- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Masterwork:Soul"
(oh right, that tag...) |
m (Added quality rating "Fine" using the rating script) |
||
Line 1: | Line 1: | ||
+ | {{Quality|Fine|12:23, 28 June 2014 (UTC)}} | ||
{{av}} | {{av}} | ||
Every creature that has a brain also has a soul. The soul is created as a separate item when the creature is butchered or slaughtered (or via a special reaction that directly affects unbutcherable corpses, for some races). Multi-headed creatures may produce multiple souls. | Every creature that has a brain also has a soul. The soul is created as a separate item when the creature is butchered or slaughtered (or via a special reaction that directly affects unbutcherable corpses, for some races). Multi-headed creatures may produce multiple souls. |
Latest revision as of 12:23, 28 June 2014
This article is about a mod. |
MDF: v1.31 |
Every creature that has a brain also has a soul. The soul is created as a separate item when the creature is butchered or slaughtered (or via a special reaction that directly affects unbutcherable corpses, for some races). Multi-headed creatures may produce multiple souls.
Souls are used as reagents in many race-specific reactions, particularly in Warlock and Succubus rituals (workshop reactions). Races that have no use for souls may simply ignore them.
Souls are implemented as special plants; as such, they automatically wither after a few weeks (and can't be preserved in stockpiles). If you need a large number of souls for a ritual (or for several rituals), the best approach is to keep them in their creatures as long as possible, harvesting them immediately before they are needed.