently does not occur in fortress mode, making dice only usable as trading goods.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], dice can be found and used for divination by the player. Multiple dice may be held and rolled at a time, though this only appears to count as rolling the die selected in the inventory, dropping all other dice while mentioning their number (but not their effect).&lt;br /&gt;
&lt;br /&gt;
The list of known dice effects:&lt;br /&gt;
*'''Creates a random artifact-quality weapon at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Creates a random artifact-quality piece of armor at the shrine the dice were from{{verify}}'''&lt;br /&gt;
*'''Upgrades each piece of the user's armor/clothing by one level'''&lt;br /&gt;
*'''Grants the user an enhanced healing factor, capable of completely healing any tissue or damage rapidly (duration appears indefinite, but cannot heal certain past wounds) {{verify}}'''&lt;br /&gt;
*'''Grants the user a random friendly pet spawned nearby (seems to prefer predatory creatures)'''&lt;br /&gt;
*Grants the user a week of good luck (unknown effect, assumed to be similar-but-opposite to the mummy's curse)&lt;br /&gt;
*Various messages that have no effect, giving ominous, foreboding, or fateful advice or statements&lt;br /&gt;
*Grants the user a week of bad luck (assumed to be similar/the same as a mummy's curse but temporary)&lt;br /&gt;
*'''Transforms the user into a random creature for one week (seems to prefer nonpredatory creatures)'''&lt;br /&gt;
&lt;br /&gt;
It is likely that dice with more sides have more extreme effects: dice with fewer sides than 12{{verify}} cannot cause the stronger effects (shown in bold), both good or bad. Each die can only have one very positive effect in its list of possibilities; this is dependant on the specific die, not the deity represented.&lt;br /&gt;
&lt;br /&gt;
Warning: Using the same dice under the same deity's blessing more than twice in an uncertain period of time, known to be between 24 hours - 1 week, will anger the gods, cursing the ill-fated thrower in a similar way to toppling over a statue. However, the god may choose to &amp;quot;ignore your hubris&amp;quot;, resulting in no punishment. Any creature cursed by the gods in such a way will be unable to benefit from any deity's dice again in the future.&lt;br /&gt;
&lt;br /&gt;
===Rolling a die in Adventurer Mode===&lt;br /&gt;
# You must hold the die in your hand, so either:&lt;br /&gt;
## {{k|r}}emove it from any containers you're carrying it in&lt;br /&gt;
## {{k|g}}et it from the ground or a pedestal&lt;br /&gt;
# {{k|I}}nteract with the die, selecting the roll option&lt;br /&gt;
&lt;br /&gt;
Your character will then &amp;quot;Divine the will of &amp;lt;code&amp;gt;&amp;lt;DEITY&amp;gt;&amp;lt;/code&amp;gt; according to the practice of &amp;lt;code&amp;gt;&amp;lt;RELIGIOUS_ORDER&amp;gt;&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The 'beast transformation' curse seems to be treated as a normal syndrome, and, thus, can be instantly healed by simply unloading the cell (fast travelling, sleeping). However, the victim appears to suffer stat penalties afterwards, as though they still had their animal body.{{verify}}&lt;br /&gt;
*Dice may, under unknown circumstances, respawn even after being taken from their home shrine, after a cell reload.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
* Some dwarves love to roll dice and play games about dungeons and [[dragon]]s.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
{{category|Items}}&lt;/div&gt;</summary>
		<author><name>Sanchezman</name></author>
	</entry>
</feed>