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 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.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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 39: Line 39:
 
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.
 
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.
  
The undead cannot bleed out - puncture wounds do little good for this reason, and likewise, choking is obviously ineffective against their lack of breath. Pulping or severing ("flies/sails off in an arc!" etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}.  
+
The undead cannot bleed out - puncture wounds do little good for this reason, and likewise, choking is obviously ineffective against their lack of breath. Pulping or severing ("flies/sails off in an arc!" etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be "safely" fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'', and quiver after quiver of ammunition, before ever dealing a lethal blow. This can be useful for rapidly training marksdwarves with a small number of targets, but may be undesirable if you're making a last stand, or had intended to thin the horde before the melee started.  
 
 
Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present - the more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be "safely" fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'', and quiver after quiver of ammunition, before ever dealing a lethal blow. This can be useful for rapidly training marksdwarves with a small number of targets, but may be undesirable if you're making a last stand, or had intended to thin the horde before the melee started.  
 
  
 
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage.  
 
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage.  
Line 47: Line 45:
 
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]].  
 
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]].  
  
Of course, the undead do not have to be beaten through direct combat - [[trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them, and [[magma]], that traditional solution to all dwarven problems, is another effective weapon, as is [[fire]] in general -  the sheer heat of the magma will eventually destroy the corpse, rendering it unable to rise again - it kills zombies fairly slowly, though. As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low-quality weapon traps. This property can be exploited in [[trap design]], as no-quality weapon traps will still be lethal to the undead hordes, while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit trap|nice]].  
+
Of course, the undead do not have to be beaten through direct combat - [[trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that traditional solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of the magma will eventually destroy the corpse, rendering it unable to rise again - it kills zombies fairly slowly, though.  
 +
 
 +
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low-quality weapon traps. This property can be exploited in [[trap design]], as no-quality weapon traps will still be lethal to the undead hordes, while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]].  
  
[[Discipline]] is a big obstacle to directly confronting a zombie horde - without enough discipline, a troop sent to fight them may instead simply decide to flee in terror from such... abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for, unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may, in turn, rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.
+
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such... abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for, unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may, in turn, rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.
  
 
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. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}
 
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. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: