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Editing Immortality
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+ | '''Immortality''' in ''Dwarf Fortress'' refers to any [[creature]] that will not die as the result of old age. Immortality can be inherent to a species, or acquired via a variety of different methods. Note that immortal creatures ''can'' still be killed by traditional methods. | ||
== Inherent immortality == | == Inherent immortality == | ||
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All of these creatures lack the <nowiki>[MAXAGE:#:#]</nowiki> tag in their species file, granting them their immortality. | All of these creatures lack the <nowiki>[MAXAGE:#:#]</nowiki> tag in their species file, granting them their immortality. | ||
− | Creatures that are inherently immortal will ''not'' | + | Creatures that are inherently immortal will ''not'' seek the secrets of life and death, as they, somewhat obviously, have no mortality to become obsessed with. For this reason, there are generally far fewer elven and goblin [[necromancer]]s than human and dwarven ones. |
== Acquired immortality == | == Acquired immortality == | ||
− | ''Dwarf Fortress'' has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can | + | ''Dwarf Fortress'' has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature. These are: |
* Becoming [[undead]], via mist. This is slightly different from other methods, and includes a non-optional hostility to all things living | * Becoming [[undead]], via mist. This is slightly different from other methods, and includes a non-optional hostility to all things living | ||
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Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses. Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation. Infecting a permanently crippled dwarf may be similarly beneficial. As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset. | Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses. Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation. Infecting a permanently crippled dwarf may be similarly beneficial. As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset. | ||
− | Currently, undead are not a practical choice due to their unending hatred of the living | + | Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress. |
== Adventurer mode == | == Adventurer mode == | ||
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You can also use this method to see when it is likely the creature will die of old age even if you don't intend to change the values. | You can also use this method to see when it is likely the creature will die of old age even if you don't intend to change the values. | ||
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== Notes == | == Notes == |