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Difference between revisions of "Surroundings"
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'''Evil''' regions are much more <s>dangerous</s> [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. | '''Evil''' regions are much more <s>dangerous</s> [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. | ||
− | The [[undead]] cannot be killed through conventional means; dismemberment reanimates the individual body parts, creating even more enemies than before. They must be either butchered and tanned, exposed to magma, [[Dwarven atom smasher|smashed under a drawbridge]], or repeatedly pulped with blunt damage, in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Furthermore, there is a good chance that even soldier dwarves will flee from such abominations, a bad sign when the undead feel no emotion or fear. Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark. The trees at embark may all be dead, and though they can be harvested, will not regrow. Undead shrubs are useless for gathering, too. | + | The [[undead]] cannot be killed through conventional means; dismemberment reanimates the individual body parts, creating even more enemies than before. They must be either butchered and tanned, exposed to magma, [[Dwarven atom smasher|smashed under a drawbridge]], or repeatedly pulped with blunt damage, in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Furthermore, there is a good chance that even soldier dwarves will flee in terror from such abominations, a bad sign when the undead feel no emotion or fear. Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark. The trees at embark may all be dead, and though they can be harvested, will not regrow. Undead shrubs are useless for gathering, too. |
Even the [[DF2012:Evil weather|weather]] is dangerous; clouds of creeping murk can inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill. | Even the [[DF2012:Evil weather|weather]] is dangerous; clouds of creeping murk can inflict various syndromes on par with those of [[forgotten beast|forgotten beasts]], or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill. |
Revision as of 16:05, 11 July 2014
This article was migrated from DF2014:Surroundings and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example a terrifying forest and a calm shrubland). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific climate to spawn in. Again, it's important to check the specific biomes making up your site. Once a creature spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
Combinations of surroundings
Benign | Neutral | Savage | |
Good | Serene | Mirthful | Joyous Wilds |
Neutral | Calm | Wilderness | Untamed Wilds |
Evil | Sinister | Haunted | Terrifying |
Neutral
- including Calm, Wilderness and Untamed Wilds
Neutral regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife. They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as gorillas and elephants to the very aggressive and very dangerous giant eagles. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate and landforms. You'll find most of the standard aboveground plants in these alignments, such as prickle berries, rope reed, wild strawberries and the like.
Good
- including Serene, Mirthful and Joyous Wilds
Good biomes tend to have less aggressive and weaker creatures, except for the unicorn. Good regions also support the wild sun berry, which makes the best alcohol in the game. There are generally slight changes between Benign Good and Savage Good.
Distinctive flora & fauna
- Animals: mountain gnome, satyr, unicorn, merperson, gorlak
- Plants: sun berry, bubble bulb, downy grass
- Trees: feather tree
- Vermin: fluffy wambler, fairy, pixie
Evil
- including Sinister, Haunted and Terrifying
Evil regions are much more dangerous fun than their Neutral and Good counterparts across the board. At their root, Evil regions are modified Neutral regions. In addition to a pack of other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres, Evil regions may modify their Neutral base by infecting many (but not all) of the indigenous creatures with various forms of undeath.
The undead cannot be killed through conventional means; dismemberment reanimates the individual body parts, creating even more enemies than before. They must be either butchered and tanned, exposed to magma, smashed under a drawbridge, or repeatedly pulped with blunt damage, in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Furthermore, there is a good chance that even soldier dwarves will flee in terror from such abominations, a bad sign when the undead feel no emotion or fear. Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark. The trees at embark may all be dead, and though they can be harvested, will not regrow. Undead shrubs are useless for gathering, too.
Even the weather is dangerous; clouds of creeping murk can inflict various syndromes on par with those of forgotten beasts, or instantly transform creatures into freakishly powerful thralls. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy thoughts and a desire to wash. A noticeable effect of evil rain is that murky pools will never refill.
Because of the inhospitability of evil regions, even Benign Evil is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.
Distinctive flora & fauna
- Animals: ogre, dark gnome, beak dog, foul blendec, grimeling, harpy, troll, strangler, nightwing, ice wolf, blizzard man, sea monster, manera
- Plants: sliver barb, staring eyeball, wormy tendril
- Trees: glumprong
- Vermin: demon rat, blood gnat, knuckle worm, phantom spider
Savage
- Including Untamed Wilds, Joyous Wilds, and Terrifying
Savage surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the "wildlife" (naturally occurring creatures) found therein. Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions. A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called Terrifying (and is the most dangerous alignment by far, if you couldn't tell by the name).
Distinctive flora & fauna
- Animals: giant eagle, giant cheetah, giant leopard, giant jaguar, giant tiger, giant lion, tigerman, slugman, snailman, leechman, giant desert scorpion, sasquatch, sea serpent
- Plants: whip vine
- Trees: highwood
- Vermin: two-legged rhino lizard, moghopper, fox squirrel, acorn fly
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