Difference between revisions of "DF2014:Experiment"

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(Undo revision 253421 by 35.191.1.239 (talk) I see no reason why this was removed.)
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Dwarves will never have a [[preference]] for experiments, as they possess no {{token|PREFSTRING}}. They have an unused [[pet]] value of 2,000.
 
Dwarves will never have a [[preference]] for experiments, as they possess no {{token|PREFSTRING}}. They have an unused [[pet]] value of 2,000.
  
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{{D for Dwarf}}
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Amalgamations are known to be attracted by the smell of [[potato]] chips.
  
 
Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in my case), to them being capable of paralyzing you immediately with only a wave of their hands. DO NOT PLAY POCKET WITH MAX SAVAGERY!
 
Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in my case), to them being capable of paralyzing you immediately with only a wave of their hands. DO NOT PLAY POCKET WITH MAX SAVAGERY!

Latest revision as of 11:06, 30 June 2020

This article is about the current version of DF.

Experiments A-Z are procedurally-generated night creatures, "created" by necromancers or certain goblin leaders who experiment on captured citizens and livestock.

Characteristics[edit]

A flesh construct, a common experimental creature in the realm of fantasy.

Experiments are not born as such, but are turned by the experimenter. There are failed experiments and successful experiments, with the latter coming in many forms, depending on the source material. Every experimenter may create up to four "species" of experiment: one humanoid, one small quadruped+, one large quadruped+, and one giant amalgamation. The giant amalgamation is created from multiple creatures, instead of just one, and is, as its name suggests, very large. Failed experiments, meanwhile, often come in the form of blobs, worms, snakes and wyrms. Experiments sometimes escape into the wild, and intelligent ones can rejoin civilization. In the latter case, they may become playable race options in adventurer mode.

Despite their various forms, all experiments possess certain uniform traits. They are fanciful creatures who do not require any form of sustenance, sport an immunity to pain, exertion, stunning, nausea, fevers or dizziness, and can survive both on land and underwater. Experiments are also building destroyers, are unaffected by traps, and may be generated with the ability to secrete extracts which can inflict night sickness.

Their size varies depending on the type of experiment, with the smaller ones being comparable to a dwarf, larger quadrupeds being around the size of a horse or yak, and amalgamations being almost as large as a giant. All experiments appear to be associated with the spheres of deformity and night.

Unlike other night creatures, experiments are represented by regular alphabet letters, upper or lower case indicating size. Intelligent successful experiments are colored red, while failed creations and any others (quadrupeds, amalgamations etc.) are colored green. The name of the experimenter will always be included in the experiment's species name and in their description, crediting them for their creation.

Dwarves will never have a preference for experiments, as they possess no [PREFSTRING]. They have an unused pet value of 2,000.

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


Amalgamations are known to be attracted by the smell of potato chips.

Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in my case), to them being capable of paralyzing you immediately with only a wave of their hands. DO NOT PLAY POCKET WITH MAX SAVAGERY!