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Difference between revisions of "40d:Werewolf"
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− | This predatory creature usually appears in single units. Cold areas seem to help these [[creatures]] out of their lairs. They are extremely aggressive, and will home in on your fortress and run down one of your lone [[herbalist]]s or [[woodcutter]]s. A decently skilled [[wrestler]], or 2-3 unskilled recruits, can tear the clueless werewolf to pieces. However, they can regenerate even yellow wounds very fast, so you better kill them in one go. | + | This predatory creature usually appears in single units. Cold areas seem to help these [[creatures]] out of their lairs. They are extremely aggressive, and will home in on your fortress and run down one of your lone [[herbalist]]s or [[woodcutter]]s. A decently skilled [[wrestler]], or 2-3 unskilled recruits, can tear the clueless werewolf to pieces. However, they can regenerate even yellow wounds very fast, so you better kill them in one go. Any dwarf who has come in contact with a werewolf must hang a single kobold bulb around his or her neck for an entire season or else risk becoming a werewolf themselves. |
{{Game_Data|[CREATURE:WEREWOLF] | {{Game_Data|[CREATURE:WEREWOLF] |
Revision as of 21:19, 12 April 2008
This predatory creature usually appears in single units. Cold areas seem to help these creatures out of their lairs. They are extremely aggressive, and will home in on your fortress and run down one of your lone herbalists or woodcutters. A decently skilled wrestler, or 2-3 unskilled recruits, can tear the clueless werewolf to pieces. However, they can regenerate even yellow wounds very fast, so you better kill them in one go. Any dwarf who has come in contact with a werewolf must hang a single kobold bulb around his or her neck for an entire season or else risk becoming a werewolf themselves.