![]() The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-for example, a stray guineahen unholy gloom husk. Undead from necromancer towers are reported to carry armor and weapons, giving the terror of the announcement "The dead walk! Hide while you can!" far more weight than before.Ĭertain kinds of evil weather can instantly turn any syndrome-vulnerable creature into a bloodthirsty undead killer, opposed to all life. Aquatic creatures rendered undead are able to path through land, even if their living counterparts are unable to do so. If found underground, undead will usually path into a fort if they can. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. Larger undead who were building destroyers in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie dragons, however, still use their breath). Such zombies will not attempt to dodge, block, or parry blows. Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. In addition, undead appear to retain the trading value of the original animal. Reanimated skin and hair are easy to kill but will often frighten civilians surrounding a butcher's shop with cage traps will help alleviate the problem. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. Undead vary in levels of strength depending on their form. Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Their limbs will continue to function even if the normally necessary ligaments have rotted away, and their extrasensory vision cannot be blinded. Undead do not breathe, bleed, eat, drink nor sleep. Undead keep their attribute scores forever, do not age, and are beyond bodily worries such as pain, illness and exertion. ![]() Mischievous behavior and battle-trance capability are removed if present. They are unaffected by fear, cannot feel emotions and keep going even if the brain is destroyed. Undead can no longer learn or forget, fixed to what skill levels they had in death. Will be hostile to everything in the vicinity, other than fellow undead and inorganic aberrations that also have (iron men, bronze colossus). Unliving, sterile and opposed to life.Speed is reduced to 60% of the living creature.Strength increases to 130% and toughness to 300% + 1000 points on top - as the attributes scale from 0 to 5000, an above-average toughness of 1334 is enough for a zombie to reach the absolute cap of Toughness and pretty high, yet not absolute 3077 to reach the cap of Strength. Some of the traits they generally possess are: Upon animation, an undead gains a syndrome that fundamentally changes its physical characteristics and behaviour. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation. However, pulping damage (that is, "exploding into gore", "cloven asunder", "torn into shreds" and so on) to the head, neck, lower body, or upper body will turn the corpse into a "mangled corpse", ensuring that the zombie cannot rise up again. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. These are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin, or even mussel shells. This can lead to animated hands and heads, which seems comical, until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. ![]() What different undead/immortal creatures' skin colors mean.Īs long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. ![]()
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