v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Undead
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]]. The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead. | |
− | |||
− | |||
− | Undead are highly aggressive and will attack and chase any living creature that approaches them. Zombie animals move slowly, so [[dwarves]] can usually | + | Undead are highly aggressive and will attack and chase any living creature that approaches them. Zombie animals move slowly, so [[dwarves]] can usually escape them. However skeletal animals are fast and strong, making them very dangerous. Undead creatures do not need to breathe, and all can swim in [[water]] and walk on land, including normally aquatic creatures such as [[whale]]s. |
− | [[ | + | Zombies start with a brown [[wound]] to all of their organs, skeletons start with grey (missing) wound status on all their organs. Both types appear to be immune to critical hits against organs, although they can still be dismembered. |
− | + | When defeated, a zombie leaves a rotten [[corpse]] which should be disposed of to avoid [[miasma]]. It will eventually rot completely to leave a pile of [[bone]]s. Skeletal creatures leave a [[skull]] and [[bone]]s, which can be used immediately by a [[bone carver]]. | |
− | + | Beware that undead fish, skeletal or zombie, can walk on land. While this is only a minor nuisance most if the time, groups of undead [[carp]] can pose a serious threat even to a well trained squad. While the average dwarf can easily run away from zombie carp, skeletal carp are a vile force of darkness which should be feared by anyone who confronts it. | |
− | + | Undead [[trees]] show on the map as {{gametext|Dead Highwood}}, but an undead {{gametext|Dead Highwood Sapling}} will still mature into a full grown tree. After cutting down, the [[log]]s are indistinguishable from those cut from a living tree. | |
− | |||
− | + | Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants. | |
− | + | Beware undead [[giant eagle]]s, as [[bolt]]s have little effect upon them, and [[dwarves]] have trouble attacking them in melee. | |
− | |||
{{Creatures}} | {{Creatures}} |