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Editing Combat

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| elvish  = moÿira
 
| elvish  = moÿira
 
| goblin  = nur
 
| goblin  = nur
| human  = thec}}Reading the combat [[Reports|{{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 collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s 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.
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| human  = thec}}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 collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s 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.
  
 
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 cannot 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.
 
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 cannot 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.
 
In [[fortress mode]], combat is handled passively, with gameplay constantly moving and only pausing in certain circumstances (such as the arrival of a [[megabeast]] or [[siege]]). In [[adventure mode]], combat is handled in a slower and more diligent manner, given the frame-by-frame manner of the gamemode, allowing the player to manage their actions more carefully. Combat is also represented in a more graphical way in the latter gamemode, such as slashes and sparks appearing across the screen when a creature attacks another. The player, their companions and any nearby creatures will cause a small combat log to appear in the upper center of the screen when attacking in adventure mode.
 
  
 
==General observations==
 
==General observations==
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:'''Stress''' - Pressure = Force per area = F/A
 
:'''Stress''' - Pressure = Force per area = F/A
 
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus
 
:'''Strain''' - Deformation of a solid due to stress = Stress/Elastic Modulus
 +
  
 
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
 
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)
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==Other combat factors==
 
==Other combat factors==
* Both adventurer mode and fortress mode keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.
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* Both [[adventurer mode]] and [[fortress mode]] keeps track of which way a creature is facing, based on its last actions. Attacks from behind will have increased accuracy, especially if the target hasn't spotted the attacker yet.
 
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.
 
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.
 
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.
 
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.

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