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[[Werebeasts]] are a notable exception: although nominally a night creature, they do not count as undead. Werebeasts are hostile toward each other (and everyone else) except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone).  
 
[[Werebeasts]] are a notable exception: although nominally a night creature, they do not count as undead. Werebeasts are hostile toward each other (and everyone else) except if they belong to the same were-species (except baby werebeasts, which are generally neutral with everyone).  
  
[[Intelligent undead]] are creatures raised by necromancers to serve as their lieutenants. They retain their soul and aren't opposed to life but their loyalty will shift to that of the necromancer in worldgen. In fortress mode, intelligent undead raised by necromancers from your civilization are considered citizens if they were citizens when they died, and may be hostile (or just 'friendly' and mill around doing nothing) if they were invaders when they died. Intelligent undead raised by your adventurer will retain their loyalty links, so if you're the one that slew them in the first place, they will remember it and attack you on sight. A workaround is to destroy their soul by first raising them as regular undead, slay them, then raise them as intelligent undead - their soul will be a blank slate with no preexisting conflicting loyalties.  
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[[Intelligent undead]] are creatures raised by necromancers to serve as their lieutenants. They retain their soul and aren't opposed to life but their loyalty will shift to that of the necromancer in worldgen. In fortress mode, intelligent undead raised by necromancers from your civilization are considered citizens if they were citizens when they died, and may be hostile (or just 'friendly' and mill around doing nothing) if they were invaders when they died. Intelligent undead raised by your adventurer will retain their loyalty links, so if you're the one that slew them in the first place, they will remember it and attack you on sight. A workaround is to destroy their soul by first raising them as regular undead, slay them, then raise them as intelligent undead. Their soul will be a blank slate with no preexisting conflicting loyalties.  
  
In adventure mode, should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. Generally speaking, there seems to be a worldwide solidarity among night creatures, and if your parent entity does not have beef with any of them, becoming a night creature will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.
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In adventure mode, should you learn the secrets of life and death or become a night creature yourself, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters. Undead you raise will follow you as if they were companions; however, they will '''all''' turn neutral if you purposely attack one of them. Generally speaking, there seems to be a worldwide solidarity among night creatures, and if your parent entity does not have beef with any of them, becoming a night creature will allow you to just chat with various necromancers or [[mummy|mummies]], take quests from them, and take them as companions.  
  
 
==Levels of conflict==
 
==Levels of conflict==

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