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Editing v0.34:Surroundings

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{{quality|Masterwork|22:10, 22 September 2012 (UTC)}} {{av}}
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{{quality|Exceptional|20:48, 4 October 2011 (UTC)}} {{av}}
  
 
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal|animals]] and [[creatures]] which will appear in play within a given [[biome]].  It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
 
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal|animals]] and [[creatures]] which will appear in play within a given [[biome]].  It is possible to start a [[fortress]] that overlaps multiple alignment types (for example a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
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:including <span style="background-color:black;color:{{fgcolor|7:0}}">'''Calm'''</span>, <span style="background-color:black;color:{{fgcolor|2:0}}">'''Wilderness'''</span> and <span style="background-color:black;color:{{fgcolor|6:1}}">'''Untamed Wilds'''</span>
 
:including <span style="background-color:black;color:{{fgcolor|7:0}}">'''Calm'''</span>, <span style="background-color:black;color:{{fgcolor|2:0}}">'''Wilderness'''</span> and <span style="background-color:black;color:{{fgcolor|6:1}}">'''Untamed Wilds'''</span>
  
'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as [[gorilla]]s and [[elephant]]s to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[DF2012:Wild strawberry|wild strawberries]] and the like.
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'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife depending on the area.  They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as [[gorilla]]s and [[elephant]]s to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[DF2012:Wild strawberry|wild strawberries]] and the like.
  
 
===Good===
 
===Good===
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=====Distinctive flora & fauna=====
 
=====Distinctive flora & fauna=====
 
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]], [[gorlak]]
 
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]], [[gorlak]]
* Plants: [[sun berry]], [[bubble bulb]], [[downy grass]]
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* Plants: [[sun berry]]
 
* Trees: [[feather tree]]
 
* Trees: [[feather tree]]
 
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]
 
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]
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:including <span style="background-color:black;color:{{fgcolor|5:0}}">'''Sinister'''</span>, <span style="background-color:black;color:{{fgcolor|5:1}}">'''Haunted'''</span> and <span style="background-color:black;color:{{fgcolor|5:1}}">'''Terrifying'''</span>
 
:including <span style="background-color:black;color:{{fgcolor|5:0}}">'''Sinister'''</span>, <span style="background-color:black;color:{{fgcolor|5:1}}">'''Haunted'''</span> and <span style="background-color:black;color:{{fgcolor|5:1}}">'''Terrifying'''</span>
  
'''Evil''' regions are much more <s>dangerous</s> [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. [[Undead]] cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark.  The trees at embark may all be dead, and though they can be harvested, will not regrow.  Undead shrubs are useless for gathering, too.  
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'''Evil''' regions are much more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. [[Undead]] cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Undead shrubs are useless for gathering, too. Even the weather is dangerous, as the toxic rains and dangerous clouds of creeping murk inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], then immediately reanimate their corpses. Sometimes the rain is just "acrid" and will inflict nausea, a bad thought and a desire to wash. The most noticeable effect of this kind of rain is that murky pools will never refill.
 
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Even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.   
Even the [[DF2012:Evil weather|weather]] is dangerous; clouds of creeping murk can inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], or instantly transform creatures into nearly-indestructible thralls. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill.
 
 
 
Because of the inhospitability of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.   
 
  
 
=====Distinctive flora & fauna=====
 
=====Distinctive flora & fauna=====
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===Savage===
 
===Savage===
: Including <span style="background-color:black;color:{{fgcolor|6:1}}">'''Untamed Wilds'''</span>, <span style="background-color:black;color:{{fgcolor|3:1}}">'''Joyous Wilds'''</span>, and <span style="background-color:black;color:{{fgcolor|5:1}}">'''Terrifying'''</span>
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'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the "wildlife" (naturally occurring creatures) found therein.  Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions.  A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called (and can be truly) Terrifying.
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the "wildlife" (naturally occurring creatures) found therein.  Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions.  A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called Terrifying (and is the most dangerous alignment by far, if you couldn't tell by the name).
 
  
 
=====Distinctive flora & fauna=====
 
=====Distinctive flora & fauna=====
 
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]
 
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slugman]], [[snailman]], [[leechman]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]
 
* Plants: [[whip vine]]
 
* Plants: [[whip vine]]
* Trees: [[highwood]]
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* Trees: [[Tree#List_of_Trees|highwood]]
 
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]
 
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]
  
 
{{World}}
 
{{World}}

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