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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-11T09:03:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=234400</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=234400"/>
		<updated>2017-12-21T20:40:57Z</updated>

		<summary type="html">&lt;p&gt;Fish Preferred: /* Science on Ghosts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|11:53, 26 January 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}&lt;br /&gt;
&lt;br /&gt;
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''' {{Tile|Ñ|7:1}}. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|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.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven atom smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[stone]] [[slab]]s in memory of the deceased. This may not work if any remains of the deceased dwarf still linger.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a macabre mood, or had low ALTRUISM&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was berserk, or had high ANGER_PROPENSITY&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was melancholy, or had high DEPRESSION_PROPENSITY&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was stark raving mad, or had high STRESS_VULNERABILITY&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was possessed&lt;br /&gt;
|Will possess dwarves, causing them to throw tantrums.&lt;br /&gt;
May still be capable of battering dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a fey mood, or had high ACTIVITY_LEVEL&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a secretive mood, or had high BASHFUL&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high IMMODERATION&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had GREGARIOUSNESS at least as high as DUTIFULNESS, or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; 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 &amp;quot;low&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; 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 &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated{{bug|5276}}.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.&lt;br /&gt;
*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.&lt;br /&gt;
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).&lt;br /&gt;
*Ghosts can and will grow up (if they came back as a child) and die of old age.&lt;br /&gt;
*Ghosts can be frozen in [[water]].&lt;br /&gt;
*Ghosts can be murdered by dwarves taken by [[Strange mood|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 {{k|v}}, all body parts are listed grey, meaning that they are gone.{{verify}}&lt;br /&gt;
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.&lt;br /&gt;
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
*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 &amp;quot;Ghostly Cook&amp;quot;.&lt;br /&gt;
*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 &amp;quot;Deceased&amp;quot;.&lt;br /&gt;
*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.&lt;br /&gt;
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.&lt;br /&gt;
&lt;br /&gt;
== Playing as a ghost ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Using external utilities like [[DFHack]]'s command &amp;lt;code&amp;gt;gui/gm-editor&amp;lt;/code&amp;gt;, it is possible to turn your [[adventure mode|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 token|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.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ngotol&lt;br /&gt;
| elvish  = oreme&lt;br /&gt;
| goblin  = engror&lt;br /&gt;
| human   = tacnu&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Fish Preferred</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=234322</id>
		<title>DF2014 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strange_mood&amp;diff=234322"/>
		<updated>2017-12-17T15:03:29Z</updated>

		<summary type="html">&lt;p&gt;Fish Preferred: /* Something Interesting */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;quot;Totally ecstatic for a few months&amp;quot;==&lt;br /&gt;
The page mentions that creating an artifact makes dwarves totally ecstatic for a few months. With the new stress system this is no longer accurate, but I am not very well-versed in how the new system works so I would like to request somebody else looks into the effects making an artifact has on dwarves in the current version. --[[Special:Contributions/2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D|2A02:1810:AC03:5E00:38BF:4F3C:7B9E:790D]] 19:11, 15 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
A moody dwarf with a preference for large daggers create a large cave crocodile bone dagger in my fort. My civilization is not capable of producing large daggers, so I suppose it's confirmed that preferences can allow item types that couldn't otherwise be chosen.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:47, 22 February 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. My king, a clothier, created an artifact face veil.--[[User:Feb Rainyworks|Feb Rainyworks]] 13 June 2015&lt;br /&gt;
&lt;br /&gt;
==Mood Lottery==&lt;br /&gt;
The idea of most dwarves getting 6 tickets in the mood lottery but other dwarves getting more is ''exactly'' how Toady implemented it, and you can see how it works in DFHack's [https://github.com/DFHack/dfhack/blob/master/plugins/strangemood.cpp#L567 strangemood] plugin (which I mostly reimplemented from disassembly - there are some minor differences, but most of the logic is intact). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 19:48, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fair enough; that certainly isn't how I would implement a random choice like that, but it would accomplish the job. I will note that your code uses &amp;quot;tickets&amp;quot; because you chose to use the keyword &amp;quot;tickets&amp;quot;, not necessarily because the game itself uses &amp;quot;tickets&amp;quot;, but that is splitting hairs.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:10, 2 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Should we remove the part about the planepacked glitch ==&lt;br /&gt;
&lt;br /&gt;
I know it's funny, but it no longer applies to this version of DF... [[Special:Contributions/2602:306:C413:D410:5C5A:FE11:B71C:4C4A|2602:306:C413:D410:5C5A:FE11:B71C:4C4A]] 05:33, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done, thanks. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:50, 1 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moodable profession ==&lt;br /&gt;
&lt;br /&gt;
My militia commander created an artefact. I wouldn't have expected that based on the description here... should it be clarified that militia commander is not a military profession in this context? --[[User:Pegasus|Pegasus]] ([[User talk:Pegasus|talk]]) 05:32, 22 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mood Instruments ==&lt;br /&gt;
&lt;br /&gt;
Since instruments are now procedurally-generated with potentially many components it seems unlikely that they would still be valid mood creations. Has anyone seen a mood instrument in v0.42? I haven't seen any, but I haven't spent too much time playing the new version.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:18, 8 March 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Found one: a metal-bells-on-a-glass-stand instrument created using wood with spikes of leather, with no components listed in the description. It appears the strange mood code has not been updated to handle the more complex instruments.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:26, 11 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-citizen moods ==&lt;br /&gt;
&lt;br /&gt;
I just had a non-citizen permanent resident dwarf, a Bard who had signed on as an entertainer at my tavern but has not petitioned to become an actual citizen, fall into a fey mood, claim a Craftsdwarf's Workshop, and produce an artifact peach wood cup. I now have a Legendary Wood Crafter who isn't a citizen and whom I do not actually control living in my fort.&lt;br /&gt;
&lt;br /&gt;
== Books vs. Maximum Number of Artifacts? ==&lt;br /&gt;
Do books (being partly artifacts) count against the maximum number of artifacts for strange mood eligibility? [[User:Shorr|Shorr]] ([[User talk:Shorr|talk]]) 14:05, 2 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Something Interesting ==&lt;br /&gt;
&lt;br /&gt;
You can safely forbid components at any time during construction. The dwarf will work without them as long as there is still one component they can use. If you forbid the primary material(s) after construction has begun, the finished product will automatically be iron. --[[User:Fish Preferred|Fish Preferred]] ([[User talk:Fish Preferred|talk]]) 15:03, 17 December 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Fish Preferred</name></author>
	</entry>
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