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Editing Intelligent undead
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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|23:38, 1 December 2020 (UTC)}} |
{{av}} | {{av}} | ||
− | [[File: | + | {{New in|0.47.01}} |
+ | [[File:Lily-abdullina-faded-hunter-web.jpg|thumb|300px|right|Rosmo Queenales was a faded hunter, slayer of [[werebeast|weregiraffes]] and savior of puppies. ([https://old.reddit.com/r/dwarffortress/comments/hle4lf/the_human_poet_faded_hunter_who_used_undead_magic/ story]) ''Art by Sarasti'']]'''Intelligent undead''' {{Tile|Ñ|3:1}} is a generalized name for all undead [[night creature]]s that are sentient (not [[zombie]]s), yet don’t fit into the molds for [[vampire]]s, [[necromancer]]s, [[ghost]]s or [[mummy|mummies]]. | ||
Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. | Intelligent undead are former [[historical figure]]s, raised by [[necromancer]]s to serve as lieutenants in their undead armies. Unlike zombies, intelligent undead retain their [[soul]], and much of their original personality once revived. | ||
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Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike. | Intelligent undead all belong to a type, dependent on the secret known by the one who raised them. Each type is assigned a unique name and a set of magic powers, making no two types truly alike. | ||
− | They are relatively common – if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would | + | They are relatively common – if you set your [[tavern]] to be open to all visitors, you are very likely to host a few guests of the intelligent undead variety. Despite their scary-sounding names, these are not hostile and will behave as any guest would. |
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==Naming== | ==Naming== | ||
− | + | The phrase "intelligent undead" does not actually appear within the game. Instead, each kind of intelligent undead receives a procedurally-generated name, composed of two parts. The first part alludes to it being undead (e.g. "putrid", "risen", "grave") or its nature as a night creature (e.g. "night", "grim"). The second part is always a noun, and sometimes describes it as being undead (e.g. "zombie", "ghoul") but just as often simply makes it sound threatening (e.g. "one", "slayer", "butcher", "stalker"). | |
==Powers== | ==Powers== | ||
− | Each type of intelligent undead is given a set of 1-5 [[magic]] | + | Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported: |
*'''Blisters''' – Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight. | *'''Blisters''' – Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight. | ||
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*'''Raise Fog''' – The undead changes the weather to create a temporary fog, limiting vision. | *'''Raise Fog''' – The undead changes the weather to create a temporary fog, limiting vision. | ||
*'''Ice Bolt''' – The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm. | *'''Ice Bolt''' – The undead launches a sharpened bolt of [[ice]] at the target, causing varying physical harm. | ||
− | *'''Vanish''' – The undead immediately enters stealth, becoming invisible. Players are unable to retaliate | + | *'''Vanish''' – The undead immediately enters stealth, becoming invisible. Players are unable to retaliate against the undead's attacks, due to not being able to target them, but may hit them with [[Thrower|thrown]] items. Creatures with {{token|EXTRAVISION}} can see the undead normally, negating the power. |
*'''Propel Away''' – The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple. | *'''Propel Away''' – The undead blasts the target with force, launching them away from it. Effect varies on the foe's weight; smaller creatures can be seriously injured if they impact with a surface, while heavier targets can resist or flat-out shrug off the blow. Can be used to free the undead from a grapple. | ||
== Getting intelligent undead citizens == | == Getting intelligent undead citizens == | ||
− | + | If you happen to have a [[necromancer]] among your citizens, they may very well revive some of your recently fallen dwarves as intelligent undead if they are nearby and involved in combat. Unlike run-of-the-mill zombies, they will not be hostile and will eventually re-petition for citizenship in your fortress. Intelligent undead are impervious to stress and emotions – any event in their Thoughts and Preferences screen will cause them to "not feel anything". However, they inevitably become [[DF2014:Need#Focus|Distracted]] due to unmet needs, despite performing most of the jobs (Worship, Socialize, Read etc.) that should fulfill those needs. Intelligent undead children are immune to this distraction. | |
The intelligent undead can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to "Friend".). If, for some reason, an intelligent undead was pregnant at the time of its death, the baby will be lost, as pregnancy is reset at the death of the creature. | The intelligent undead can still make friends and be involved in relationships and will retain the ones they had when they died. (The only exception is that [[marriage]]s do end upon the death of one spouse, and if resurrected their [[relationship]] status will be reset to "Friend".). If, for some reason, an intelligent undead was pregnant at the time of its death, the baby will be lost, as pregnancy is reset at the death of the creature. | ||
Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull "mangled beyond recognition", providing excellent practice for your medical dwarves. | Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull "mangled beyond recognition", providing excellent practice for your medical dwarves. | ||
− | They do not age, reproduce, or gain or rust physical attributes | + | They do not age, reproduce, or gain or rust physical attributes, and count as {{token|NOT_LIVING}}, so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. Lastly, as a consequence of them not aging, any intelligent undead child will remain a child for eternity (even after becoming 12 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]]) |
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHIEVOUS}}. | Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHIEVOUS}}. | ||
It is possible for those who have contracted a were-curse to be resurrected as intelligent undead; those that do will retain the curse on their undeath and will transform on a monthly basis according to the date they were originally bitten/turned. | It is possible for those who have contracted a were-curse to be resurrected as intelligent undead; those that do will retain the curse on their undeath and will transform on a monthly basis according to the date they were originally bitten/turned. | ||
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== Intelligent undead mechanics == | == Intelligent undead mechanics == | ||
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[[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). <br>''Art by Nogoodgames'']] | [[File:Nogood-undead-smallhands.png|thumb|right|Goden Dedukoshur, ''the undying overseer'', was a forlorn ghoul raised in 153, legendary warrior and militia commander, it participated in many raids until it faded away, haunting the fort in 158. Eventually, dwarven ingenuity brought it back to a fleshy form, and it rules Smallhands' military since then ([http://www.bay12forums.com/smf/index.php?topic=175473/ full story]). <br>''Art by Nogoodgames'']] | ||
− | * It is possible for a civilized intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick as, eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. | + | * It is possible for a civilized intelligent undead to turn into a [[ghost]]. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a [[squad]] and sending it on [[Mission|raids]] seems to do the trick as, eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. |
+ | * This behavior can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a [[Memorial|memorial slab]] to the ghost and place it down – when the squad comes back, your undead should now be alive, and its skills will have persisted. | ||
+ | * It is unknown if a creature brought back to life this way can be raised as undead again. | ||
*In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug or an intentional effect of using more powerful magic is unclear. | *In adventure mode, it seems to be possible to animate mangled corpses as intelligent undead. Whether this is a bug or an intentional effect of using more powerful magic is unclear. | ||
*You can interrogate criminals after killing them, at least intelligent undead. | *You can interrogate criminals after killing them, at least intelligent undead. |