![]() Undead can only be killed in combat by beheading, bisection, or pulping damage, or otherwise by butchering, cave-ins, particle physics, or good old fashioned magma. In general, undead wildlife is extremely dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like beavers will turn out to be necro-buffed monstrosities that are out for all living blood. Undead are hostile to all living creatures, and feel no fear or pain. Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.Ībout half of all evil regions are "reanimating", meaning that all wildlife and plantlife will be undead, and any creature that dies will, after a short time, be reanimated as undead. Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy thoughts and a desire to wash (evil!). Evil clouds can inflict various syndromes on par with those of forgotten beasts, or instantly transform creatures into freakishly powerful thralls. Most evil regions have associated evil weather. ![]() Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to bogeymen. An evil region possesses spheres associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. First, in addition to the ordinary wildlife native to the biome, various other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres can be found in evil regions.Įvil regions may exist either on their own (where they are known as "primordial" evil regions) or they may be caused by the presence of demons or necromancers ruling over a site in it (known as "circumstantial" evil regions). Įvil regions are much more dangerous and strange than their Neutral and Good counterparts across the board. Surroundings may be removed in the 'Myth & Magic' update. Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Good creatures like the gorlak, evil creatures like the troll and savage creatures like the giant cave spider can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not. Because of this, the specifics of what means what can be difficult to pin down sometimes.Ĭaverns are not affected by alignments, despite some subterranean creature definitions including an alignment. Once a creature spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Again, it's important to check the specific biomes making up your site. Note that most creatures also require a specific climate to spawn in. Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. It is possible to start a fortress that overlaps multiple alignment types (for example a terrifying forest and a calm shrubland). Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. A good biome, neutral biome and a bloody, evil biome.
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