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 Ghost

Jump to navigation Jump to search

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

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

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 1: Line 1:
{{Quality|Exceptional}}
+
{{Quality|Exceptional|11:53, 26 January 2015 (UTC)}}
 
{{av}}
 
{{av}}
 
{{minorspoiler}}
 
{{minorspoiler}}
 
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}
 
{{DFtext|Urist McGhost, Ghostly Cheesemaker has risen and is haunting the fortress!|4:1}}
[[File:ghost_v50_preview.png|right]]
 
'''Ghosts''' {{Tile|Ñ|7:1}} are a type of [[night creature]] and the spiritual essence of an intelligent [[creature]]. After the death of an intelligent creature (or a [[dwarf]]) who is a member of your [[civilization]], its soul may come back as a ghost, who will proceed to haunt the place of its death. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. Some even continue to perform their jobs.{{bug|6354}} However, not all ghosts bear their anguish calmly. When a spirit has finally been calmed, the following message appears:<br>
 
{{DFtext|Urist McGhost, Ghostly Cheesemaker has been put to rest.|5:1}}
 
  
[[File:ghost_announcement_icon.png|left]]Ghosts are able to pass through walls, doors, floors, and other impassable tiles. They can open [[hatch]]es (even when [[mechanism|mechanically-linked]]{{bug|8458}}) and unlock any locked [[door]]s that they happen to pass through{{bug|4773}}. Ghosts may block [[building]] construction{{bug|6417}} and [[immigrant]] arrival.{{bug|5568}}
+
After the death of an intelligent [[creature]] (or a [[dwarf]]) who is a member of your [[civilization]], its soul may occasionally come back as a [[night creature]] called a '''ghost''' {{Tile|Ñ|7:1}}. In a dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.
  
Ghosts are generally immune to harm (except for a few [[#Science on Ghosts|bugs]]). They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[slab]]s in memory of the deceased. Ghosts of [[visitor]]s will eventually choose to "leave" the site once their "visit" timer expires.
+
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven atom smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by constructing, engraving and building [[stone]] [[slab]]s in memory of the deceased. This may not work if any remains of the deceased dwarf still linger.
  
Graphically, ghost sprites will appear as transparent individuals with green skin if they are one of the main races. However, any hair they have will remain completely opaque.
 
 
==Paranormal Activity==
 
==Paranormal Activity==
[[File:ghost_elf_anim.gif|thumb|151px|right|Ghostly elf phasing in and out of view.]][[File:ghost_portrait.png|thumb|right|Portrait of a ghostly dwarf.]]Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:
+
 
* ''<ghost> sucks the wind out of <dwarf>''
+
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:
* ''<ghost> raises a high fever in <dwarf>''
+
* <ghost> sucks the wind out of <dwarf>
* ''<ghost> makes <dwarf> convulse and retch''
+
* <ghost> raises a high fever in <dwarf>
* ''<ghost> inflicts excruciating pain upon <dwarf>''
+
* <ghost> makes <dwarf> convulse and retch
* ''<ghost> causes a spell of dizziness in <dwarf>''
+
* <ghost> inflicts excruciating pain upon <dwarf>
* ''<ghost> paralyzes <dwarf>''
+
* <ghost> causes a spell of dizziness in <dwarf>
* ''<ghost> stuns <dwarf>''
+
* <ghost> paralyzes <dwarf>
* ''<ghost> batters <dwarf>''
+
* <ghost> stuns <dwarf>
* ''<dwarf> is throwing a tantrum, possessed by <ghost>''
+
* <ghost> batters <dwarf>
* ''<ghost> is following <dwarf>''
+
* <dwarf> is throwing a tantrum, possessed by <ghost>
* ''<item> has been misplaced. No doubt <ghost> is to blame!''
+
* <ghost> is following <dwarf>
* ''<ghost> is throwing objects around the fortress!''
+
* <item> has been misplaced. No doubt <ghost> is to blame!
* ''<ghost> can be heard howling throughout the fortress!''
+
* <ghost> is throwing objects around the fortress!
 +
* <ghost> can be heard howling throughout the fortress!
  
 
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':
 
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':
Line 36: Line 33:
 
|-
 
|-
 
|Murderous Ghost
 
|Murderous Ghost
|Had a [[Strange_mood#Fell|fell mood]], had low [[Personality_trait#ALTRUISM|ALTRUISM]], or slab/grave was deconstructed
+
|Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed
 
|Murders dwarves.
 
|Murders dwarves.
 
|-
 
|-
 
|Sadistic Ghost
 
|Sadistic Ghost
|Had a [[Strange_mood#Macabre|macabre mood]], or had low [[Personality_trait#ALTRUISM|ALTRUISM]]
+
|Had a macabre mood, or had low ALTRUISM
 
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.
 
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.
 
|-
 
|-
 
|Violent Ghost
 
|Violent Ghost
|Was [[insanity|berserk]], or had high [[Personality_trait#ANGER_PROPENSITY|ANGER_PROPENSITY]]
+
|Was berserk, or had high ANGER_PROPENSITY
 
|Batters dwarves, often but not always removing limbs.
 
|Batters dwarves, often but not always removing limbs.
 
|-
 
|-
 
|Moaning Spirit
 
|Moaning Spirit
|Was [[insanity|melancholic]], or had high [[Personality_trait#DEPRESSION_PROPENSITY|DEPRESSION_PROPENSITY]]
+
|Was melancholy, or had high DEPRESSION_PROPENSITY
 
|Troubles one unfortunate dwarf at a time.
 
|Troubles one unfortunate dwarf at a time.
 
|-
 
|-
 
|Howling Spirit
 
|Howling Spirit
|Was [[insanity|stark raving mad]], or had high [[Personality_trait# STRESS_VULNERABILITY|STRESS_VULNERABILITY]]
+
|Was stark raving mad, or had high STRESS_VULNERABILITY
 
|Makes sleeping difficult.
 
|Makes sleeping difficult.
 
|-
 
|-
 
|Angry Ghost
 
|Angry Ghost
|Was [[Strange_mood#Possessed|possessed]]
+
|Was possessed
|Will possess dwarves, causing them to throw tantrums. May still be capable of battering dwarves.
+
|Will possess dwarves, causing them to throw tantrums.
 +
May still be capable of battering dwarves.
 
|-
 
|-
 
|Energetic Poltergeist
 
|Energetic Poltergeist
|Was in a [[Strange_mood#Fey|fey mood]], or had high [[Personality_trait#ACTIVITY_LEVEL|ACTIVITY_LEVEL]]
+
|Was in a fey mood, or had high ACTIVITY_LEVEL
 
|Topples furniture, such as chairs.
 
|Topples furniture, such as chairs.
 
|-
 
|-
 
|Secretive Poltergeist
 
|Secretive Poltergeist
|Was in a [[Strange_mood#Secretive|secretive mood]], or had high [[Personality_trait#BASHFUL|BASHFUL]]
+
|Was in a secretive mood, or had high BASHFUL
|''Misplaces'' items.
+
|''Misplaces'' Items.
 
|-
 
|-
 
|Troublesome Poltergeist
 
|Troublesome Poltergeist
|Had high [[Personality_trait#IMMODERATION|IMMODERATION]]
+
|Had high IMMODERATION
|''Misplaces'' items, may topple furniture and pull levers.{{Verify|test}}
+
|''Misplaces'' items, may topple furniture and pull levers.<sup>confirm?</sup>
 
|-
 
|-
 
|Restless Haunt
 
|Restless Haunt
|Had [[Personality_trait#GREGARIOUSNESS|
+
|Had GREGARIOUSNESS at least as high as DUTIFULNESS, or never completed any jobs
GREGARIOUSNESS]] at least as high as [[Personality_trait#DUTIFULNESS|DUTIFULNESS]], or never completed any jobs
 
 
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.
 
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.
 
|-
 
|-
Line 81: Line 78:
 
|}
 
|}
  
A "high" trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a "low" trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Because the Murderous Ghost check has higher priority, having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.
+
A "high" trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a "low" trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.
 
 
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will eventually return as a Murderous Ghost.
 
  
{{D for Dwarf}}
+
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will return as a Murderous Ghost.
<!-- Reference: "Phasmophobia" video game -->
 
Dwarven ghosts would likely be classified as Wraiths by modern ghost hunters, as they can travel through walls and they are not known to leave fingerprints, reduce the ambient temperature around them, or write disturbing messages in nearby books.
 
  
 
==Adventurer mode==
 
==Adventurer mode==
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly. Note that creatures with [[Creature token#NOFEAR|NOFEAR]] are immune to this attack.
+
If you revisit your fortress during [[adventurer mode]], the ghosts found previously will still remain. Take care! The ghosts may attempt to 'scare you to death' almost instantly.
  
 
=="Ghostly" Dwarves==
 
=="Ghostly" Dwarves==
Line 96: Line 89:
  
 
== Science on Ghosts ==
 
== Science on Ghosts ==
[[File:ghost_nonsolid.png|thumb|120px|right|A ghost phasing through the ground.]]
 
 
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.
 
*[[Cave-in]]s do not kill ghosts, perhaps because they can walk through walls already.
 
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.
 
*Ghosts can suffer bruises and even organ rupture if struck by a minecart.
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying in such a way that the rest of them is unrecoverable, the toe can be recovered to put its ghost to rest.
+
*Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.
 
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).
 
*Ghosts can open [[door]]s, even forbidden ones (leaving them unlocked).
 
*Ghosts can and will grow up (if they came back as a child) and die of old age.
 
*Ghosts can and will grow up (if they came back as a child) and die of old age.
 
*Ghosts can be frozen in [[water]].
 
*Ghosts can be frozen in [[water]].
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone. The affected dwarf will then kill another dwarf, because they didn't get the materials they needed for the construction.{{bug|4681}}
+
*Ghosts can be murdered by dwarves taken by [[Strange mood|fell moods]] - the ghost's body is used to create the artifact. This is also amusing because when you look at a ghost's wounds with {{k|v}}, all body parts are listed grey, meaning that they are gone.{{verify}}
 
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.
 
*It is possible for a ghost to become the [[outpost liaison]] of a civilization.
 
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]
 
*Ghostly [[Fisherdwarf|fisherdwarves]] will keep fishing in the afterlife, and ghostly [[animal trainer]]s [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]
Line 110: Line 102:
 
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.
 
*Ghosts may disappear suddenly, and if they do, their entry in the Dead/Missing list will disappear as well. When they are put to rest in this state, their entry will reappear.
 
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.
 
*Ghosts will occasionally claim built burial receptacles as tombs for themselves. These tombs must be unassigned before anything can be placed within them.
*Male ghosts are considered [[gelder|geld]]ed.
 
*Ghosts can go [[insane]].
 
*It is possible for a civilised [[intelligent undead]] to turn into a ghost. In order to be ghostified, the creature needs to leave the map. Assigning the undead to a squad and sending it on raids seems to do the trick, as eventually, the intelligent undead's ghost will rise. The risen ghost will not be interactable, but will still be part of the military. This behaviour can be exploited further to resurrect the undead back into its original creature form. Here's how to do it: keep the undead's ghost in a squad, and send this squad on another mission. While the squad is off-map, engrave a memorial slab to the ghost and place it down - when the squad comes back, your undead should now be alive, and its skills will have persisted.
 
*It is possible for ghosts to be captured in a (lead?) cage.
 
  
 
== Playing as a ghost ==
 
== Playing as a ghost ==
 
{{mod}}
 
{{mod}}
Using external utilities like [[DFHack]]'s <code>ghostly</code> command, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in inventory. Other creatures will ignore you, as they can't harm you and you will be unable to attack them, either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever, unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.
+
Using external utilities like [[DFHack]]'s command <code>gui/gm-editor</code>, it is possible to turn your [[adventure mode|adventurer]] into a ghost. When playing as a ghost, you will be able to pass through walls, but only if you have no items in the inventory. Other creatures will ignore you, as they can't harm you, and you will be unable to attack them either. However, you will be capable of harming others if your character can perform a suitable [[interaction token|interaction]], like poison gas, fire breath, or a directly applied [[syndrome]]. Flying as a ghost seems to have some issues, because your ghostly adventurer will become stuck in mid-air forever unless they are a creature that can normally fly. Other aspects of the game seem to work as usual.
  
 
{{Translation
 
{{Translation
Line 128: Line 116:
 
{{Creatures}}
 
{{Creatures}}
 
{{category|Creatures}}
 
{{category|Creatures}}
[[ru:Ghost]]
 

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:

This page is a member of 3 hidden categories: