v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing 40d:Spirit of fire

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 7: Line 7:
 
'''Spirits of Fire''' are one of the possible [[creatures]] that will attack your [[Dwarf|dwarves]] if you discover [[glowing pits]] in Fortress Mode. Owing to their association with the [[sphere]] of Fire, the upper levels of the glowing pit will contain small pools of [[magma]] and be littered with bars of [[ash]] and [[charcoal]].
 
'''Spirits of Fire''' are one of the possible [[creatures]] that will attack your [[Dwarf|dwarves]] if you discover [[glowing pits]] in Fortress Mode. Owing to their association with the [[sphere]] of Fire, the upper levels of the glowing pit will contain small pools of [[magma]] and be littered with bars of [[ash]] and [[charcoal]].
  
These creatures are the greatest of the three lesser [[demon]]s. They will burn or boil everything that they come in contact with except [[adamantine]], and throw giant fireballs at dwarves. Spirits of fire cannot feel pain or bleed to death, and, like all demons, they are immune to [[trap]]s. Their one weakness is that their limbs sever instead of breaking. Spirits of Fire are immune to fire, so [[magma]] traps won't save your fortress. Drowning chambers are completely ineffective, due to the spirits' innate heat boiling water away from several tiles away, but [[moat]]s remain effective despite the spirits' ability to fly, due to pathfinding quirks.  When they die, they leave a pile of [[ash]] behind that can be used to make [[lye]] or [[potash]].
+
These creatures are the greatest of the three lesser [[demon]]s. They will burn or boil everything that they come in contact with except [[adamantine]], and throw giant fireballs at dwarves. Spirits of fire cannot feel pain or bleed to death, and, like all demons, they are immune to [[trap]]s. Their one weakness is that their limbs sever instead of breaking. Spirits of Fire are immune to fire, so [[magma]] traps won't save your Fortress. Drowning chambers are completely ineffective due to the spirits' innate heat boiling water away from several tiles away. [[Moat]]s remain effective despite the spirits' ability to fly due to pathfinding quirks.  When they die, they leave a pile of [[ash]] behind that can be used to make [[lye]] or [[potash]].
  
 
Spirits will rapidly move toward any dwarf they can reach, and chances are that the dwarf that opens a glowing pit will never live to wall it back up again.  (Unless you've sought it on purpose knowing what to expect, the odds are, ''none'' of your dwarves...)  A partially completed wall will be destroyed with the message "Wall toppled by Spirit of Fire", but this is a misdirection - a completed wall, [[fortification]] or other [[construction]] is the ''only'' thing that can stop the Spirits from spreading out and rapidly destroying the fortress.  So surviving with the Spirits involves first avoiding the lowermost levels until adamantine is spotted, then carefully locating the veins and tracing their pattern to its center to locate the chamber, then using a disposable dwarf to wall himself up and dig down into the chamber.  Note that a downward stairway is an open invitation to entry for any Spirit in any ''adjacent'' square, even if there is solid rock beneath the downward stairway.  After the first dwarf is dead, the battle can begin in earnest by using some "picador" to breach the chamber from a large chamber you've prepared lined with fortifications and archers and partially filled with water (about 2/7) with an up-ramp to a place with a diagonal passage so that a wall can be built without ambiguity about which side the dwarf will be left standing on.  You can choose either a picador skilled in mining and masonry to have some versatility and possibly survive one round of attack while the archers open fire, or else use one you won't miss.  The Spirits rarely (if ever) manage to get an attack through a row of fortifications no matter how close they are to them, and once revealed they make easy prey for archers.
 
Spirits will rapidly move toward any dwarf they can reach, and chances are that the dwarf that opens a glowing pit will never live to wall it back up again.  (Unless you've sought it on purpose knowing what to expect, the odds are, ''none'' of your dwarves...)  A partially completed wall will be destroyed with the message "Wall toppled by Spirit of Fire", but this is a misdirection - a completed wall, [[fortification]] or other [[construction]] is the ''only'' thing that can stop the Spirits from spreading out and rapidly destroying the fortress.  So surviving with the Spirits involves first avoiding the lowermost levels until adamantine is spotted, then carefully locating the veins and tracing their pattern to its center to locate the chamber, then using a disposable dwarf to wall himself up and dig down into the chamber.  Note that a downward stairway is an open invitation to entry for any Spirit in any ''adjacent'' square, even if there is solid rock beneath the downward stairway.  After the first dwarf is dead, the battle can begin in earnest by using some "picador" to breach the chamber from a large chamber you've prepared lined with fortifications and archers and partially filled with water (about 2/7) with an up-ramp to a place with a diagonal passage so that a wall can be built without ambiguity about which side the dwarf will be left standing on.  You can choose either a picador skilled in mining and masonry to have some versatility and possibly survive one round of attack while the archers open fire, or else use one you won't miss.  The Spirits rarely (if ever) manage to get an attack through a row of fortifications no matter how close they are to them, and once revealed they make easy prey for archers.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: