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	<updated>2026-04-04T22:24:50Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=179749</id>
		<title>Urist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Urist&amp;diff=179749"/>
		<updated>2012-12-29T09:19:24Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The first name &amp;quot;'''Urist'''&amp;quot; is generally accepted in the DF community as &amp;quot;the&amp;quot; generic dwarven name, and often used as a reference name if someone talks about a dwarf and doesn't have (or want to bother with) an actual name.  This name is often, if not always, linked with a last name of 'Mc______', that includes some trait or his job. &lt;br /&gt;
&lt;br /&gt;
For Example:&lt;br /&gt;
:Urist Mc[[Miner]] can't find his [[pick]]!&lt;br /&gt;
:It's time for Urist McUseless[[Nobles|Noble]] to have an [[unfortunate accident]].&lt;br /&gt;
:Urist McStupid [[Dodging|dodge]]d into the [[magma]].&lt;br /&gt;
&lt;br /&gt;
Urist is the dwarvish word for &amp;quot;dagger&amp;quot;. This is somewhat of a misnomer - dwarves really aren't that sharp...&lt;br /&gt;
&lt;br /&gt;
The origin of the name's popularity seems to be the tale &amp;quot;[http://www.bay12games.com/forum/index.php?topic=15572.0 One Dwarf Against the World],&amp;quot; a well-received narrative style account of a hermit fortress played in the 2D version.  That dwarf's full name was Urist Borushdumat (Raked-Roughness). Despite that dwarf having been female, the name is used for either gender of generic dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Urist''' is also the tongue-in-cheek term for the [[temperature]] units used by [[Toady One]]. It has since been adopted by players, and has expanded to be a unit of measurement for any dwarven measuring system.&lt;br /&gt;
&lt;br /&gt;
Typing Urist into the game Scribblenauts Unlimited creates a Dwarf.&lt;br /&gt;
&lt;br /&gt;
Fun Fact:  Animals can be named Urist as well&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=178404</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=178404"/>
		<updated>2012-10-28T06:50:56Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Salt water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
Normally evaporation occurs when water or [[magma]] is at a depth of 1/7. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
At high temperatures (usually found in Scorching climates) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]].&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source (not that this is necessary to begin with), but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=172936</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=172936"/>
		<updated>2012-06-09T00:42:30Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:41, 24 March 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' are a variant of [[night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles.&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
All werebeasts are described as having glowing eyes of some random color, and are &amp;quot;crazed for blood and flesh&amp;quot; meaning they attack everything that is not its own race, including undead.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts Abroad==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. When transforming to Wereform and back, all health regenerates, including missing limbs. All carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.) Your wereadventurer still can pick up his weapon and shield back, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel, potentially lost forever if traveling from a location that doesn't save.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, the game predictably announces the arrival of a normal, intelligent creature like it was some terrible beast, and the naked, confused creature runs away, probably scared away by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves.&lt;br /&gt;
&lt;br /&gt;
Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[snake man]] werebeasts.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=165719</id>
		<title>v0.34 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=165719"/>
		<updated>2012-03-08T09:48:21Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Technically this refers to humans, but oh well&amp;lt;/s&amp;gt; [[User:Headjack|Headjack]] 22:29, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, how about some content around here? Anybody know something 'bout these Werebeasts? I don't.&lt;br /&gt;
[[User:Headjack|Headjack]] 23:41, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm going to try and help out here by experimenting with werebeasts and such in the arena, see if we can pin down some specific stats or characteristics. If anybody else encounters one (in Fortress) they should document it here, I propose. [[User:BaronNinja|BaronNinja]] 20:12, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think I did. I had a Human &amp;quot;arrive&amp;quot;, and he just left right after. I assume that was a werebeast.&lt;br /&gt;
[[User:Headjack|Headjack]] 09:48, 8 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165544</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165544"/>
		<updated>2012-03-06T08:04:25Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings,though undead with special attacks like webbing will not be able to use them. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered) or throw them into [[magma]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
-Undead can animate from hauled corpses&amp;lt;br /&amp;gt;&lt;br /&gt;
-Undead will not attack vampires&amp;lt;br /&amp;gt;&lt;br /&gt;
-Undead risen from starved animals in cages are not caged&amp;lt;br /&amp;gt;&lt;br /&gt;
-Undead attack Megabeasts as well as invaders, excepting necromancers&amp;lt;br /&amp;gt;&lt;br /&gt;
-Dwarves who like an animal will also enjoy that undead animal&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165543</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165543"/>
		<updated>2012-03-06T07:57:09Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings,though undead with special attacks like webbing will not be able to use them.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered) or throw them into [[magma]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165539</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=165539"/>
		<updated>2012-03-06T02:27:47Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered) or throw them into [[magma]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165468</id>
		<title>v0.34 Talk:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Vampire&amp;diff=165468"/>
		<updated>2012-03-05T00:30:38Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Melancholy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lets improve this article ==&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to divide this into two parts, one for adventure mode and one for fortress mode, since it is quite a difference.&lt;br /&gt;
I'm not very good at wikis, so i dont really want to do anything wrong, but this would be usefull to be added:&lt;br /&gt;
* Do vampires actually sustain your fort if everybody else dies?&lt;br /&gt;
* vampires usually have tons of sentient creature bone crafts on them in adventure mode&lt;br /&gt;
* vampires are often found in high positions in adventure mode&lt;br /&gt;
* potential (dwarfy) uses marked d for dwarf&lt;br /&gt;
&lt;br /&gt;
et cetera. just some ideas here, would be happy if somebody did this. --[[User:Miauw62|Miauw62]] 14:19, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In regards to fortress mode, from my own fortress I have observed the following:&lt;br /&gt;
:* Vampires in fortress mode also wear lots of bone jewellery which can be used to identify them.&lt;br /&gt;
:* Vampires in fortress mode are not necessarily highly skilled/ranked (e.g. a peasant in my case).&lt;br /&gt;
:&lt;br /&gt;
:Also, it should perhaps be noted that due to their lack of thirst or hunger, vampires can be happily locked into a room and used by resourceful players for menial tasks such as lever-pulling, work-managing or bookkeeping.&lt;br /&gt;
:I believe that vampire skills are frozen, and thus are not particular useful as soldiers unless already skilled - could someone confirm this?&lt;br /&gt;
:--[[User:Flobulon|Flobulon]] 16:31, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:* Vampires tend to have been part of a lot of forts&lt;br /&gt;
:* Vampire skills may be frozen but if so it's at bite time and I got a dwarf turned in an existing fort since I leveled his weapon skills extensively in a danger room... no way of knowing pre/post vampirism.&lt;br /&gt;
[[User:Shadus|Shadus]] 18:41, 20 February 2012 (UTC)&lt;br /&gt;
::This is info from the first patch, but I imagine it hasn't been changed. Vampires don't drink but are still alcohol dependent. This is reflected in the article by mentioning that &amp;quot;s/he really needs a drink&amp;quot;, and is because they haven't had any alcohol since they entered your fort. I'm pretty sure this results in the vampire being an immensely poor worker despite never needing to stop to eat/drink. I noticed that a vampire that was jailed and then isolated into a sealed off area became perpetually tired; I think this might be unrelated to the sobriety but I'm not sure. -- [[User:Qazmlpok|Qazmlpok]] 18:50, 20 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Do you mean sobriety from booze or blood? --[[User:Headjack|Headjack]]&lt;br /&gt;
:From booze. They need to drink alcohol to avoid the negative effects any other dwarf would experience but do not drink alcohol. The &amp;quot;tired&amp;quot; status was probably from not getting enough blood, but the status message is from alcohol. -- [[User:Qazmlpok|Qazmlpok]] 13:20, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've tested the &amp;quot;s/he really needs a drink&amp;quot;/&amp;quot;s/he has not had a drink in far, far too long&amp;quot; Vampire Identification Method&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt; and found it to be pretty much useless in vampire CSI. Have updated the page to reflect this new discovery. --[[User:CantankerousTank|CantankerousTank]] 22:12, 21 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fixed text to reflect uncertainty [[User:Headjack|Headjack]] 03:28, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
A few things on my mind:&lt;br /&gt;
Do vampires actively marry/reproduce?&lt;br /&gt;
Do vampires have vampire kids?&lt;br /&gt;
How often do vampires create new vampires through biting &amp;amp; how likely is it?&lt;br /&gt;
[[User:Headjack|Headjack]] 08:00, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I had a vampire who had a wife in my fort. They also had a children. However, according legends, it seems that vampire was married and got children before he was cursed to be a vampire. His child was not vampire. [[Special:Contributions/80.247.245.72|80.247.245.72]] 13:51, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
--Hey, could someone confirm this for me? I'm finding that vampires cant display custom profession or nicknames given to them. Its happening on my end but I wanna get someone else to back this up; it might be the best way to CSI yet.&lt;br /&gt;
[[User:Headjack|Headjack]] 08:34, 22 February 2012 (UTC)&lt;br /&gt;
:It is true. However, it will also be fixed in the next version. [[User:Knight Otu|Knight Otu]] 10:52, 22 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------Do they have strange moods? technically they should but i'm not sure&lt;br /&gt;
- They do indeed get strange moods, had to let a vampire out of its enclosure for one&lt;br /&gt;
&lt;br /&gt;
-Just found another possible way to identify vampires. A dwarf in my fortress that I'm pretty sure is a vampire is displaying a completely different name ingame from what is being displayed for him in the current Dwarf Therapist. Not sure if someone else more experienced wants to test this and/or update the page, this is my first contribution here. [[User:Tombozo|Tombozo]] 03:14, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thats probably another iteration of the name bug&lt;br /&gt;
[[User:Headjack|Headjack]] 20:02, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Dwarf Therapist identification can also lead to false positives&lt;br /&gt;
&lt;br /&gt;
Somebody on Reddit said that zombies won't attack vampires in your fortress. Can anyone confirm/deny this? [[User:FatherLatour|FatherLatour]] 00:36, 24 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I don't know, I am now 3 for 3 vampires positively identified in my fortress, none of whom have names that match the name that Dwarf Therapist shows for them. I wouldn't doubt that this is related to the nickname bug, but it wouldn't surprise me if this (at least the DF part) were intentional behavior. It makes sense - a vampire who lived in 10-20 forts in the past, changes names every time they move. It is possible that the name Therapist shows is their original name, and the name shown ingame is a new alias; this could be the source of the nickname bug - the player can't give the vampire a new name, because the vampire has already given himself one. [[User:Tombozo|Tombozo]] 01:58, 26 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
-I have a new immigrant that seems suspicious. Every single thing in her wound menu is inhibited or broken. I'm able to nickname her but she doesn't show up on Dwarf Therapist. I'm going to keep an eye on her... Has anyone seen anything like this?&lt;br /&gt;
&lt;br /&gt;
-This page doesn't specify whether vampire dwarves will specifically target living dwarves or if a vampire will feed on another vampire. Has anyone ever observed this?&lt;br /&gt;
:Vampires only feed on sleeping creatures. Vampires never sleep. Therefore, Vampire never feed on vampires. --[[User:Timrem|Timrem]] 19:31, 29 February 2012 (UTC)&lt;br /&gt;
::Vampires will rest if wounded. I'm pretty sure I've seen vampires feed on resting dwarves, not just sleeping. Could be worth testing at least. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm that vampires and undead will not attack each other in fortress mode. During an undead siege I sent my vampire pikeman outside and closed the bridge. Both parties ignored the other, however the undead did fight back after giving an explicit attack order. You could use a single vampire to fight off an undead horde if your fort is sealed, but issuing attack orders to 80+ undead is a pain, and if you seal off your fort it's simply more fun to use magma.  It should be possible to use this fact to quickly flush out a vampire. Build a contained area next to a critical hallway that every dwarf will pass through. Use fortifications to allow viewing the area while preventing (most) crossbowdwarves from shooting in, and a bridge so it can be turned off. Place an undead creature in the area and lower the bridge. As each dwarf passes by the undead, they should panic and ran away - unless they are a vampire. I imagine that this would quickly filter out any vampires in your fort, but I haven't tested any of it. -- [[User:Qazmlpok|Qazmlpok]] 13:41, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
- Mass kill designation might help a bit with that. -- [[User:Frogwarrior|Frogwarrior]] 15:07, 3 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melancholy ==&lt;br /&gt;
To get rid of the 5 vampires I had locked up, I sent them to kill a forgotten beast duster. Unfortunately one survived despite the syndrome and infection, but with the severe wounds and his friends dying and rotting in front of him, he went insane. Somehow he got cured of the infection and appears to be in perfect health now. As he doesn't need food or drink to survive he isn't going to die on his own. Supposedly melancholic dwarves will jump off cliffs or into magma, but he doesn't seem to be even trying to do that. Is there anything I can do to get rid of him? -- [[User:Qazmlpok|Qazmlpok]] 17:37, 4 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Mmh, they gravitate to meeting areas, trap him somewhere and add magma, or just trap him in a cavern. [[User:Headjack|Headjack]] 00:30, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=165138</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=165138"/>
		<updated>2012-02-26T23:12:05Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' are a variant of [[night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress, or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts Abroad==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165062</id>
		<title>v0.34 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Adventurer_mode&amp;diff=165062"/>
		<updated>2012-02-25T20:25:08Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot; Can we move some text or something from the older versions? its terrible having nothing here ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Can we move some text or something from the older versions? its terrible having nothing here&lt;br /&gt;
[[User:Headjack|Headjack]] 20:25, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=165061</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=165061"/>
		<updated>2012-02-25T20:23:48Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot;Yer an adventurer, Harry.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yer an adventurer, Harry.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=165016</id>
		<title>v0.34 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Thought&amp;diff=165016"/>
		<updated>2012-02-25T04:43:41Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot; --Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me. Anyone know how or why it arises? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
--Saw the thought &amp;quot;admired own fine, tastefully arranged, statue lately&amp;quot;. Tastefully arranged is a new one to me.&lt;br /&gt;
Anyone know how or why it arises? [[User:Headjack|Headjack]] 04:43, 25 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Headjack&amp;diff=164981</id>
		<title>User talk:Headjack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Headjack&amp;diff=164981"/>
		<updated>2012-02-24T21:10:24Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164980</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164980"/>
		<updated>2012-02-24T21:09:37Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164976</id>
		<title>v0.34:Mummy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164976"/>
		<updated>2012-02-24T21:05:18Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mummy is the preserved body of a deceased ruler, placed in a tomb as a guardian of its contents. They arise to attack interlopers who have disturbed their long slumber. They afflict intruders with horrible curses for their crime.&lt;br /&gt;
&lt;br /&gt;
Mummies are also capable of raising the remains of others, much like necromancers, and calling these minions against their foes.&lt;br /&gt;
&lt;br /&gt;
Because rulers lose their title upon death, the mummies will be identified by their other profession leading to finding beekeeper mummies and such.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164975</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164975"/>
		<updated>2012-02-24T21:03:56Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=164971</id>
		<title>v0.34 Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=164971"/>
		<updated>2012-02-24T21:01:49Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;undead creatures are found in tombs, and first appear as skeletons or corpses lying on the ground.  in human tombs there is usually a coffin in the middle of a room surrounded by corpses, if an adventurer steps onto on of the 8 tiles surrounding the coffin the corpse inside will raise its self from the dead.  after a few frames of time it will put a cure on ones adventurer after screaming you dared to enter it's home.  this then makes the adventurer fell horrible and even a legendary hero has little chance at winning the battle.  not long after the mummy curses an adventurer, every other skeleton in the tomb with the mummy stands up and run to kill the unfortunate being stuck to fight them all.  however there are a few ways to increase odds of survival; first, become legendary in the ambushing skill, when one is sneaking around the mummy won't see the one who came to close to it's coffin and will have nothing to curse, and if one is legendary he/she has enough time to kill it;  second, pick up all of the corpses in the room, avoiding the 8 tiles around the coffin, and bring them outside to drop them, then there are much fewer enemies to slice and dice.&lt;br /&gt;
&lt;br /&gt;
regular zombies require one to three hits before they collapse and die again, some severed limbs have been observed to still be crawling around, even heads!  decapitated zombies can also walk around.  also if one has companions during a skirmish inside a tomb, it is very possible that when killed their corpse will stand up and attack the adventurer (but that's cool right).  (written from first hand experience by legendslayer)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&amp;lt;s&amp;gt;So, does anyone know if dismembered zombie bits are still alive immediately after chopping?&amp;lt;/s&amp;gt; They arent&lt;br /&gt;
[[User:Headjack|Headjack]] 23:52, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Zombie&amp;diff=164840</id>
		<title>v0.34:Zombie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Zombie&amp;diff=164840"/>
		<updated>2012-02-24T05:16:05Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Zombie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[zombie]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164839</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164839"/>
		<updated>2012-02-24T05:10:50Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animated_dead&amp;diff=164838</id>
		<title>Animated dead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animated_dead&amp;diff=164838"/>
		<updated>2012-02-24T05:05:09Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Undead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[undead]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=164825</id>
		<title>v0.34:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Kobold&amp;diff=164825"/>
		<updated>2012-02-24T00:24:14Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|butcher=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Kobolds are small creatures adept at thieving that try to infiltrate your fortress and try to steal valuable items. They will run away once discovered. Kobolds arrive at your fortress in sneak mode, meaning you and your Dwarfs cannot see them. Previously in 40d, a creature had to be right next to a Kobold to spot them, this is not the case anymore; it is now based on how high a dwarf's [[observer]] skill is, the higher it is, the farther away it will be spotted. They can go through locked [[door]]s and they are not affected by [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
If the kobolds are successful in multiple thieving attempts, they will grow bolder and send squads of armed kobolds to attack your apparently defenseless fort. These squads also arrive in sneak mode and will ambush any dwarves and traders on the map. In the past, kobold [[weapon]]s were made of inferior [[metal]]s (generally [[copper]]); however, kobolds in version 0.31 are observed to have access to '''all''' metals, including [[steel]] (seemingly due to a fallback which triggers due to them not being given access to any metals at all).&lt;br /&gt;
&lt;br /&gt;
Kobolds are commonly known to congregate in small to medium sized groups, primarily inside [[cave]]s, though recent studies [http://www.bay12forums.com/smf/index.php?topic=74802.0] have shown they may also camp outdoors, living exactly as they do in caves, in a large group with piles of random jewelry and gems around them. Assuming you can get past the Kobolds, their wealth is all for the taking. It has been reported that it is possible to embark within these encampments, resulting in remarkably quick [[fun]]. They can and will attack kobold thieves that wander onto the map, sparking a civil war between themselves.&lt;br /&gt;
&lt;br /&gt;
The [[ethics]] of kobolds can be considered the most primitive besides those of [[goblin|goblins]] (which are basically non-existent). Generally, kobold morals are based on a tribal system of loyalty with some exceptions such as an opposition to the devouring, butchering or consuming of intelligent beings, slavery, possession of trophies and to most forms of torture (except torture for sport). The moral focus on loyalty makes treason unthinkable among kobolds. Kobolds do not offer much in the form of punishment for crimes: assault is considered a personal matter, while a kobold found to have killed another of their own is forced into exile. Not so often, Kobolds can get lucky enough to survive into year 1050, keen on killing adventurers. Joining camps, and laughing at goblins.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164824</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164824"/>
		<updated>2012-02-24T00:21:24Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=164822</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=164822"/>
		<updated>2012-02-24T00:07:28Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Necromancers''' hold the secrets of life and death. They are immortal magic users who raise legions of zombies and seclude themselves in towers.&lt;br /&gt;
&lt;br /&gt;
Necromancers initially learn the arcane arts from engraved tablets received from the [[deity|gods]] - they often write numerous [[book]]s, occasionally describing the secrets therein. Necromancers may also take apprentices and teach them the secrets of life and death.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
&lt;br /&gt;
A necromancer can raise any remains which are capable of becoming an undead. These servitors join the necromancer in fights, and are the main cause of danger from these sorcerers. Necromancers also do not age, enabling them to amass years of experience and become formidable opponents if they are so inclined.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, Necromancers are most commonly found in towers (Purple L). The towers generally have a few Necromancers and a lot of zombies. Becoming a Necromancer yourself requires you only to read about the secrets of life and death, which are either found on a slab or in a book. If you decide to attack the tower, it's suggested that you become a night creature by drinking a Vampire's blood or being bitten by a Werebeast. Zombies and other undead will not bother you if you yourself are undead. &lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
When attacking a tower without being undead, killing the Necromancers before taking on the zombies is a good idea. Your best bet is to hit them with a ranged attack.&lt;br /&gt;
&lt;br /&gt;
If you kill and animate a Boogyman, you will be unable to fast-travel. In order to travel again, you'll have to re-kill it.&lt;br /&gt;
&lt;br /&gt;
You can reanimate corpses as many times as you want, making them useful training tools for weapons and wrestling.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Zombies&amp;diff=164820</id>
		<title>v0.34:Zombies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Zombies&amp;diff=164820"/>
		<updated>2012-02-24T00:06:45Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Undead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[undead]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Evil_weather&amp;diff=164819</id>
		<title>v0.34:Evil weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Evil_weather&amp;diff=164819"/>
		<updated>2012-02-24T00:06:22Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evil weather, such as fogs, clouds, and rains, afflict those caught in them with syndromes or curses, such as poisonings or transformation into [[zombies]]. It is found in [[surroundings|evil surroundings]]&lt;br /&gt;
&lt;br /&gt;
Beware of both kinds of evil weather effects: evil rain causes a random [[Symptoms|symptom]] which can cause death, thralling clouds change living beings into undead, that are hostile towards all life and incredibly hardy.&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration. However, other undead will ignore you.&lt;br /&gt;
Name for evil weather is randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain).&lt;br /&gt;
&lt;br /&gt;
Evil weather forms on the edge of  the map and moves about the screen. It does not necessarily respect walls, and may enter a fortress to affect your dwarves.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Weather&amp;diff=164818</id>
		<title>v0.34:Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Weather&amp;diff=164818"/>
		<updated>2012-02-24T00:04:49Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
Weather refers to any type of weather effect in DF. It includes snow, rain, and [[evil weather]]. Regular Rain falling in concentrated areas will muddy the ground, and eventually create standing water. Rain also cleans any tile it lands on, removing blood, [[vomit]] and other bodily fluids on contact. Any dwarf caught outside when it rains will receive a minor unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Freezing will refill [[murky pool]]s which are found in some biomes (mainly temperate). After the murky pool unfreezes, it will be full again. This happens in biomes of moderate temperature as well as cold biomes.&lt;br /&gt;
&lt;br /&gt;
Weather can be disabled by changing [WEATHER:YES] to [WEATHER:NO] in the [[init]] file. Disabling weather is a quick and largely harmless fix to improve framerate on older machines if required.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Evil_Weather&amp;diff=164817</id>
		<title>Evil Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Evil_Weather&amp;diff=164817"/>
		<updated>2012-02-24T00:04:41Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to DF2012:Evil weather&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:evil weather]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Evil_weather&amp;diff=164816</id>
		<title>v0.34:Evil weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Evil_weather&amp;diff=164816"/>
		<updated>2012-02-24T00:04:31Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot;Evil weather, such as fogs, clouds, and rains, afflict those caught in them with syndromes or curses, such as poisonings or transformation intozombies. It is found in [[surro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evil weather, such as fogs, clouds, and rains, afflict those caught in them with syndromes or curses, such as poisonings or transformation into[[zombies]]. It is found in [[surroundings|evil surroundings]])&lt;br /&gt;
&lt;br /&gt;
Beware of both kinds of evil weather effects: evil rain causes a random [[Symptoms|symptom]] which can cause death, thralling clouds change living beings into undead, that are hostile towards all life and incredibly hardy.&lt;br /&gt;
Thralling clouds are also dangerous in adventure mode. Undead status means hostility from civilized beings, reduced speed and no regeneration.&lt;br /&gt;
Name for evil weather is randomly generated, typically something along the lines of &amp;quot;abominable mist&amp;quot;, &amp;quot;unholy gloom&amp;quot; (clouds) or &amp;quot;creeping murk&amp;quot;, &amp;quot;horrid goo&amp;quot; (rain).&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164814</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164814"/>
		<updated>2012-02-23T23:55:53Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of evil regions.&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell. This may however be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164813</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164813"/>
		<updated>2012-02-23T23:54:33Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* What is an undead? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of evil regions.&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=164812</id>
		<title>v0.34 Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Undead&amp;diff=164812"/>
		<updated>2012-02-23T23:52:45Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;undead creatures are found in tombs, and first appear as skeletons or corpses lying on the ground.  in human tombs there is usually a coffin in the middle of a room surrounded by corpses, if an adventurer steps onto on of the 8 tiles surrounding the coffin the corpse inside will raise its self from the dead.  after a few frames of time it will put a cure on ones adventurer after screaming you dared to enter it's home.  this then makes the adventurer fell horrible and even a legendary hero has little chance at winning the battle.  not long after the mummy curses an adventurer, every other skeleton in the tomb with the mummy stands up and run to kill the unfortunate being stuck to fight them all.  however there are a few ways to increase odds of survival; first, become legendary in the ambushing skill, when one is sneaking around the mummy won't see the one who came to close to it's coffin and will have nothing to curse, and if one is legendary he/she has enough time to kill it;  second, pick up all of the corpses in the room, avoiding the 8 tiles around the coffin, and bring them outside to drop them, then there are much fewer enemies to slice and dice.&lt;br /&gt;
&lt;br /&gt;
regular zombies require one to three hits before they collapse and die again, some severed limbs have been observed to still be crawling around, even heads!  decapitated zombies can also walk around.  also if one has companions during a skirmish inside a tomb, it is very possible that when killed their corpse will stand up and attack the adventurer (but that's cool right).  (written from first hand experience by legendslayer)&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--So, does anyone know if dismembered zombie bits are still alive immediately after chopping?&lt;br /&gt;
[[User:Headjack|Headjack]] 23:52, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164809</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164809"/>
		<updated>2012-02-23T23:51:25Z</updated>

		<summary type="html">&lt;p&gt;Headjack: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of evil regions.&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
&lt;br /&gt;
Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most useful tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Zombies&amp;diff=164808</id>
		<title>Zombies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Zombies&amp;diff=164808"/>
		<updated>2012-02-23T23:50:52Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Zombie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[zombie]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Evil_Weather&amp;diff=164807</id>
		<title>Evil Weather</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Evil_Weather&amp;diff=164807"/>
		<updated>2012-02-23T23:50:32Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot;Evil weather, such as fogs, clouds, and rains, afflict those caught in them with syndromes or curses, such as dissolving their skin or raising the dead as zombies.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evil weather, such as fogs, clouds, and rains, afflict those caught in them with syndromes or curses, such as dissolving their skin or raising the dead as [[zombies]].&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164806</id>
		<title>v0.34:Mummy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164806"/>
		<updated>2012-02-23T23:45:25Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mummy is the preserved body of a deceased ruler, placed in a tomb as a guardian of its contents. They arise to attack interlopers who have disturbed their long slumber. They afflict intruders with horrible curses for their crime.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nightcreatures&amp;diff=164805</id>
		<title>Nightcreatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nightcreatures&amp;diff=164805"/>
		<updated>2012-02-23T23:44:18Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Night creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[night creature]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164804</id>
		<title>v0.34:Mummy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=164804"/>
		<updated>2012-02-23T23:43:17Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Created page with &amp;quot;A mummy is the preserved body of a deceased being, placed in a tomb as a guardian of its contents. They arise to attack interlopers who have disturbed their long slumber.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mummy is the preserved body of a deceased being, placed in a tomb as a guardian of its contents. They arise to attack interlopers who have disturbed their long slumber.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Night_creatures&amp;diff=164803</id>
		<title>Night creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Night_creatures&amp;diff=164803"/>
		<updated>2012-02-23T23:41:43Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Night creature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[night creature]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=164802</id>
		<title>v0.34 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Werebeast&amp;diff=164802"/>
		<updated>2012-02-23T23:41:09Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Technically this refers to humans, but oh well&amp;lt;/s&amp;gt; [[User:Headjack|Headjack]] 22:29, 23 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
So, how about some content around here? Anybody know something 'bout these Werebeasts? I don't.&lt;br /&gt;
[[User:Headjack|Headjack]] 23:41, 23 February 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cavern&amp;diff=164801</id>
		<title>v0.34:Cavern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cavern&amp;diff=164801"/>
		<updated>2012-02-23T23:38:56Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Cavern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cavern]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Flesh_ball&amp;diff=164800</id>
		<title>v0.34:Flesh ball</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Flesh_ball&amp;diff=164800"/>
		<updated>2012-02-23T23:32:08Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:46, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Is amphibious, though quite slow on the ground. Given its size (and the density of its flesh), the ball's diameter is about half a meter.&lt;br /&gt;
&lt;br /&gt;
Flesh balls are featureless, but still easily killable. A novice swordswarf with a steel short sword will take about 10 seconds to kill a single flesh ball, and kills it by repeatedly tearing and slashing the Ball's body until it bleeds to death, and the dwarf remains completely unharmed.&lt;br /&gt;
&lt;br /&gt;
Confronted with a blunt force attacker, a flesh ball laughs by slowly undulating in a rhythmic manner. In an arena test, a novice hammerdwarf with a silver war hammer, no other skills and no armor, attacked the Ball for about 20 minutes, at which point he was a Legendary Hammerdwarf, Wrestler, Fighter, and Striker. The flesh ball sustained bruises but was still alive and attacking the hammerdwarf in vain. After about 40 minutes of pelting, the hammerdwarf got a lucky hit and tore the skin of the ball, which caused it to bleed out and die.&lt;br /&gt;
&lt;br /&gt;
A smart dwarf can cage one of these animals, and use it as a beanbag to train novice hammerdwarves extremely safely. Flesh balls are almost completely safe to train with, except for the occasional bruise the ball is able to inflict.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skeleton&amp;diff=164797</id>
		<title>Skeleton</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skeleton&amp;diff=164797"/>
		<updated>2012-02-23T23:30:59Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to DF2012:Undead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:undead]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode&amp;diff=164796</id>
		<title>v0.34:Adventure mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode&amp;diff=164796"/>
		<updated>2012-02-23T23:28:09Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[adventure mode]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fortress_mode&amp;diff=164795</id>
		<title>v0.34:Fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fortress_mode&amp;diff=164795"/>
		<updated>2012-02-23T23:27:50Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Fortress mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[fortress mode]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Animal&amp;diff=164793</id>
		<title>v0.34:Animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Animal&amp;diff=164793"/>
		<updated>2012-02-23T23:27:04Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Animal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[animal]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Elves&amp;diff=164792</id>
		<title>v0.34:Elves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Elves&amp;diff=164792"/>
		<updated>2012-02-23T23:26:39Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Elves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[elves]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Dwarves&amp;diff=164791</id>
		<title>v0.34:Dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Dwarves&amp;diff=164791"/>
		<updated>2012-02-23T23:26:15Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Dwarves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[dwarves]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=164790</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=164790"/>
		<updated>2012-02-23T23:21:30Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:59, 20 February 2012 (UTC)}}{{av}}&lt;br /&gt;
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Vampires are creatures that live off of blood, cursed in world generation by profaning against certain gods.&lt;br /&gt;
In Fortress Mode, they occasionally appear in migrant waves and hide themselves amongst your dwarves. &lt;br /&gt;
They can turn others into vampires by biting them. Also, in adventure mode, if you drink vampire blood, this will immediately change your character into a vampire.&lt;br /&gt;
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Having a vampire as the last &amp;quot;dwarf&amp;quot; standing in fortress mode will not trigger a &amp;quot;game-over&amp;quot; screen- in fact, they are preferable to regular dwarves because they don't need to eat, drink, or sleep.&lt;br /&gt;
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== Vampires In Fortress mode ==&lt;br /&gt;
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In a fort a vampire acts similar to any other dwarf, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting normally. They can be assigned to burrows, be given or claim rooms, possess items, and even be drafted into a military just like a normal dwarf. The exception of course, is that rather than partaking of a fortresses provisions they help themselves to the blood of the unwary to sustain their unnatural existence, living long and dark lives. Vampires will drink the blood of dwarves who they catch sleeping from time to time, whomever they can get their hands upon. This often kills the victim, but sometimes leaves them alive but weakened and unawares of what has happened to them. This can also transfer the curse forwards; making the victim a new vampire as well. If they are caught in the act of draining a victim, the crime will be reported in the justice screen as a murder, and if such a corpse is discovered it will be listed as a murder with no suspects. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. Vampires routinely lie about their past so as to avoid identification by others, going so far as to adopt a false name when entering a new fortress. If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among we managers of such things. Curiously, this leads to the effect that vampires will not display custom profession or nickname if given one in the customize screen.&lt;br /&gt;
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== Identifying a Vampire ==&lt;br /&gt;
In Fortress mode, the presence of a vampire will be indicated by either the appearance of dwarves who have mysteriously acquired the 'pale' or 'faint' statuses without having apparently been wounded, or more obviously the discovery of a corpse which has been drained of all its blood.&lt;br /&gt;
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Vampires who migrated to your fortress are sometimes indicated by an abnormally massive list of former group associations in the status menu, indicating that they are much longer lived than normal. Although this could result in false positives, it is a decent litmus test in cases where two dwarves accuse each other, as vampires will sometimes counteraccuse those who catch them sucking blood in order to avoid suspicion. If a specific dwarf is suspected of vampirism, their personalities can be scrutinized for abnormalities. As they do not eat or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs. They may also have an unusually large number of children or the aforementioned group associations, indicating their long lives. In the case of older vampires, particularly those whom have migrated, in the line which speaks about needing alcohol to get through the working day a comment may be added to the effect that 's/he could really use a drink', or 's/he has not had a drink in far, far too long' indicating that they have been sober of alcohol for a time. As vampires have swapped booze for blood, these ominous comments can be telltale signs of vampiric dwarves in forts which have a steady supply of alcohol.&lt;br /&gt;
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== Defense against Vampires ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a convicted vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take dwarven law into ones own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice.&lt;br /&gt;
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== Uses for Vampires ==&lt;br /&gt;
If you can correct identify a vampire and isolate it from the rest of your population you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends who he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without relationships.&lt;br /&gt;
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Once you have your sealed emotionally detached vampire &amp;lt;b&amp;gt;your fortress becomes effectively eternal&amp;lt;/b&amp;gt;, since the vampire will always be alive even if horrible [[DF2012:Losing|FUN]] claim your entire population. Be wary of [[DF2012:Ghost|ghosts]] though, as they are the only being capable of reaching your vampires eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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==Vampires abroad==&lt;br /&gt;
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In the wider world vampires continue the sort of behavior they exhibit in a fortress: deception and predation. Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire even rise to a position of power in mortal society, it may deign to expose itself, and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampires&amp;diff=164789</id>
		<title>v0.34:Vampires</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampires&amp;diff=164789"/>
		<updated>2012-02-23T23:16:08Z</updated>

		<summary type="html">&lt;p&gt;Headjack: Redirected page to Vampire&lt;/p&gt;
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&lt;div&gt;#REDIRECT [[vampire]]&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164788</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=164788"/>
		<updated>2012-02-23T23:15:52Z</updated>

		<summary type="html">&lt;p&gt;Headjack: &lt;/p&gt;
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&lt;div&gt;The animated dead are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of evil regions.&lt;br /&gt;
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==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampires]] are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, the distinction generally being held as one of cognitive capacity. Where zombies and skeletons cannot think or behave in any sophisticated manner, vampires are willful beings capable of great deception.&lt;br /&gt;
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As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak.&lt;br /&gt;
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==Destruction==&lt;br /&gt;
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Undead are not difficult to destroy, but require unconventional tactics. You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath. Instead, the most effective tactic is dismemberment, axes and swords serving to cut apart the physical form of the undead rather than attempting to wound its unfeeling shell.&lt;/div&gt;</summary>
		<author><name>Headjack</name></author>
	</entry>
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