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Difference between revisions of "v0.34:Vampire"

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Having a vampire as the last "dwarf" standing in fortress mode will not trigger a "game-over" screen- in fact, they are preferable to regular dwarves because they don't need to eat, drink, or sleep.
 
Having a vampire as the last "dwarf" standing in fortress mode will not trigger a "game-over" screen- in fact, they are preferable to regular dwarves because they don't need to eat, drink, or sleep.
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== Vampires In Fortress mode ==
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In a fort a vampire acts similar to any other dwarf, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting normally. They can be assigned to burrows, be given or claim rooms, possess items, and even be drafted into a military just like a normal dwarf. The exception of course, is that rather than partaking of a fortresses provisions they help themselves to the blood of the unwary to sustain their unnatural existence, living long and dark lives. Vampires will drink the blood of dwarves who they catch sleeping from time to time, whomever they can get their hands upon. This often kills the victim, but sometimes leaves them alive but weakened and unawares of what has happened to them. This can also transfer the curse forwards; making the victim a new vampire as well. If they are caught in the act of draining a victim, the crime will be reported in the justice screen as a murder, and if such a corpse is discovered it will be listed as a murder with no suspects. Even in the case that someone is accused, be aware that the deceitful vampire is capable is framing others for its crimes to send suspicion away for a time.
  
 
== Identifying a Vampire ==
 
== Identifying a Vampire ==

Revision as of 08:01, 21 February 2012

This article is about an older version of DF.

Vampires are creatures that live off of blood, cursed in world generation by profaning against certain gods. In Fortress Mode, they occasionally appear in migrant waves and hide themselves amongst your dwarves. They can turn others into vampires by biting them. Also, in adventure mode, if you drink vampire blood, this will immediately change your character into a vampire.

Having a vampire as the last "dwarf" standing in fortress mode will not trigger a "game-over" screen- in fact, they are preferable to regular dwarves because they don't need to eat, drink, or sleep.

Vampires In Fortress mode

In a fort a vampire acts similar to any other dwarf, except for subtle differences too small to notice easily in any sizable population. A vampire will act like any other citizen of your fortress, performing jobs which are assigned to them and generally acting normally. They can be assigned to burrows, be given or claim rooms, possess items, and even be drafted into a military just like a normal dwarf. The exception of course, is that rather than partaking of a fortresses provisions they help themselves to the blood of the unwary to sustain their unnatural existence, living long and dark lives. Vampires will drink the blood of dwarves who they catch sleeping from time to time, whomever they can get their hands upon. This often kills the victim, but sometimes leaves them alive but weakened and unawares of what has happened to them. This can also transfer the curse forwards; making the victim a new vampire as well. If they are caught in the act of draining a victim, the crime will be reported in the justice screen as a murder, and if such a corpse is discovered it will be listed as a murder with no suspects. Even in the case that someone is accused, be aware that the deceitful vampire is capable is framing others for its crimes to send suspicion away for a time.

Identifying a Vampire

In Fortress mode, the presence of a vampire will be indicated by either the appearance of dwarves who have mysteriously acquired the 'pale' or 'faint' statuses without having apparently been wounded, or more obviously the discovery of a corpse which has been drained of all its blood.

Vampires who migrated to your fortress are sometimes indicated by an abnormally massive list of former group associations in the status menu, indicating that they are much longer lived than normal. Although this could result in false positives, it is a decent litmus test in cases where two dwarves accuse each other, as vampires will sometimes counteraccuse those who catch them sucking blood in order to avoid suspicion. If a specific dwarf is suspected of vampirism, their personalities can be scrutinized for abnormalities. As they do not eat or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs. They may also have an unusually large number of children or the aforementioned group associations, indicating their long lives. Further, in the line which speaks about needing alcohol to get through the working day, a comment is added to the effect that 's/he could really use a drink', or 's/he has not had a drink in far, far too long'. These ominous comments are telltale signs of vampiric dwarves.

Defense against Vampires

Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a convicted vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. In this case, it is advisable to take dwarven law into ones own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice.