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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|11:53, 26 January 2015 (UTC)}} |
{{av}} | {{av}} | ||
{{minorspoiler}} | {{minorspoiler}} | ||
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}} | {{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}} | ||
− | [[File: | + | [[File:ghost_preview.png|200px|right]] |
− | '''Ghosts''' {{Tile|Ñ|7:1}} are a type of [[night creature]] and the spiritual essence of an intelligent [[creature]]. After the death of an intelligent creature (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a ghost, who will proceed to haunt the place of its death. 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. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly. | + | '''Ghosts''' {{Tile|Ñ|7:1}} are a type of [[night creature]] and the spiritual essence of an intelligent [[creature]]. After the death of an intelligent creature (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a ghost, who will proceed to haunt the place of its death. 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. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly. |
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− | + | Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}} | |
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). 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 [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to "leave" the site once their "visit" timer expires. | Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). 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 [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to "leave" the site once their "visit" timer expires. | ||
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==Paranormal Activity== | ==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> sucks the wind out of <dwarf>'' | ||
* ''<ghost> raises a high fever in <dwarf>'' | * ''<ghost> raises a high fever in <dwarf>'' | ||
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{{D for Dwarf}} | {{D for Dwarf}} | ||
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Dwarven ghosts would likely be classified as Wraiths by modern ghost hunters, as they can travel through walls and they are not known to leave fingerprints, reduce the ambient temperature around them, or write disturbing messages in nearby books. | Dwarven ghosts would likely be classified as Wraiths by modern ghost hunters, as they can travel through walls and they are not known to leave fingerprints, reduce the ambient temperature around them, or write disturbing messages in nearby books. | ||
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== Science on Ghosts == | == Science on Ghosts == | ||
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*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already. | *[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already. | ||
*Ghosts can suffer bruises and even organ rupture if struck by a minecart. | *Ghosts can suffer bruises and even organ rupture if struck by a minecart. | ||
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*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 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. | *Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them. | ||
− | *Male ghosts are considered [[ | + | *Male ghosts are considered [[geld]]ed. |
*Ghosts can go [[insane]]. | *Ghosts can go [[insane]]. | ||
*It is possible for a civilised [[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 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 behaviour 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 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 possible for a civilised [[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 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 behaviour 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 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. | ||
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== Playing as a ghost == | == Playing as a ghost == |