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.

Difference between revisions of "v0.31:Ghost"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(rv comma)
 
(29 intermediate revisions by 21 users not shown)
Line 1: Line 1:
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{minorspoiler}}
+
{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{av}}{{Buggy}}
 +
{{minorspoiler}}
  
Ghosts are the wandering remnants of intelligent dead creaturesThey have a chance of appearing if corpses are not properly {{L|coffin|buried}} or {{L|memorial|memorialized}}. They haunt their best friends and follow them around on the same tile, and may linger around areas they frequented in life.
+
After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a '''ghost'''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 appear to walk through walls and cannot be harmed by atom-smashing. They can be dismissed by burying the remains or by engraving rock slabs in memory of the deceased.
+
Even babies can become ghosts and there are current<sup>v31.18</sup> reports that ghosts can [http://www.bay12forums.com/smf/index.php?topic=75255.0 grow up] and even [http://www.bay12forums.com/smf/index.php?topic=75255.15 die of old age].
  
 +
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 building engraving rock [[slab|slabs]] in memory of the deceased.
  
{| width="75%" align="center"
+
==Paranormal Activity==
|+Types of Ghosts
+
 
! scope="col" width="20%" | Type
+
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:
! scope="col" width="30%" | Cause
+
* ''<ghost> sucks the wind out of <dwarf>''
! scope="col" width="50%" | Effect
+
* ''<ghost> raises a high fever in <dwarf>''
 +
* ''<ghost> makes <dwarf> convulse and retch''
 +
* ''<ghost> inflicts excruciating pain upon <dwarf>''
 +
* ''<ghost> causes a spell of dizziness in <dwarf>''
 +
* ''<ghost> paralyzes <dwarf>''
 +
* ''<ghost> stuns <dwarf>''
 +
* ''<ghost> batters <dwarf>''
 +
* ''<dwarf> is throwing a tantrum, possessed by <ghost>''
 +
* ''<ghost> has risen and is haunting the fortress!''
 +
* ''<ghost> is following <dwarf>''
 +
* ''<item> has been misplaced. No doubt <ghost> is to blame!''
 +
* ''<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'':
 +
 
 +
{| class="wikitable" width="70%" align="center"
 +
! scope="col" align="left" width="17%" | Type
 +
! scope="col" align="left" width="17%" | Cause
 +
! scope="col" align="left" width="66%" | Effect
 
|-
 
|-
 
|Murderous Ghost
 
|Murderous Ghost
|Berserk
+
|Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed
|<s>Gives Free Beer to</s> Murders Dwarves.
+
|Murders dwarves.
 
|-
 
|-
 
|Sadistic Ghost
 
|Sadistic Ghost
|Berserk
+
|Had a macabre mood, or had low ALTRUISM
|Batters Dwarves.
+
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.
 
|-
 
|-
 
|Violent Ghost
 
|Violent Ghost
|Berserk
+
|Was berserk, or had high ANGER
|Batters Dwarves.
+
|Batters dwarves, often but not always removing limbs.
|-
 
|Angry Ghost
 
|Berserk
 
|Batters Dwarves.
 
 
|-
 
|-
 
|Moaning Spirit
 
|Moaning Spirit
|???
+
|Was melancholy, or had high DEPRESSION
 
|Troubles one unfortunate dwarf at a time.
 
|Troubles one unfortunate dwarf at a time.
 
|-
 
|-
 
|Howling Spirit
 
|Howling Spirit
|???
+
|Was stark raving mad, or had high VULNERABILITY
 
|Makes sleeping difficult.
 
|Makes sleeping difficult.
 
|-
 
|-
|Secretive Poltergeist
+
|Angry Ghost
|???
+
|Was possessed
|''Misplaces'' Items.
+
|Batters dwarves.
 
|-
 
|-
 
|Energetic Poltergeist
 
|Energetic Poltergeist
|???
+
|Was in a fey mood, or had high ACTIVITY_LEVEL
 
|Topples furniture, such as chairs.
 
|Topples furniture, such as chairs.
 +
|-
 +
|Secretive Poltergeist
 +
|Was in a secretive mood, or had high SELF_CONSCIOUSNESS
 +
|''Misplaces'' Items.
 
|-
 
|-
 
|Troublesome Poltergeist
 
|Troublesome Poltergeist
|???
+
|Had high IMMODERATION
|???
+
|''Misplaces'' items, may topple furniture and pull levers.<sup>confirm?</sup>
 
|-
 
|-
 
|Restless Haunt
 
|Restless Haunt
|Troubled life history.
+
|Had GREGARIOUSNESS at least as high as 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.
 
|-
 
|-
 
|Forlorn Haunt
 
|Forlorn Haunt
|???
+
|Did not satisfy any of the above checks
 
|Drifts around place of death and frequented locations.
 
|Drifts around place of death and frequented locations.
 
|}
 
|}
 +
 +
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 return as a Murderous Ghost.
 +
 +
== Science on Ghosts ==
 +
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.
 +
 +
Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest. Alternatively, if the body is unavailable for burial (due to danger ETC), a slab (mason workshop) may be carved into a memorial (crafts workshop) and built to put the spirit to rest.  Burial in a coffin is generally a much less time consuming process due to the fewer number of steps and the fact that it potentially removes a body from somewhere unwanted in or around your fortress.
 +
 +
== Bugs ==
 +
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}
 +
[[ru:DF2010:Ghost]]

Latest revision as of 20:17, 22 April 2019

This article is about an older version of DF.
Dwarf head pixel.png  This article or section contains minor spoilers. You may want to avoid reading it.

After the death of an intelligent creature or a dwarf, its soul may occasionally come back as a ghost. In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly buried or 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.

Even babies can become ghosts and there are currentv31.18 reports that ghosts can grow up and even die of old age.

Ghosts are able to pass through walls and cannot be harmed by atom-smashing. They can be targeted in the Squad kill screen (s,k) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock slabs in memory of the deceased.

Paranormal Activity[edit]

Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:

  • <ghost> sucks the wind out of <dwarf>
  • <ghost> raises a high fever in <dwarf>
  • <ghost> makes <dwarf> convulse and retch
  • <ghost> inflicts excruciating pain upon <dwarf>
  • <ghost> causes a spell of dizziness in <dwarf>
  • <ghost> paralyzes <dwarf>
  • <ghost> stuns <dwarf>
  • <ghost> batters <dwarf>
  • <dwarf> is throwing a tantrum, possessed by <ghost>
  • <ghost> has risen and is haunting the fortress!
  • <ghost> is following <dwarf>
  • <item> has been misplaced. No doubt <ghost> is to blame!
  • <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 traits using the following table, in order:

Type Cause Effect
Murderous Ghost Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed Murders dwarves.
Sadistic Ghost Had a macabre mood, or had low ALTRUISM Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.
Violent Ghost Was berserk, or had high ANGER Batters dwarves, often but not always removing limbs.
Moaning Spirit Was melancholy, or had high DEPRESSION Troubles one unfortunate dwarf at a time.
Howling Spirit Was stark raving mad, or had high VULNERABILITY Makes sleeping difficult.
Angry Ghost Was possessed Batters dwarves.
Energetic Poltergeist Was in a fey mood, or had high ACTIVITY_LEVEL Topples furniture, such as chairs.
Secretive Poltergeist Was in a secretive mood, or had high SELF_CONSCIOUSNESS Misplaces Items.
Troublesome Poltergeist Had high IMMODERATION Misplaces items, may topple furniture and pull levers.confirm?
Restless Haunt Had GREGARIOUSNESS at least as high as DUTIFULNESS, or never completed any jobs Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.
Forlorn Haunt Did not satisfy any of the above checks Drifts around place of death and frequented locations.

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 return as a Murderous Ghost.

Science on Ghosts[edit]

Cave-ins do not kill ghosts, perhaps because they can walk through walls already.

Ghosts are put to rest when any part of their body is put in a burial receptacle. For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest. Alternatively, if the body is unavailable for burial (due to danger ETC), a slab (mason workshop) may be carved into a memorial (crafts workshop) and built to put the spirit to rest. Burial in a coffin is generally a much less time consuming process due to the fewer number of steps and the fact that it potentially removes a body from somewhere unwanted in or around your fortress.

Bugs[edit]

Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. Bug:3708