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Editing Intelligent undead

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==Powers==
 
==Powers==
Each type of intelligent undead is given a set of 1-5 [[magic]]al powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:
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Each type of intelligent undead is given a set of 1-5 [[magic]] powers, with the possibility of acquiring more if they are raised multiple times by different necromancers. Undead may target themselves with their own powers, which has niche applications. The following powers have been reported:
  
 
*'''Blisters''' – Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.
 
*'''Blisters''' – Causes the target to grow blisters all over their bodies. Does not hamper fighting ability, making it mostly useless in a fight.
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Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull "mangled beyond recognition", providing excellent practice for your medical dwarves.
 
Intelligent undead do not need to eat, drink, or sleep and can function normally despite very severe damage, such as a brain and skull "mangled beyond recognition", providing excellent practice for your medical dwarves.
They do not age, reproduce, or gain or rust physical attributes (but do still gain or rust skills), and count as {{token|NOT_LIVING}}, so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magical powers granted to them when they were raised, makes them very useful assets to your fortress. Lastly, as a consequence of them not aging, any intelligent undead child will remain a child for eternity (even after becoming 18 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])
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They do not age, reproduce, or gain or rust physical attributes (but do still gain or rust skills), and count as {{token|NOT_LIVING}}, so other undead will be neutral to them. They also have many of the immunities undead have, such as {{token|NOEXERT}}, {{token|NOPAIN}}, {{token|NOBREATHE}}, {{token|NOSTUN}}, {{token|NONAUSEA}}, {{token|NO_DIZZINESS}}, {{token|NO_FEVERS}}, {{token|PARALYZEIMMUNE}}, {{token|NOFEAR}}, {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}}, {{token|NO_CONNECTIONS_FOR_MOVEMENT}} and {{token|EXTRAVISION}}. They also cannot bleed to death. This, in addition to the magic powers granted to them when they were raised, makes them very useful assets to your fortress. Lastly, as a consequence of them not aging, any intelligent undead child will remain a child for eternity (even after becoming 18 years old, the in-game trigger will not remove the [[DF2014:Unit_type_token#CHILD|Child token]])
  
 
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHIEVOUS}}.
 
Like all undead, intelligent undead dwarves cannot enter trances anymore, and intelligent undead gremlins are no longer {{token|MISCHIEVOUS}}.

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