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Difference between revisions of "Experiment"

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Unlike other night creatures, experiments are represented by regular alphabet letters, upper or lower case indicating size. Intelligent successful experiments are colored red, while failed creations and any others (quadrupeds, amalgamations etc.) are colored green. The name of the experimenter will always be included in their description, crediting them for their creation and telling the date they were created, even if you play as an adventurer experiment.
 
Unlike other night creatures, experiments are represented by regular alphabet letters, upper or lower case indicating size. Intelligent successful experiments are colored red, while failed creations and any others (quadrupeds, amalgamations etc.) are colored green. The name of the experimenter will always be included in their description, crediting them for their creation and telling the date they were created, even if you play as an adventurer experiment.
  
Their names seem to be based on the creator, the place they were created, a diety (likely one associated with death or deformity), or just a generic menacing-sounding name. Examples are "Obler's Hand", "Severesuppers's Eye", "Demon of Night", "Xakedkicu's Mistake", etc. Nouns of (sapient) experiments are Demon, Eye, Fist, Hand, Soldier, and Warrior.
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Their names seem to be based on the creator, the place they were created, a deity (likely one associated with death or deformity), or just a generic menacing-sounding name. Examples are "Obler's Hand", "Severesuppers's Eye", "Demon of Night", "Xakedkicu's Mistake", etc. Nouns of sapient experiments are Demon, Eye, Fist, Hand, Soldier, and Warrior.
  
 
Dwarves will never have a [[preference]] for experiments, as they possess no {{token|PREFSTRING}}. They have an unused [[pet]] value of 2,000.
 
Dwarves will never have a [[preference]] for experiments, as they possess no {{token|PREFSTRING}}. They have an unused [[pet]] value of 2,000.
  
 
Experiments may, rarely, wear items like rings.  
 
Experiments may, rarely, wear items like rings.  
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(Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in one case), to being capable of paralyzing you immediately, with only a wave of their hands. DO NOT PLAY POCKET WORLDS WITH MAX SAVAGERY!)
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{{D for Dwarf}}
 
{{D for Dwarf}}
 
Amalgamations are known to be attracted by the smell of [[potato]] chips.
 
Amalgamations are known to be attracted by the smell of [[potato]] chips.
  
Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in my case), to them being capable of paralyzing you immediately, with only a wave of their hands. DO NOT PLAY POCKET WITH MAX SAVAGERY!
 
  
 
{| {{listboxformat|class=gamedata}}
 
{| {{listboxformat|class=gamedata}}

Revision as of 17:36, 23 July 2021

This article is about the current version of DF.
Note that some content may still need to be updated.

Experiments A-Z are procedurally-generated night creatures, "created" by necromancers or certain goblin leaders who experiment on captured citizens and livestock.

Characteristics

A flesh construct, a common experimental creature in the realm of fantasy.

Experiments are not born as such, but are created (turned, per se) by the experimenter. There are failed and successful experiments, with the latter coming in many forms, depending on the source material. Every experimenter may create up to four "species" of experiment: one (sapient) humanoid, one small quadruped+, one large quadruped+, and one giant amalgamation. The giant amalgamation is created from multiple creatures, instead of just one, and is, as its name suggests, very large. Failed experiments, meanwhile, often come in the form of blobs, worms, snakes and worms, or armless bipeds with or without wings. The species, or even general shape of the experiment (save for the humanoid ones) is usually not preserved between experimentation (for example: horrible experiments on sheep may result in maggot-shaped creatures).

Experiments sometimes escape into the wild, and intelligent ones can rejoin civilization - in the latter case, they may become playable race options in adventurer mode. In fact, you can un-retire an adventurer who died and was subsequently revived as a necromancer experiment, and their relationships will be preserved.

Despite their various forms, all experiments possess certain uniform traits, being fanciful creatures who do not require any form of sustenance, sport an immunity to pain, exertion, stunning, nausea, fevers or dizziness, and can survive both on land and underwater. Experiments can also be building destroyers, unaffected by traps, see everything, and may even be generated with the ability to secrete extracts which can inflict night sickness.

Their size varies depending on the type of experiment, with the smaller ones being comparable to a dwarf or human, larger quadrupeds being around the size of a horse or yak, and amalgamations being almost as large as a giant. All experiments appear to be associated with the spheres of deformity and night.

Unlike other night creatures, experiments are represented by regular alphabet letters, upper or lower case indicating size. Intelligent successful experiments are colored red, while failed creations and any others (quadrupeds, amalgamations etc.) are colored green. The name of the experimenter will always be included in their description, crediting them for their creation and telling the date they were created, even if you play as an adventurer experiment.

Their names seem to be based on the creator, the place they were created, a deity (likely one associated with death or deformity), or just a generic menacing-sounding name. Examples are "Obler's Hand", "Severesuppers's Eye", "Demon of Night", "Xakedkicu's Mistake", etc. Nouns of sapient experiments are Demon, Eye, Fist, Hand, Soldier, and Warrior.

Dwarves will never have a preference for experiments, as they possess no [PREFSTRING]. They have an unused pet value of 2,000.

Experiments may, rarely, wear items like rings.

(Completely overpowered when starting a new game - can range from invisible and untargetable (with armor piercing in one case), to being capable of paralyzing you immediately, with only a wave of their hands. DO NOT PLAY POCKET WORLDS WITH MAX SAVAGERY!)


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Amalgamations are known to be attracted by the smell of potato chips.