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Difference between revisions of "Blood"

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[[Image:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]].]]
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'''Blood''' is a [[contaminant]] and the preferred fluid of [[Main:Armok|Armok]], as well as the fluid that most living [[creature]]s contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.
  
'''Blood''' is the preferred fluid of [[Main:Armok|Armok]], as well as the fluid that most living creatures contain within their bodies.  Some creatures will have ichor instead. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.
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[[Blood man|Blood men]] are creatures made out of blood.
  
Blood tends to spread ''everywhere''; you will just have to get used to it. Or go insane, your choice.  It is possible to remove blood from a [[soil]] floor by building a [[dirt road]] on it.  Allocating bloody [[tile attributes|indoor]] underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their [[cleaning]] priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it. To rid of blood splattering on a rough wall, designating the splattered area to be smoothed will make it disappear.
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==Dealing with blood==
  
Dwarf walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear. That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there. A setting in [[d_init.txt]] permits disabling the spreading of blood.
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Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear. That is why blood areas tends to grow quickly on ''above ground'' when heavy traffic is there. While dwarves with the [[cleaning]] labor enabled will normally remove blood splatters on floor, they have the tendency to leave walls dirty. Allocating bloody [[tile attributes|indoor]] underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is possible to remove blood from a [[soil]] floor by building a [[dirt road]] on it.
  
Brooks and similar sources of water appear to replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood. This can be dealt with by covering the offending brook tiles with walls or floors.
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Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood. This can be dealt with by covering the offending brook tiles with walls or floors. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it. To rid of blood splattering on a rough wall, designating the splattered area to be smoothed will make it disappear.
  
==Assorted Blood Types==
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A setting in [[d_init.txt]] permits disabling the spreading of contaminants, including blood.
Not all creatures have the same dark red blood that most do. [[Fire imp]]s, for instance, have a gray goo instead of blood, and [[troll]]s bleed a bright cyan.
 
  
==Bloodless Creatures==
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==Obtaining blood==
Several creatures, such as the [[bronze colossus]] and skeletal [[undead]], do not possess blood. Such creatures are markedly harder to kill.
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Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst). Player-controlled dwarves are not able to create blood barrels.
  
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a Titan made out of salt may leave piles of salt where it was injured.
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Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids'. Then order the barrel to be brought for trading at the depot.
  
==Collecting Blood==
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As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration).  
Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and human civilizations in [[trade]]. The use for this is uncertain, though the stuff may appease [[Main:Armok|Armok]] until you can start "producing" it on your own.
 
  
==Disposing of Blood==
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==Assorted blood types==
Selecting blood inside a barrel for dumping does not empty the barrel.  Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it.  Alternatively, forbid/dump the blood from the stocks screen in 'liquids'.  Then order the barrel to be brought for trading at the depot.
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Not all creatures have the same dark red blood that most do:
Armok will NOT be happy...
 
  
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*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc) possess '''ichor''', which is functionally identical to blood save for being white-colored.
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*[[Crab]]s and [[nautilus]]es possess copper-based dark blue blood.
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*[[Troll]]s possess cyan-colored blood.
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*[[Fire imp]]s possess gray-colored goo instead of normal blood.
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Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood. [[Sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]] are also bloodless. The same is true for some types of [[undead]] (skeletons or animated [[skin]]).
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Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.
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==Blood in combat==
 
{{Translation
 
{{Translation
 
| dwarven = nazush
 
| dwarven = nazush
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| human  = cadem
 
| human  = cadem
 
}}
 
}}
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Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable. This type of death is all but inevitable to creatures who have their limbs severed from their bodies.
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Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the contracted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger.
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Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.
  
 
{{Category|Materials}}
 
{{Category|Materials}}

Revision as of 18:01, 11 April 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

Ground smeared in blood, coming straight from the source.

Blood is a contaminant and the preferred fluid of Armok, as well as the fluid that most living creatures contain within their bodies. It is unfortunate that losing this fluid tends to be invariably fatal to those who possess it.

Blood men are creatures made out of blood.

Dealing with blood

Much like other contaminants, blood tends to spread everywhere Bug:296. Dwarves walking on tiles with blood (smear) will spread it to the next tile, where it will form a spattering of blood, then a smear. That is why blood areas tends to grow quickly on above ground when heavy traffic is there. While dwarves with the cleaning labor enabled will normally remove blood splatters on floor, they have the tendency to leave walls dirty. Allocating bloody indoor underground areas as a meeting area seems to increase their cleaning priority and they will get cleaned pretty quickly if you have enough idle workers. However, this does not seem to work for above ground areas and have in fact the opposite effects. It is possible to remove blood from a soil floor by building a dirt road on it.

Brooks and similar sources of water replicate any blood that falls on their tiles, resulting in an endlessly growing carpet of blood. This can be dealt with by covering the offending brook tiles with walls or floors. It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it. To rid of blood splattering on a rough wall, designating the splattered area to be smoothed will make it disappear.

A setting in d_init.txt permits disabling the spreading of contaminants, including blood.

Obtaining blood

Beyond the obvious method of injuring creatures, barrels full of blood can be brought with a dwarven expedition upon embark, and bought from dwarven and human civilizations during trading. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst). Player-controlled dwarves are not able to create blood barrels.

Selecting blood inside a barrel for dumping does not empty the barrel. Using the workaround for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids'. Then order the barrel to be brought for trading at the depot.

As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration).

Assorted blood types

Not all creatures have the same dark red blood that most do:

Inorganic creatures such as the bronze colossus, the magma man and the amethyst man don't have blood. Sponges and their variants are also bloodless. The same is true for some types of undead (skeletons or animated skin).

Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a titan made out of salt may leave piles of salt where it was injured.

Blood in combat

"Blood" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: nazush
Elven: cameda
Goblin: ogom
Human: cadem

Blood makes a significant impact during combat. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in adventurer mode, where the impact of blood loss is more noticeable. This type of death is all but inevitable to creatures who have their limbs severed from their bodies.

Most syndromes are contracted when the poison enters the victim's blood. Certain sicknesses (such as iron man cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the contracted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger.

Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. Giant sponges were particularly famous for this.