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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UristMcGinger</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=UristMcGinger"/>
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	<updated>2026-04-11T15:58:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Scholar&amp;diff=222436</id>
		<title>Scholar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Scholar&amp;diff=222436"/>
		<updated>2015-12-24T00:09:52Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Added quality rating &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|00:09, 24 December 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Scholars''' are an assigned [[occupation]] at [[libraries]]. They can be assigned in the Locations and Occupations menu ({{key|l}}).&lt;br /&gt;
&lt;br /&gt;
Scholars ponder, discuss, and research [[topic]]s.&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:UristMcGinger/General_Strategy&amp;diff=219325</id>
		<title>User:UristMcGinger/General Strategy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:UristMcGinger/General_Strategy&amp;diff=219325"/>
		<updated>2015-06-08T23:14:44Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Created page with &amp;quot;''PLEASE NOTE THIS GUIDE IS HEAVILY UNDER CONSTRUCTION.  I've only gotten as far as embarking, as of yet.''  There's a distinct dearth of strategy guides for .40, so I decided...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''PLEASE NOTE THIS GUIDE IS HEAVILY UNDER CONSTRUCTION.  I've only gotten as far as embarking, as of yet.''&lt;br /&gt;
&lt;br /&gt;
There's a distinct dearth of strategy guides for .40, so I decided to make one.  Please note that all information in this guide is subjective to my personal opinion, and may not be viable on a case-to-case system.  It also assumes you're familiar with the game's controls already - if not, see the [[Quickstart Guide]].&lt;br /&gt;
&lt;br /&gt;
This guide hopes to give a general sense of making a ''successful'' fort (not necessarily and overly [[fun]] one), from selecting an embark site to stability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Embark Site ==&lt;br /&gt;
&lt;br /&gt;
Before anything else can take place, you need ''a'' place.  Preferably, one that's nice and comfy.&lt;br /&gt;
&lt;br /&gt;
'''Surroundings'''&lt;br /&gt;
These are your surroundings options.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
You should be more than fine in any surroundings that are Serene, Mirthful, Calm, or Wilderness (although in all honesty, I've never had any serious issues on anything but Terrifying).&lt;br /&gt;
&lt;br /&gt;
'''Climate'''&lt;br /&gt;
&lt;br /&gt;
For the easiest time, select a Warm climate.  The water sources never freeze, thus you never run the risk of dying of thirst.  Don't go hotter than &amp;quot;Warm&amp;quot;, or colder than &amp;quot;Cold&amp;quot;, unless you're looking for more of a challenge.  It may render some of my advice obsolete, however, as I'll be assuming you have a thawed aboveground source of water.&lt;br /&gt;
&lt;br /&gt;
'''Plant life'''&lt;br /&gt;
&lt;br /&gt;
Any embark with even sparse tree-life should provide you ample wood for carpentry and craft purposes.  However, you always run the risk of an embark without natural coal, and for this reason I try to have a significant portion of the embark be &amp;quot;Woodlands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Other plant life is largely irrelevant, unless you're looking to make aboveground farms for luxury food/booze purposes later on.&lt;br /&gt;
&lt;br /&gt;
'''Layers'''&lt;br /&gt;
&lt;br /&gt;
- [[Soil]]/[[Clay]]&lt;br /&gt;
&lt;br /&gt;
You want, at the 'least', &amp;quot;Little Soil&amp;quot; or &amp;quot;Shallow Clay.&amp;quot; This makes setting your farms up much, much easier.  I prefer to go for &amp;quot;Some Soil&amp;quot; or &amp;quot;Deep Soil&amp;quot;, but not &amp;quot;Very Deep Soil,&amp;quot; just for ease of accessing stone.  All a preference thing, again, but this guide won't cover setting up farms without soil in place.&lt;br /&gt;
&lt;br /&gt;
- [[Flux]] Stone&lt;br /&gt;
&lt;br /&gt;
You want this.  You need flux stone to make both [[Pig Iron]] and [[Steel]], and having your own source makes getting your steel industry running smoothly much, much easier.&lt;br /&gt;
&lt;br /&gt;
- Metal&lt;br /&gt;
&lt;br /&gt;
At the least, &amp;quot;Shallow Metal&amp;quot;.  I prefer to aim for sites with both &amp;quot;Shallow Metals&amp;quot; and &amp;quot;Deep Metals&amp;quot;, to maximize my chances of getting useful ones.&lt;br /&gt;
&lt;br /&gt;
'''Aquifer'''&lt;br /&gt;
&lt;br /&gt;
Don't have one.  End of story, they're one of the biggest pains this game has to offer.&lt;br /&gt;
&lt;br /&gt;
'''River'''&lt;br /&gt;
&lt;br /&gt;
I almost never embark without a river - they provide a limitless source of both food (in the form of fish) and of water.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors'''&lt;br /&gt;
&lt;br /&gt;
Always check this screen - it tells you if you're at peace or war with the elves, if there are goblins that will want to [[siege]] you, and - most importantly - if there's a nearby [[tower]], which tends to provide high amounts of unpredictable [[fun]].&lt;br /&gt;
&lt;br /&gt;
Try to get both humans and elves, both at peace, to maximize trade.  Goblins are mostly irrelevant as threats, and towers are very dangerous, but unpredictable, and so are a matter of personal preference.  I won't be accounting for them in this guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Embark Profile ==&lt;br /&gt;
&lt;br /&gt;
Congratulations!  You've selected a spot that will give your dorfs the highest chance of surviving.   It's all relative, of course, given the intelligence level of the little buggers.  Still, you've got a decent shot here.  But what do you bring with you?&lt;br /&gt;
&lt;br /&gt;
Note that this section is even more subjective than most, and changes the most with embark location, as well as what's available.&lt;br /&gt;
&lt;br /&gt;
''Tools/Materials''&lt;br /&gt;
&lt;br /&gt;
I'll bring;&lt;br /&gt;
&lt;br /&gt;
3 picks&lt;br /&gt;
&lt;br /&gt;
1 axe&lt;br /&gt;
&lt;br /&gt;
3 buckets&lt;br /&gt;
&lt;br /&gt;
1 wheelbarrow&lt;br /&gt;
&lt;br /&gt;
3 bags&lt;br /&gt;
&lt;br /&gt;
2 anvils&lt;br /&gt;
&lt;br /&gt;
3 splints&lt;br /&gt;
&lt;br /&gt;
3 crutches&lt;br /&gt;
&lt;br /&gt;
5 units of cloth&lt;br /&gt;
&lt;br /&gt;
5 units of thread&lt;br /&gt;
&lt;br /&gt;
3 ropes&lt;br /&gt;
&lt;br /&gt;
''Food/Drink/Seeds''&lt;br /&gt;
&lt;br /&gt;
16 units of Dwarven Wine&lt;br /&gt;
&lt;br /&gt;
16 units of Dwarven Beer&lt;br /&gt;
&lt;br /&gt;
16 units of Dwarven Ale&lt;br /&gt;
&lt;br /&gt;
16 units of Dwarven Rum&lt;br /&gt;
&lt;br /&gt;
16 units of 2 different types of meat (different animals).&lt;br /&gt;
&lt;br /&gt;
16 plump helmets&lt;br /&gt;
&lt;br /&gt;
6 plump helmet spawn&lt;br /&gt;
&lt;br /&gt;
6 cave wheat seeds&lt;br /&gt;
&lt;br /&gt;
6 pig tail seeds&lt;br /&gt;
&lt;br /&gt;
The odd numbers are to get one extra container with the food/drink.  This can be optimized by selecting a different animal's meat for 'each unit', but I find that to be a bit exploit-y, and more trouble than it's worth.&lt;br /&gt;
&lt;br /&gt;
''Animals''&lt;br /&gt;
&lt;br /&gt;
I stick to just one breeding pair of dogs, and a couple male cats (which are promptly gelded).&lt;br /&gt;
&lt;br /&gt;
''Dorfs''&lt;br /&gt;
&lt;br /&gt;
Assuming you've followed my profile to the letter - and my math is correct - this should leave you with 381 points to spend on your dorfs.  I'll break down their skills individually.&lt;br /&gt;
&lt;br /&gt;
'Dwarf One' - A miner&lt;br /&gt;
- Proficient Miner&lt;br /&gt;
&lt;br /&gt;
'Dwarf Two' - A miner&lt;br /&gt;
-Proficient Miner&lt;br /&gt;
&lt;br /&gt;
'Dwarf Three' - A miner&lt;br /&gt;
-Proficient Miner&lt;br /&gt;
&lt;br /&gt;
'Dwarf Four' - The Woodworker&lt;br /&gt;
-Proficient Woodcutter&lt;br /&gt;
-Proficient Carpenter&lt;br /&gt;
&lt;br /&gt;
'Dwarf Five' - The Stoneworker&lt;br /&gt;
-Proficient Mason&lt;br /&gt;
-Proficient Engraver&lt;br /&gt;
&lt;br /&gt;
'Dwarf Six' - The Mayor-in-Training&lt;br /&gt;
-Adequate Fisherdwarf&lt;br /&gt;
-Adequate Grower&lt;br /&gt;
-Competent Consoler&lt;br /&gt;
-Novice Leader&lt;br /&gt;
&lt;br /&gt;
'Dwarf Seven' - The Soon-to-be-Broker&lt;br /&gt;
-Adequate Brewer&lt;br /&gt;
-Adequate Cook&lt;br /&gt;
-Adqueate Fish Cleaner&lt;br /&gt;
-Novice Record Keeper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Priorities ==&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:UristMcGinger&amp;diff=219323</id>
		<title>User:UristMcGinger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:UristMcGinger&amp;diff=219323"/>
		<updated>2015-06-08T22:10:32Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Created page with &amp;quot;''A medium-sized creature prone to great ambition.''  I made the Immortality page!  That's about it!  I'm also working on a strategy guide.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''A medium-sized creature prone to great ambition.''&lt;br /&gt;
&lt;br /&gt;
I made the [[Immortality]] page!&lt;br /&gt;
&lt;br /&gt;
That's about it!  I'm also working on a strategy guide.&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=218294</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Combat&amp;diff=218294"/>
		<updated>2015-05-17T14:28:29Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] or [[Weapon]]s). The effects of many [[Material]] properties on combat are somewhat understood (see the [[Material science]] page).''&lt;br /&gt;
&lt;br /&gt;
'''Combat''' in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.&lt;br /&gt;
&lt;br /&gt;
Although creatures and players may direct and focus their attacks, combat is random in nature.  A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss.  Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. &lt;br /&gt;
&lt;br /&gt;
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable.  When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.&lt;br /&gt;
&lt;br /&gt;
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome.  Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter.  Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.&lt;br /&gt;
&lt;br /&gt;
==General observations==&lt;br /&gt;
* Blunt weapons use &amp;quot;contact area&amp;quot; and weapon mass to scale damage&lt;br /&gt;
* Edge weapons seem to use the progression Silver-&amp;gt;Copper-&amp;gt;Iron-&amp;gt;Bronze-&amp;gt;Steel-&amp;gt;Adamantine for material strength&lt;br /&gt;
* Edge weapons use &amp;quot;contact area&amp;quot; and &amp;quot;penetration size&amp;quot; to determine if an attack is slashing or stabbing in nature&lt;br /&gt;
* Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
Based on information in the RAWs and in-game, Toady seems to use real-world material properties and almost-real physics for in-game behaviour.  Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.&lt;br /&gt;
&lt;br /&gt;
==General terms==&lt;br /&gt;
:'''Stress''' - Force per area = F/A&lt;br /&gt;
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)&lt;br /&gt;
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material &lt;br /&gt;
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
&lt;br /&gt;
==Armor properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:* Blunt Protection&lt;br /&gt;
::*'''Impact yield'''&lt;br /&gt;
::*'''Impact fracture'''&lt;br /&gt;
::*'''Impact strain at yield'''&lt;br /&gt;
&lt;br /&gt;
:* Edge Protection&lt;br /&gt;
::*'''Shear yield'''&lt;br /&gt;
::*'''Shear fracture'''&lt;br /&gt;
::*'''Shear strain at yield'''&lt;br /&gt;
&lt;br /&gt;
*Item Properties&lt;br /&gt;
:*'''Armor Level''': Layer number in which armor is worn.  Lower numbers will be equipped first, and later numbers equipped if space is available.&lt;br /&gt;
:*'''Coverage'': Some armor covers more of the body than others.&lt;br /&gt;
&lt;br /&gt;
==Weapon properties==&lt;br /&gt;
*Material Properties&lt;br /&gt;
:*Common&lt;br /&gt;
::*'''Contact Area''': Determines the surface area hit by the weapon.  Likely in mm&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.&lt;br /&gt;
&lt;br /&gt;
:*Blunt Weapons&lt;br /&gt;
::*Blunt weapons are all about weapon mass, contact area, and velocity.  Apply a large force to a small area for bone crushing goodness.&lt;br /&gt;
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''&lt;br /&gt;
::*'''Momentum''' is '''Mass''' times '''Velocity'''&lt;br /&gt;
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon&lt;br /&gt;
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target&lt;br /&gt;
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''&lt;br /&gt;
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)&lt;br /&gt;
&lt;br /&gt;
:*Edged Weapons&lt;br /&gt;
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity&lt;br /&gt;
&lt;br /&gt;
==Attack speed==&lt;br /&gt;
Attack speed has been overhauled for DF2014. Research is impending.&lt;br /&gt;
&lt;br /&gt;
==Other combat factors==&lt;br /&gt;
* Both Adventurer Mode and Fortress Mode keeps track of which way a creature is facing, based on its last actions. Exact effects are unknown, but combat reports indicate when an attack is made from behind or from the side.&lt;br /&gt;
* Prone creatures are slower to both act and move. There seems to be a slight effect on how easy they are to hit with ranged weapons, but how melee attacks are affected is uncertain.&lt;br /&gt;
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hitter with greater force, though if this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.&lt;br /&gt;
&lt;br /&gt;
==Arena test results==&lt;br /&gt;
* See [[Material]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zoluth&lt;br /&gt;
| elvish  = moÿira&lt;br /&gt;
| goblin  = nur&lt;br /&gt;
| human   = thec&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Invader&amp;diff=217850</id>
		<title>Invader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Invader&amp;diff=217850"/>
		<updated>2015-05-03T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Added quality rating &amp;quot;Superior&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:21, 3 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Invader''' is a catch-all term for any intelligent creatures that come to your fortress with the sole purpose of killing and/or enslaving your dwarves.&lt;br /&gt;
&lt;br /&gt;
Back in the good ol' days we could just say &amp;quot;[[Goblin]]&amp;quot; and everyone would know what you meant. But what with goblin [[merchant]]s popping up every year (admittedly only at a few new-age dwarven forts that proclaim &amp;quot;free love&amp;quot; and &amp;quot;tolerance&amp;quot; and &amp;quot;baloney&amp;quot;); and both [[human]]s, [[elf|elves]] and even other [[dwarf|dwarves]] mustering their forces for war, such racist remarks are no longer tolerated in today's modern dwarven society,&lt;br /&gt;
&lt;br /&gt;
No, when someone visits your fort to stick the pointy end of their sword through your beer-soaked belly you should be politically correct and say &amp;quot;Oh drat! An ''invader''!  Curse them!&amp;quot;  We don't want &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; creatures getting upset.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Snatcher]]&lt;br /&gt;
*[[Siege]]&lt;br /&gt;
*[[Ambush]]&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217742</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217742"/>
		<updated>2015-04-27T02:28:40Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Fixed several issues I overlooked previously&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Immortality in Dwarf Fortress refers to any creature that will not die by the result of old age.  Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
== Inherent Immortality ==&lt;br /&gt;
&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game.&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
== Acquired Immortality ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature.  These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]], via mist.  This is slightly different from other methods, and includes a non-optional hostility to all things living&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[necromancer]]&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== In Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Immortality, as it applies to Fortress Mode, is far from necessary.  After all, it is a very small percentage of fortresses that last long enough for death by age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter.  Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave.  After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchdwarf, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses.  Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation.  Infecting a permanently crippled dwarf may be similarly beneficial.  As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress.&lt;br /&gt;
&lt;br /&gt;
== In Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Acquiring immortality in Adventure Mode is a more straightforward task than in Fortress Mode, and can ensure your character's survival in legends long beyond their [MAXAGE:#:#].&lt;br /&gt;
&lt;br /&gt;
* To acquire vampirism, one needs simply drink the blood of a (preferably recently-deceased) vampire.  &lt;br /&gt;
&lt;br /&gt;
* To become a necromancer, you must steal and read a a necromancer's tablet&lt;br /&gt;
&lt;br /&gt;
* To become a werebeast, one must be bitten by said werebeast.  &lt;br /&gt;
&lt;br /&gt;
* To become a mist, you must walk into a cloud of contaminating fog.&lt;br /&gt;
&lt;br /&gt;
It is very much worth noting that these can stack in several ways.  One can be both a vampire and necromancer, or werebeast and necromancer, ''but not'' both a vampire and werebeast.  Finally, a vampire, werebeast, necromancer, or acceptable combination thereof can become a mist zombie, ''but'' a mist zombie cannot become a vampire or werebeast.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Somewhat counterintuitively, ghosts of deceased dwarves can and will die of old age, and thus are not immortal&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Immortal&amp;diff=217737</id>
		<title>DF2014:Immortal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Immortal&amp;diff=217737"/>
		<updated>2015-04-26T18:52:32Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Immortality]]&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217736</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217736"/>
		<updated>2015-04-26T18:51:57Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Immortality in Dwarf Fortress refers to any creature that will not die by the result of old age.  Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inherent Immortality ==&lt;br /&gt;
&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game.&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
== Acquired Immortality ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature.  These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]].  Note that a creature must first die in some way before being able to be raised as a zombie, and that this condition is incompatible with other forms of immortality.&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[necromancer]]&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== In Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Immortality, as it applies to Fortress Mode, is far from necessary.  After all, it is a very small percentage of fortresses that last long enough for death by age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter.  Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave.  After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchdwarf, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses.  Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation.  Infecting a permanently crippled dwarf may be similarly beneficial.  As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress.&lt;br /&gt;
&lt;br /&gt;
== In Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Acquiring immortality in Adventure Mode is a more straightforward task than in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
To acquire vampirism, one needs simply drink the blood of a (preferably recently-deceased) vampire.  To become a necromancer, you must steal and read a a necromancer's tablet, and to become a werebeast, one must be bitten by said werebeast.  It is worth noting your adventurer can acquire all three of these conditions simultaneously, and thus be immortal, friendly with undead, not need food or drink, have massively increased physical attributes, be able to raise the dead, and heal all wounds once a month.  Details on all of these methods can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is currently no way to play your adventurer as a zombie, even if killed by a necromancer, as the game will end upon the player's death.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Somewhat counterintuitively, ghosts of deceased dwarves can and will die of old age, and thus are not immortal&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217735</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=217735"/>
		<updated>2015-04-26T18:51:33Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Created summary page for immortality in DF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Immortality]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#REDIRECT [[DF2014:Immortal]]&lt;br /&gt;
&lt;br /&gt;
Immortality in Dwarf Fortress refers to any creature that will not die by the result of old age.  Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inherent Immortality ==&lt;br /&gt;
&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game.&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
== Acquired Immortality ==&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature.  These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]].  Note that a creature must first die in some way before being able to be raised as a zombie, and that this condition is incompatible with other forms of immortality.&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
&lt;br /&gt;
* Becoming a [[necromancer]]&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== In Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Immortality, as it applies to Fortress Mode, is far from necessary.  After all, it is a very small percentage of fortresses that last long enough for death by age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter.  Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave.  After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchdwarf, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses.  Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation.  Infecting a permanently crippled dwarf may be similarly beneficial.  As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress.&lt;br /&gt;
&lt;br /&gt;
== In Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Acquiring immortality in Adventure Mode is a more straightforward task than in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
To acquire vampirism, one needs simply drink the blood of a (preferably recently-deceased) vampire.  To become a necromancer, you must steal and read a a necromancer's tablet, and to become a werebeast, one must be bitten by said werebeast.  It is worth noting your adventurer can acquire all three of these conditions simultaneously, and thus be immortal, friendly with undead, not need food or drink, have massively increased physical attributes, be able to raise the dead, and heal all wounds once a month.  Details on all of these methods can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is currently no way to play your adventurer as a zombie, even if killed by a necromancer, as the game will end upon the player's death.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* Somewhat counterintuitively, ghosts of deceased dwarves can and will die of old age, and thus are not immortal&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Demand&amp;diff=217662</id>
		<title>DF2014 Talk:Demand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Demand&amp;diff=217662"/>
		<updated>2015-04-21T00:59:25Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== The information contained in the page[[DF2014:Demand]] is out-of-date, and irrelevant to this version of Dwarf Fortress ==&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mining&amp;diff=217660</id>
		<title>DF2014 Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mining&amp;diff=217660"/>
		<updated>2015-04-20T23:30:21Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page created automatically - requested by 69.165.246.144 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Possible Additions ==&lt;br /&gt;
&lt;br /&gt;
I feel that at least a bullet point should be made to mention the designation modifications mentioned on the designation page, seeing as those only apply to mining.&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gravity&amp;diff=217648</id>
		<title>Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gravity&amp;diff=217648"/>
		<updated>2015-04-19T04:43:07Z</updated>

		<summary type="html">&lt;p&gt;UristMcGinger: Removed the bullet point on Skyforts - according to the Skyfort page, the feature is no longer possible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;The bigger they are, the harder they fall&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gravity''' in Dwarf Fortress shares similarities to the real world but has some key differences. Items, creatures and fluids will descend under gravity, moving to a lower [[z-level]] in the right circumstances. While this mimics the real world, the biggest key differences are listed below:&lt;br /&gt;
* In a [[cave-in]], terrain collapses to the lowest point instantly, however items, creatures and buildings fall more slowly (over multiple ticks)&lt;br /&gt;
* Buildings in a cave in will instantly deconstruct before they fall, and the resulting items will then fall separately&lt;br /&gt;
* Items and creatures that are thrown, shot, cut off and sent flying, knocked back or generally expected to travel in a parabolic arc will tend to do so (within the limitations of the game tiles); one notable exception is for [[siege engine]]s, which currently launch projectiles in a flat trajectory. &lt;br /&gt;
* Creatures and items accelerate while falling.  Water falls at a semi-random rate, taking between 5 and 20 ticks to fall a single z-level.&lt;br /&gt;
* Creatures that fall into water decelerate, generally suffering less overall damage upon impact with the bottom. Drowning while stunned, however, is still a concern.&lt;br /&gt;
* The [[density]] of the material in the landing zone can have a significant effect on the outcome of a fall. Light materials like [[featherwood]] reduce the risk of serious injury, while dense materials like [[platinum]] increase it.&lt;br /&gt;
* Creatures that are dropped onto a standing creature's head will generally suffer little damage regardless of how many z-levels they fell. The unfortunate creature who broke their fall may suffer significant damage, however.&lt;br /&gt;
&lt;br /&gt;
In general, falls of 1-2 z-levels are unlikely to cause significant damage to your dwarves, and goblins have been seen to fall more than four with only light bruising and stunning. Large falls (30+ z-levels) will tend to cause the hapless victim to explode upon impact. The minimum drop with 100% mortality appears to be around 25 z-levels.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=110718.0|1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, falling items and creatures can cause grave injury to any creature they fall upon, even when falling a single z-level.{{bug|5945}} A falling [[giant cave spider]] web can easily break the neck of your master weaver, while [[wear|worn]] [[clothing]] is liable to maim or kill anyone below. Refuse dumping may therefore be [[Trap_design#Falling_debris_trap|weaponized]].&lt;/div&gt;</summary>
		<author><name>UristMcGinger</name></author>
	</entry>
</feed>