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DF2014:Ghost

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Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!

After the death of an intelligent creature (or a dwarf) who is member of your civilization, its soul may occasionally come back as a night creature called a ghost Ñ. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly buried or memorialized after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.

Ghosts are able to pass through walls and cannot be harmed by atom-smashing. They can be targeted in the Squad kill screen (s,k) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building stone slabs in memory of the deceased. This may not work if any remains of the deceased dwarf still linger.

Contents

[edit] Paranormal Activity

Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:

  • <ghost> sucks the wind out of <dwarf>
  • <ghost> raises a high fever in <dwarf>
  • <ghost> makes <dwarf> convulse and retch
  • <ghost> inflicts excruciating pain upon <dwarf>
  • <ghost> causes a spell of dizziness in <dwarf>
  • <ghost> paralyzes <dwarf>
  • <ghost> stuns <dwarf>
  • <ghost> batters <dwarf>
  • <dwarf> is throwing a tantrum, possessed by <ghost>
  • <ghost> is following <dwarf>
  • <item> has been misplaced. No doubt <ghost> is to blame!
  • <ghost> is throwing objects around the fortress!
  • <ghost> can be heard howling throughout the fortress!

The ghost's activities may be determined by the nature of its death and its personality traits using the following table, in order:

Type Cause Effect
Murderous Ghost Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed Murders dwarves.
Sadistic Ghost Had a macabre mood, or had low ALTRUISM Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.
Violent Ghost Was berserk, or had high ANGER_PROPENSITY Batters dwarves, often but not always removing limbs.
Moaning Spirit Was melancholy, or had high DEPRESSION_PROPENSITY Troubles one unfortunate dwarf at a time.
Howling Spirit Was stark raving mad, or had high STRESS_VULNERABILITY Makes sleeping difficult.
Angry Ghost Was possessed Will possess dwarves, causing them to throw tantrums.

May still be capable of battering dwarves.

Energetic Poltergeist Was in a fey mood, or had high ACTIVITY_LEVEL Topples furniture, such as chairs.
Secretive Poltergeist Was in a secretive mood, or had high BASHFUL Misplaces Items.
Troublesome Poltergeist Had high IMMODERATION Misplaces items, may topple furniture and pull levers.confirm?
Restless Haunt Had GREGARIOUSNESS at least as high as DUTIFULNESS, or never completed any jobs Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.
Forlorn Haunt Did not satisfy any of the above checks Drifts around place of death and frequented locations.

A "high" trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a "low" trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.

If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will return as a Murderous Ghost.

[edit] Adventurer mode

If you revisit your fortress during adventurer mode, the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly.

[edit] "Ghostly" Dwarves

When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a "ghostly" dwarf. All actions taken by the dwarf during both life and death will then be attributed to the ghostly dwarf. This will generate messages like "the ghostly dwarf Urist McHauntypants arrived in Cagesyrups" even when the dwarf was obviously not a ghost yet when it immigratedBug:5276.

[edit] Science on Ghosts

  • Cave-ins do not kill ghosts, perhaps because they can walk through walls already.
  • Ghosts are put to rest when any part of their body is put in a burial receptacle.Verify For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.
  • Ghosts can open doors, even forbidden ones (leaving them unlocked).
  • Ghosts can and will grow up (if they came back as a child) and die of old age.
  • Ghosts can be frozen in water.
  • Ghosts can be murdered by dwarves taken by fell moods - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with v, all body parts are listed grey, meaning that they are gone.
  • It is possible for a ghost to become the outpost liaison of a civilization.
  • Ghostly fisherdwarves will keep fishing in the afterlife, and ghostly animal trainers will gladly train your captured animals for you.
  • When a ghost rises, their entry in the Dead/Missing list will change accordingly. So, should a dead cook return as a ghost, their profession in the Dead/Missing list will turn into "Ghostly Cook".
  • If a dwarf goes missing, is not memorialized, and returns as a ghost, the entry for the dwarf in the Dead/Missing list will become "Deceased".
  • Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.
  • Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.

[edit] Playing as a ghost

MOD This page includes mods. The content is not part of normal DF as released. Changing game files can sometimes cause unexpected results, and should always be done with care and caution.

Using external utilities like DFHack's command gui/gm-editor, it is possible to turn your adventurer into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in the inventory. Other creatures will ignore you, as they can't harm you, and you will be unable to attack them either. However, you will be capable of harming others if your character can perform a suitable interaction, like poison gas, fire breath, or a directly applied syndrome. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever unless he is a creature that can normally fly. Other aspects of the game seem to work as usual.

"Ghost" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: ngotol
Elvish: oreme
Goblin: engror
Human: tacnu
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