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Difference between revisions of "40d:Demon"
(This article is only for the "Demon" - everything else should go in different articles) |
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[[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]] | [[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]] | ||
− | A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. | + | A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. Its attacks include projectile fireballs and hand-to-hand combat. Since they are living creatures, they are especially vulnerable to weapons with high critical boost such as [[spear]]s and [[crossbow]] [[bolt]]s. |
− | Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. | + | Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. They can also fly and swim, so forget about using a moat. |
==Defenses against Demons== | ==Defenses against Demons== | ||
− | *Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]]s and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with | + | *Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]]s and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with a Demon but might end up with a [[fire]]ball to the face. You can significantly improve your survival rate by placing the marksdwaves behind [[fortification]]s - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from. |
− | *[[Siege weapon]]s can be useful against demons | + | *[[Siege weapon]]s can be useful against demons - a [[ballista]] bolt can potentially kill a demon, though a catapult is less likely to work. Use [[wall]]s and fortifications to give your siege crew some protection from fireballs, and remember your crew will panic and run once the demon gets too close, which will happen ''quickly'' as they are quite fast. |
− | *One effective | + | *One effective tactic is to equip your entire fortress with crossbows, quivers and bolts and order them all into 1-dwarf squads. Station every one dwarf squad on the same tile. The result should be a single tile capable of launching 60+bolts in seconds. Set a space 4-6 tiles closer to the demon as a meeting zone; spare animals will pile up there. In this method, the demon will 'bump' into the horses and cats, and then be obliterated by incredible crossbow fire. Although eventually your defending creatures may be slaughtered, this tactic can allow you to survive with ease. |
− | *One thing you '''shouldn't''' bother trying is crushing the | + | *One thing you '''shouldn't''' bother trying is crushing the demon under a [[drawbridge]]. This used to be a highly effective (so much so that it was considered an exploit by some players) tactic, but in recent version the demon will break your bridge rather than vice-versa. You can, however, use drawbridges to block the passage, since unlike doors and floodgates, demons will not demolish a drawbridge that blocks their path. |
*Demons will prevent a retracting bridge from operating whilst they stand on it, so you can't use one to drop them into a [[chasm]]. You may, however, be able to use a support and constructed floors to achieve the same effect. | *Demons will prevent a retracting bridge from operating whilst they stand on it, so you can't use one to drop them into a [[chasm]]. You may, however, be able to use a support and constructed floors to achieve the same effect. | ||
*Demons aren't susceptible to standard traps, but they will trigger them if you can find [http://mkv25.net/dfma/movie-881-trappinghfs some technique to knock them] [[unconscious]] first. Upright steel [[spike]]s linked to a lever (on repeat) works on everything - demons, refugees, migrants, pets - if they hold still long enough to be hit, or if you spike a large enough area. Also, [[cave-in]]s are lethal to ''all'' creatures, including demons. | *Demons aren't susceptible to standard traps, but they will trigger them if you can find [http://mkv25.net/dfma/movie-881-trappinghfs some technique to knock them] [[unconscious]] first. Upright steel [[spike]]s linked to a lever (on repeat) works on everything - demons, refugees, migrants, pets - if they hold still long enough to be hit, or if you spike a large enough area. Also, [[cave-in]]s are lethal to ''all'' creatures, including demons. | ||
− | *Under no circumstances should you send an unarmed dwarf against | + | *Under no circumstances should you send an unarmed dwarf against a demon, champion or otherwise. While this might seem like a good idea for an early encounter, you're better off sealing the pit back up and going at it later. |
==Demon ruler== | ==Demon ruler== | ||
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[[Image:RulerOfGoblins.PNG|thumb|right|250px|Demonic ruler.]] | [[Image:RulerOfGoblins.PNG|thumb|right|250px|Demonic ruler.]] | ||
+ | |||
==Demonology== | ==Demonology== | ||
− | + | Demons are associated with the [[sphere]]s of Fire, Death, and Torture. This results in the lower level of the [[glowing pit]] being decorated in a unique and disturbing way: | |
− | + | * Fire - small pools of lava, as well as scattered [[ash]] and [[charcoal]] | |
− | + | * Death - piles of bones, skulls (sometimes on metal pikes), heaps of bone meal, and masterwork [[engraving]]s depicting humanoids who are dead, withering, or assuming a fetal position | |
− | + | * Torture - pools of blood, fleshy remains (skins, chunks, pieces of meat, severed limbs, corpses) lying on the floor or impaled on pikes, abused [[insane]] humanoids tied to [[chain]]s or trapped in [[cage]]s (along with additional fleshy remains), and masterwork engravings of humanoids burning, weeping, cringing, screaming, looking terrified, making submissive or plaintive gestures, and being tortured. | |
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{{gamedata}} | {{gamedata}} |
Revision as of 17:35, 4 September 2021
This article is about an older version of DF. |
This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down! |
& | |
Portrait | |
---|---|
Biome | |
Special | |
Attributes | |
Alignment: | Evil |
Building destroyer: Level 2 | |
Flying · Trapavoid · No Exert · Fire immune · Learns · Fanciful · Humanoid | |
Cannot be tamed
| |
Age | |
Adult at: | Birth |
Max age: | Immortal |
Rotting leaves
(Value multiplier ×50) | |
Bones | 16 |
Skulls | 1 |
A Demon is an evil fast moving creature that will either severely wound or kill your dwarves and animals. Its attacks include projectile fireballs and hand-to-hand combat. Since they are living creatures, they are especially vulnerable to weapons with high critical boost such as spears and crossbow bolts.
Demons are immune to stone-fall traps, weapon traps, cage traps and will destroy your doors and floodgates. They can also fly and swim, so forget about using a moat.
Defenses against Demons
- Demons, as large, living enemies, are somewhat susceptible to piercing damage - spears and arrows work well. A well trained, well equipped speardwarf can mix it up with a Demon but might end up with a fireball to the face. You can significantly improve your survival rate by placing the marksdwaves behind fortifications - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from.
- Siege weapons can be useful against demons - a ballista bolt can potentially kill a demon, though a catapult is less likely to work. Use walls and fortifications to give your siege crew some protection from fireballs, and remember your crew will panic and run once the demon gets too close, which will happen quickly as they are quite fast.
- One effective tactic is to equip your entire fortress with crossbows, quivers and bolts and order them all into 1-dwarf squads. Station every one dwarf squad on the same tile. The result should be a single tile capable of launching 60+bolts in seconds. Set a space 4-6 tiles closer to the demon as a meeting zone; spare animals will pile up there. In this method, the demon will 'bump' into the horses and cats, and then be obliterated by incredible crossbow fire. Although eventually your defending creatures may be slaughtered, this tactic can allow you to survive with ease.
- One thing you shouldn't bother trying is crushing the demon under a drawbridge. This used to be a highly effective (so much so that it was considered an exploit by some players) tactic, but in recent version the demon will break your bridge rather than vice-versa. You can, however, use drawbridges to block the passage, since unlike doors and floodgates, demons will not demolish a drawbridge that blocks their path.
- Demons will prevent a retracting bridge from operating whilst they stand on it, so you can't use one to drop them into a chasm. You may, however, be able to use a support and constructed floors to achieve the same effect.
- Demons aren't susceptible to standard traps, but they will trigger them if you can find some technique to knock them unconscious first. Upright steel spikes linked to a lever (on repeat) works on everything - demons, refugees, migrants, pets - if they hold still long enough to be hit, or if you spike a large enough area. Also, cave-ins are lethal to all creatures, including demons.
- Under no circumstances should you send an unarmed dwarf against a demon, champion or otherwise. While this might seem like a good idea for an early encounter, you're better off sealing the pit back up and going at it later.
Demon ruler
Every goblin civilization has a demon as their first ruler. Also this demon is the only object of worship in that civilization - if they were killed during worldgen, they will still be the object of worship in the civilization, even after new rulers began their reign.
Demonology
Demons are associated with the spheres of Fire, Death, and Torture. This results in the lower level of the glowing pit being decorated in a unique and disturbing way:
- Fire - small pools of lava, as well as scattered ash and charcoal
- Death - piles of bones, skulls (sometimes on metal pikes), heaps of bone meal, and masterwork engravings depicting humanoids who are dead, withering, or assuming a fetal position
- Torture - pools of blood, fleshy remains (skins, chunks, pieces of meat, severed limbs, corpses) lying on the floor or impaled on pikes, abused insane humanoids tied to chains or trapped in cages (along with additional fleshy remains), and masterwork engravings of humanoids burning, weeping, cringing, screaming, looking terrified, making submissive or plaintive gestures, and being tortured.
[CREATURE:DEMON]
[NAME:demon:demons:demonic]
[TILE:'&'][COLOR:4:0:1]
[MODVALUE:50]
[FANCIFUL][ENDING][POWER]
[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
[FLIER]
[TRAPAVOID][CAN_LEARN][CAN_SPEAK]
[GENPOWER:5]
[BLOODTYPE:0]
[EVIL]
[BUILDINGDESTROYER:2]
[NOFEAR][NOEXERT]
[CANOPENDOORS]
[PREFSTRING:terrifying features]
[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[SIZE:16]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]
[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[NO_DRINK][NO_EAT][NO_SLEEP]
[EQUIPS]
[FAT:3]
[ALL_ACTIVE]
[STANDARD_FLESH]
[HOMEOTHERM:10095]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PERSONALITY:ANXIETY:0:0:0]
[PERSONALITY:DEPRESSION:0:0:0]
[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]
[PERSONALITY:VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:ASSERTIVENESS:100:100:100]
[PERSONALITY:CHEERFULNESS:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:COOPERATION:0:0:0]
[PERSONALITY:SYMPATHY:0:0:0]
[SPHERE:FIRE]
[SPHERE:DEATH]
[SPHERE:TORTURE] |