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 Masterwork:Armoks ward

Jump to navigation Jump to search

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


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|Fine|00:05, 3 September 2013 (UTC)}}
+
{{Quality|Tattered|21:55, 17 June 2013 (UTC)}}
 
{{Creaturelookup/0}}
 
{{Creaturelookup/0}}
 
{{av}}
 
{{av}}
 
{{creaturedesc}}
 
{{creaturedesc}}
  
==Obtaining==
+
An Armok's Ward is a creature that can be purchased at Embark, or when the Dwarven Caravan arrives. You may also create one for yourself at a Temple of Armok with a bar of Orichalcum and a dwarf with the Praying Labor enabled. You will also need a Changeling or Sprite to transform into the Ward as well.
An Armok's Ward is a creature that can be purchased at Embark for 51 points, or when the Dwarven Caravan arrives for a base value of 100. You may also create one for yourself at a [[Temple of Armok]] with a bar of [[Orichalcum]] and a dwarf with the [[Praying]] Labor enabled. You will also need a [[Changeling]] or [[Sprite]] to transform into the Ward as well.
 
  
==Function==
 
 
It's purpose is to identify certain threats to your fortress that could be lurking among your population, such as the Cult Leader, Vampires, Werewolves, Necromancers, and others.
 
It's purpose is to identify certain threats to your fortress that could be lurking among your population, such as the Cult Leader, Vampires, Werewolves, Necromancers, and others.
  
==Useful Tips==
 
 
An Armok's Ward itself is immobile, so to move it you will need to create a pasture and assign it to the pasture, then wait for one of your Dwarves to move it.
 
An Armok's Ward itself is immobile, so to move it you will need to create a pasture and assign it to the pasture, then wait for one of your Dwarves to move it.
  
 
Be careful when scanning your population, however, as an unprepared player can quickly lose a Fort to one of these hidden threats should one be detected. Station your militia nearby so they can respond quickly if necessary.
 
Be careful when scanning your population, however, as an unprepared player can quickly lose a Fort to one of these hidden threats should one be detected. Station your militia nearby so they can respond quickly if necessary.
  
 +
{{stub}}
 
{{gamedata}}
 
{{gamedata}}
 
{{Creatures}}
 
{{Creatures}}

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: