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Difference between revisions of "40d:Undead"
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All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]]. The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead. | All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]]. The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead. | ||
− | Undead are highly aggressive and will attack and chase any living creature that approaches them. Zombie animals move slowly, so [[dwarves]] can usually escape them. | + | Undead are highly aggressive and will attack and chase any living creature that approaches them. Zombie animals move slowly, so [[dwarves]] can usually escape them. However skeletal animals are fast and strong, making them very dangerous. Undead creatures do not need to breathe, and all can swim in water and walk on land, including normally aquatic creatures such as whales. |
Zombies start with a brown [[wound]] to all of their organs, skeletons start with grey (missing) wound status on all their organs. Both types appear to be immune to critical hits against organs, although they can still be dismembered. | Zombies start with a brown [[wound]] to all of their organs, skeletons start with grey (missing) wound status on all their organs. Both types appear to be immune to critical hits against organs, although they can still be dismembered. | ||
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Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants. | Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants. | ||
− | Beware undead giant eagles, as bolts have little effect upon them, and dwarves have trouble attacking them in | + | Beware undead giant eagles, as bolts have little effect upon them, and dwarves have trouble attacking them in melee. |
{{Creatures}} | {{Creatures}} |
Revision as of 18:44, 9 August 2008
All animals can be encountered in skeletal or zombie varieties when visiting a haunted, sinister or terrifying biome. The type of undead animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both megabeasts and semi-megabeasts can be also be undead.
Undead are highly aggressive and will attack and chase any living creature that approaches them. Zombie animals move slowly, so dwarves can usually escape them. However skeletal animals are fast and strong, making them very dangerous. Undead creatures do not need to breathe, and all can swim in water and walk on land, including normally aquatic creatures such as whales.
Zombies start with a brown wound to all of their organs, skeletons start with grey (missing) wound status on all their organs. Both types appear to be immune to critical hits against organs, although they can still be dismembered.
When defeated, a zombie leaves a rotten corpse which should be disposed of to avoid miasma. It will eventually rot completely to leave a pile of bones. Skeletal creatures leave a skull and bones, which can be used immediately by a bone carver.
Undead trees show on the map as
, but an undead
will still mature into a full grown tree. After cutting down, the logs are indistinguishable from those cut from a living tree.
Undead shrubs and grass are useless, though these tainted lands contain a mix of living and dead plants.
Beware undead giant eagles, as bolts have little effect upon them, and dwarves have trouble attacking them in melee.