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'''Forgotten Beasts''' are large, monstrous, procedurally generated creatures that spawn in the [[caverns]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your dwarves. They are the subterranean equivalent of [[titan]]s.  
 
'''Forgotten Beasts''' are large, monstrous, procedurally generated creatures that spawn in the [[caverns]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your dwarves. They are the subterranean equivalent of [[titan]]s.  
  
Forgotten beasts are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim or unretire a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.
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Forgotten beasts are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.
  
 
== Generation ==
 
== Generation ==
{{random image|location=right|size=300px}}
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[[File:Forgotten beast 1.jpg|thumb|right|"Aril was a forgotten beast. It was the only one of its kind. A towering skinless cobra. It has wings and it has a gaunt appearance. Beware its poisonous bite. Aril was associated with water, jealousy, and caverns." ([http://www.bay12forums.com/smf/index.php?topic=76346.msg1937497#msg1937497 post]).]]
  
Forgotten beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Multiple forgotten beasts may come to attack your fortress, each coming at different times.  Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours.  However, a Forgotten Beast can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from anything between venomous stings, poisoned blood, explosive dust clouds, to flame breath.
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Forgotten Beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Forms range from gigantic skinless cobras, to shelled blobs, to humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. After tossing in some limbs and extra bits for variety, they then get a special attack; including anything and everything between venomous stings, poisoned blood, powerful dust clouds and flame breath.
  
 
If a forgotten beast has a venomous attack of some sort, it is randomly generated as are the resulting [[symptoms]]. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem.  Some beasts breathe fire or shoot [[web]] in lieu of any syndrome-bearing attacks.  Web-shooters are immune to the effects of webs they, or any other creature, create and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.
 
If a forgotten beast has a venomous attack of some sort, it is randomly generated as are the resulting [[symptoms]]. The beast's [[Syndrome#Breath_attacks|breath attack]] is also randomly generated, if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually infecting your entire fort. Decontaminating your soldiers in shallow running water is one way to deal with this problem.  Some beasts breathe fire or shoot [[web]] in lieu of any syndrome-bearing attacks.  Web-shooters are immune to the effects of webs they, or any other creature, create and will shoot web even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.
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== Death and application ==
 
== Death and application ==
{{random image|location=right|size=300px}}
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[[File:Shedim.png|thumb|300px|right|Shedim the forgotten beast.]]
 
If you need to kill a Forgotten Beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most "fleshy" forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1.  
 
If you need to kill a Forgotten Beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most "fleshy" forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1.  
  
Some Forgotten Beasts whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Other Forgotten Beasts are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can used installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.
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Some Forgotten Beasts whose bodies are made of liquid, gas or fire will die or lose limbs on the first hit. Other Forgotten Beasts are extremely difficult to kill due to some body compositions, such as being made of very hard materials. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s you can used installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.
  
 
One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).
 
One method of defeating nearly combat-invulnerable Forgotten Beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).
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== Forgotten Beast Threat Analysis==
 
== Forgotten Beast Threat Analysis==
'''If you do not want your [[fun]] spoiled, do not look below!'''
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'''If you do not want your [[fun]] spoiled, do not look below !'''
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{{clear|both}}
 
  
  
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'''Material Composition'''
 
'''Material Composition'''
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile. Unless paired with a dangerous attack method, these should not be a threat at all.
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*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'' : Incredibly fragile. Unless paired with a dangerous attack method, these should not be a threat at all.
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or 2 or a ceiling on top of it should kill it as it will die as easily as any other gas beast. Upon death, beasts made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!
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*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or 2 or a ceiling on top of it should kill it as it will die as easily as any other gas beast.
 
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast.
 
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast.
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons.  Beasts may be made of native copper or silver ore; see below for those.
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*''Rock or Mineral'': Tough, but nowhere near unbeatable. Metallic weapons should do the trick.  
 
*''Glass or Gem'': Dangerous. You may want to eschew melee combat, unless you've got sufficiently good weapons and dwarves.
 
*''Glass or Gem'': Dangerous. You may want to eschew melee combat, unless you've got sufficiently good weapons and dwarves.
*''Non-weapon grade metal'': Similar to rock forgotten beasts. Most weapons-grade metal can damage it.
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*''Non-weapon grade metal'': Not so hot for an inorganic FB. Shouldn't be much of a threat.
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable.  Don't expect an easy fight by any means, however.
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*''Copper/Silver'': Eh, it should be beatable if you've got a halfway decent military and weapons.
 
*''Bronze'': If you have encountered a bronze colossus before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.
 
*''Bronze'': If you have encountered a bronze colossus before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.
 
*''Iron'': It's quite possibly more dangerous than a bronze colossus, so be on your guard. Do not send anything against it that has less than steel weapons. Magma does nothing against these.
 
*''Iron'': It's quite possibly more dangerous than a bronze colossus, so be on your guard. Do not send anything against it that has less than steel weapons. Magma does nothing against these.
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'''Body Shape'''
 
'''Body Shape'''
 
*''Quadruped, Humanoid'': about the average for FB's. Try and use cutting weapons to cripple them.
 
*''Quadruped, Humanoid'': about the average for FB's. Try and use cutting weapons to cripple them.
*''Insect, Spider'': Obnoxious because of the large amounts of redundant limbs. Spiders will be guaranteed to have a webbing attack and should thus be treated with extreme care.
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*''Insect, Spider'' : Obnoxious because of the large amounts of redundant limbs.
*''Blob'': The worst body shape to fight. Has only a blunt push attack, which at a FB's size is deadly. Cannot be defeated by the usually instant-kill decapitation or bisection, as they lack any body parts. Most blobs made of stone and metal will make your life miserable, for outside of cave-ins and obsidianising traps, they are truly immortal. Fleshy blobs can only be killed via blood loss. Blobs composed of non-solids or fire will simply fall apart on the first hit.
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*''Blob'' : Possibly the worst body shape to fight. Has only a blunt push attack, which at a FB's size is deadly. Cannot be defeated by any instant kill blow (such as decapitation/bisection). Most blobs made of stone and metal will make your life miserable. Fleshy blobs can only be killed via blood loss. Blobs composed of any of the top two types of materials in the list above, will simply fall apart on the first hit.
  
 
'''Movement'''
 
'''Movement'''
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'''Special attack'''
 
'''Special attack'''
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[Syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fire balls for a beast composed of fire, or webs for a spider-based beast.
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*''None'': Consider yourself lucky. But beware, some beasts have passive abilities in addition to this, like fire balls for a beast composed of fire, or webs for a spider-based beast.
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the FB as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is [[cage]]d.
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*''Noxious Secretions'': every single part of the creature's body is covered in extract. If any of your dwarves touch this extract, they will receive the syndrome effects. Usually not a threat since dwarves are often well clothed, your military even more so.
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn. Not dangerous.
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*''Hunger for warm blood'': when the creature stabs the opponent, some blood will be drawn. Not dangerous.
*''Poisonous bite or sting'': Not dangerous by FB standards.  
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*''Poisonous bite/sting'': Not dangerous by FB standards.  
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.
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*''Solid glob spit/Liquid blob spit'' : Generally not dangerous, unless you forgot shields and shield use on your military for some reason.
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, fun is always where fire is—a burst of flame is quite likely to start a cavern wildfire.
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*''Fire breath'': Nonthreatening if you have shields and decent shield skill. Can start cavern fires, so be careful.
*''Toxic blood, vapor, or gas'': Threat depends of the syndrome's effects. Can be harmless or kill your entire military. You may want to sacrifice something for seeing what the FB's extract does.
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*''Toxic blood/toxic vapor breath/toxic gas breath'': Threat depends of the syndrome's effects. Can be harmless or kill your entire military. You may want to sacrifice something for seeing what the FB's extract does.
*''Webs'': Webs are incredibly deadly in melee, but do not help much in range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.
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*''Web spitter'': Webs are incredibly deadly in melee, but do not help much in range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.
*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more [[fun]]. If the material of the FB of is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust.  However if it is made of stronger material, it will be immune to this effect. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.
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*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust, plus syndromes. It can be used against the beast if the material the FB is made of is weak (like flesh) and/or it has articulations or organs to be damaged, considering it will use the deadly dust and harm itself, however if it is strong enough it will be immune to his own deadly dust. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.
  
 
==Applications==
 
==Applications==
Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are neutral toward each other, but will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless.  
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Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: building [[cage trap]]s on existing webbed tiles or having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are neutral toward each other, but will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless.  
  
 
===Silk farm===
 
===Silk farm===
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===Weapon coating===
 
===Weapon coating===
  
[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely deadly'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with functioning organs, at least - through the infliction of superficial wounds. If you can prevent your dwarves from infecting themselves, that is.
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[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly-poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely deadly'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with a functioning organism at least - by inflicting them the most superficial wounds. If you can prevent them from one-shotting themselves, that is.
  
 
==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==
 
==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==
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The Pen-Factor of Armok, the Toady one, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the <Machine Beast Framework>, and to please our God, to let him revel in the glory that is the knowing of himself, he created forced the existence of the beasts...
 
The Pen-Factor of Armok, the Toady one, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the <Machine Beast Framework>, and to please our God, to let him revel in the glory that is the knowing of himself, he created forced the existence of the beasts...
  
 
==Art==
 
View a [[Forgotten beast/gallery|gallery]] of artwork from the [http://www.bay12forums.com/smf/index.php?topic=76346.msg1936555#msg1936555 forums].
 
 
{{random image|location=left|size=600px}}
 
  
 
{{Category|Megabeasts}}
 
{{Category|Megabeasts}}

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