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Characters: Dwarf Fortress

    open/close all folders 

Characters include the different creatures you can meet in the game, as well as some Memetic Badasses.

     Civilized creatures 

Dwarves

A short, sturdy creature fond of drink and industry.

  • The Alcoholic: They're capable of living without it, but it will make them so slow as to be nearly useless.
  • Always Lawful Good: Their morality (slavery, murder, assault and theft is bad) at first seems closest to Lawful Good... that's before you see that oaths are taken so seriously oath-breaking is punishable by capital execution! So it's more like Lawful Neutral or Lawful Stupid (the latter is possibly the most accurate).
  • Blood Knight: They "take joy in slaughter" or can "have satisfying sparring sessions".
  • Bunny-Ears Lawyer: They're all psychotic, yes. However, they are capable of amazing feats (see Towersoared) and strong enough dwarves can fight an Eldritch Abomination to a standstill.
  • Determinator: Tend to be this, with varied results.
  • Despair Event Horizon: If miserable enough, they risk becoming insane. This manifests in three possibilities: berserk, melancholy, or stark raving mad.note 
  • Dirty Coward: Civilian dwarves, which will fight only when forced to and flee from hostiles (which is understandable) or any wild animal (which tend to piss off players when a wild but harmless creature (such as a weasel) has entered your fortress and your dwarves flee from it). Military dwarves are another story.
  • The Ditz / Too Dumb to Live: Urist McMiner cancels dig through supporting structure; killed by cave-in.
  • Fluffy Tamer: Dwarves can tame any animal. The definition of "animal" extends to dragons, hydras, rocs and giant cave spiders. Imagine THAT as your cavalry. However, "exotic" animals can turn on you, especially if your civilization knows next to nothing of the animal in question.
  • Mad Artist: Dwarves go in a strange mood once in their life, in which they halt all actions and claim a workshop relevant to their best crafting skill (or some random skill if they are peasants). They will ask for a specific list of items and create an artifact, a unique, very high quality, and indestructible item. It can end in them creating a hilariously useless item (like some bone musical instrument), something that looks unimpressive but is in fact quite useful (like a stone door), or alternatively something awesome (adamantine battle axe). Their creation can either boost the relevant skill to Legendary, which can go from mildly useful to extremely awesome, or not boost the skill at all, in the case of possessions.
    • If they are unhappy, they may go into a macabre mood and build something out of bones or skulls, or in a fell mood, which is by far the best expression of this trope: they build something out of the corpse of a dwarf they just murdered.
  • Mighty Glacier: Compared to other races, that are stronger and tougher but less agile (and therefore slower). It is not very noticeable though.
  • Our Dwarves Are All the Same: Played straight in some regards and not in others. Yes, they're all short bearded alcoholics. However, they're also far more insane and stupid than most dwarves.
  • Proud Warrior Race Guy: Military dwarves tend to be this. Their default battle strategy is Leeroy Jenkins, and when they defeat an opponent or have a good training session, they get happier.
  • Super Mode: Combat trances, which happen when a dwarf is attacked by 2 or more enemies. It tends to make dwarves quite a bit better in combat.
  • Tunnel King: The most common type of fortress is an Elaborate Underground Base. Plus, they're dwarves.

Elves

A medium-sized creature dedicated to the ruthless protection of nature.

  • Blue and Orange Morality: Perfectly happy to eat their fallen enemies and comrades in battle. Perfectly UNhappy if you sell them wood.
  • The Fair Folk: They have some shades of this, due to their alien nature-centered morality and their habit of eating war dead. (Not to the Dwarves though; to them they're more annoying than terrifying.)
  • Granola Girl: The live in forests, don't use metal, are "at peace with nature", and are the biggest tree-huggers you'll ever encounter.
  • Green Thumb: A common fan theory is that elves are in some way able to shape their wooden weapons and armor without needing to chop down trees. One of ThreeToe's stories explains that they use magic to do this. In-game however, their wooden goods are special only in that dwarves can only make training weapons out of wood, while elves have slightly more lethal wooden weapons.
  • Fluffy Tamer: Even more so than the dwarves; they can tame every animal with no difficulty; they even use Unicorns as mounts. The also have the "at peace with nature" attribute, which means that wildlife won't attack them.
  • I'm a Humanitarian: If a sapient being is already dead then elves will happily eat the corpse, since leaving it to rot would be a waste of resources.
  • Immortal Procreation Clause: Averted. Though elves never die of old age, they reproduce just as frequently as the mortal races.
  • Jerkass: Elven diplomats. Their notion of diplomacy mostly involves coming in of your fort and insulting you because you have cut trees. There's nothing preventing you from negotiating with them with a battle axe, by the way.
  • Knight Templar: It's even stated outright in their creature description!
  • Lethal Joke Character: Normally, elven warriors carry wooden armor and weapons, which are about as effective as you expect in melee range against iron- and steel-wielding dwarves. However, their archers can and will maim your military.
  • Our Elves Are Better: In terms of pure physical stats, they are quite good, but their equipment is terrible and their actions toward other civilizations are ludicrously self-destructive. This means that elves kidnapped and raised as goblins, thus willing to user iron weapons, are notably bigger threats.
  • Plant Wrongs Group: They don't like it when you try to trade them wood, or cut down too many trees. They have some secret method of harvesting wood without killing any trees, so they'll trade you plenty of wooden items. But if you try to sell those items back to them, it pisses them off - even though they made them in the first place!
  • Zerg Rush: Since they're immortal but reproduce just as quickly as mortal races they have huge populations to throw into wars. And they need those huge armies, since their armor and weapons are made out of wood.

Goblins

A medium-sized humanoid driven to cruelty by its evil nature.

  • Always Chaotic Evil: They are nothing less than outright called evil in the game, seem to attack you and kill your dwarves for no reason. They are rather cruel to their enemies. They also kidnap children. The kicker is that the goblins then raise them as their own without prejudice.
  • Dirty Coward: Unlike dwarves, they tend to flee from battle at the first sign of resistance.
  • The Kindnapper: One interpretation of snatchers. This depends of how you treat your children, however.
  • Lack of Empathy: Their empathy and sympathy statistics are very low, although not as low as HFS denizens.
  • Might Makes Right: Their "morality", to be very loose with the term, seems to run on this.
  • Raised by Orcs: Snatched children. That can and will assault your fortress later if they survive for long enough. No, you have no other option than to kill them.

Humans

A medium-sized creature prone to great ambition.

Kobolds

A small, squat humanoid with large pointy ears and yellow glowing eyes.

  • Blue and Orange Morality: Let's say it is very different from what most people will consider standard morality.
  • Dirty Coward: More than any other race in the game. Though it must be said that against dwarves, they have not much chance, so running away is generally the most sensible solution.
  • Fragile Speedster: They run very fast when discovered, however they tend to get killed easily.
  • Glowing Eyes of Doom
  • Undying Loyalty: They cannot even think of betraying the group they are in!

     Gods 

Armok, God of Blood

  • Badass: Universally depicted as the most powerful entity in the world.
  • Blood Lust: Literally. Armok demands for blood to be spilled in his name.
  • Epileptic Trees: Quite a lot, considered he is not incorporated in the game as of now. What is his appearance? Why is he similar to another bloodthirsty god of conflict and violence? How is he to be represented? Is he the player?
  • The Ghost: Has not been seen in game yet.
  • God of Evil: Maybe, or maybe he is simply a god of chaos. See the later quote.
  • Jerkass Gods: See this official description of him : "Armok, the God of Blood, is just about the only constant in these chaotic random universes. A general sense of conflict keeps Armok appeased - when the universe becomes too boring it is set on the anvil of creation to be reforged. The destruction of the world by Armok will arise inevitably in most game worlds. As civilizations spread and the frontier closes, the world will start to look homogeneous. Armok, looking upon this decadence in disgust, will reform the world. Basically, when the universe has become too boring, it will be changed."
  • Names to Run Away From Really Fast: Armok, God of Blood. If it wasn't clear enough.
  • Religion of Evil: No worship of him is implemented into the game yet, but players tend to build giant obsidian cathedrals with Human Sacrifice, lava moats and shed rivers of blood to appease him. If this doesn't scream "not a nice god" to you, nothing will.
  • Top God: One of the very rare certain facts about him.
  • War God: Or at least god of conflict. He seems to be appeased by violence and the shedding of blood.

Minor Gods

  • Curse: Some gods tend to curse their mortal followers in vampire or werebeast form for profaning one of their holy places.
  • The Gods Must Be Lazy: You can pray to a god in Adventure mode... but they'll never answer.
  • The Necromancer: Gods associated with death tend to teach necromancy to mortals.
  • Odd Job Gods: Some of them. You can perfectly have a god of family, law and murder, although it doesn't happen often. Considering gods are randomly generated, this makes sense.
  • The Quiet One: No god talks... for now.

     Notable individuals 

The (sentient) Memetic Badasses created by DF play (or just stories) and accepted by the community as such.

Cacame Awemedinade, The Immortal Onslaught

The only elf that is beloved by the fanbase.

Derm the Soulchopper

sax

Gedor Puzzlesneak the Knot of Hexes

Ral "StarkRavingMad" Swaeringen

  • Ax-Crazy: If "Project: Fuck The World" is any indication.
  • Body Double: He made the wise decision of ditching the place once his year was up, explicitly stating at the end of his entry that he'd paid another dwarf in Boatmurdered to pretend to be him (as opposed to later rulers, with whom it was accepted that the dwarves named after them were the rulers themselves).
  • Got Volunteered: By a noble from the dwarven capital. He suspects it's related to his having recently discovered gold.
  • Shout-Out: Makes several to Deadwood.
  • Sir Swears-a-Lot: Extremely so.
  • Only Sane Man: Despite his aforementioned tendencies, He's able to share this role with a number of other rulers. He recognizes the stupidity of the fortress's setup and the dwarves who live there, and comments on it frequently.

Emperor Sankis/Sankis the Beardless

  • Art Evolution: First it was cheese, then it was elephants, then it was elephants killing dwarves, then it was lava killing elephants, dwarves and pretty much everything else, really.
  • Bad Ass: Actually survived after retiring as ruler of the fort, then beat up a baby, a cow and an elite marksdwarf. Also tried to drink lava a few times.
  • Berserk Button: Her tomb being damaged. The entry after Mystic Mongul threatened to get rid of it, Sankis had inexplicably regained leadership of Boatmurdered (with Mongul becoming Judicator), and she proceeded to trap him in a locked room with an elephant.
    • She's also very protective of her engravings. One of them getting destroyed by magma was enough to trigger her killing spree and subsequent death.
  • Incendiary Exponent: Her final rampage involved beating dwarves to death while on fire.
  • Infernal Retaliation: See above. Though the fire did kill her.
  • Mad Artist

"Unknowing" Momuzfikod, Eigth Circle Warmage

  • Because Destiny Says So: Rolled a d20 die to determine if an impending goblin siege would be able to break through the doors. When his roll turned out to be a 20, he opened the doors for the invaders.
  • Easily Forgiven: Even though he's found guilty of letting the goblins into the fortress, all they do is remove him from his position and demote him to a regular dwarf.
  • Hollywood Nerd: Found his way to Boatmurdered after being kicked out of his mom's house.
  • LARP: He's obsessed with Wizards and Warlocks, and sincerely believes he has magical abilities. When he inevitably fails to cast spells, he claims to have failed all his attack rolls.

Giginlimul "Mystic Mongol" Fliergold

"Guerilla" Burialgears

  • Awesome McCoolname
  • Bad Ass: Not only did he manage to avoid becoming a part of the insanity/tantrum spiral that killed everyone else, but he survived the entire Boatmurdered saga prior to that and even escaped the place alive. And in the words of the player, "Also he wears plate mail over chainmail and uses 2 swords."
  • Dual Wielding: See above.
  • Despair Event Horizon: Shown to have crossed it very early into his entry.
  • Sole Survivor: Of Boatmurdered, almost. "Almost" because there was one other survivor - Dodk Sabrefrenzies.
  • Survivor Guilt: Has a lot of it by the end.

Dodk Sabrefrenzies

Obok Meatgod

Tholtig Cryptbrain the Waning Diamonds

  • Action Girl
  • Badass: So badass only dying of old age could take her. She caused a whole damn civilization to fade due to her numerous kills.
  • Bittersweet Ending: After centuries of bloodshed and countless victories against the elves, Tholtig died undefeated after the death of her entire clan, including all her children. The elves never recovered from their losses in the Conflict of Martyrs and soon faded away too.
  • The Epic: Her story. It's kind of a sad Epic, but it's glorious and awesome one nevertheless. The official Bay12 forum thread narrating her story is called "The Legend of Tholtig Cryptbrain: An Epic of Bloodshed, Despair, and Glory".
  • King in the Mountain: "A story is told by the dwarves to their children, that one day, when demons rise from the underworld to bring about the world's end, Queen Tholtig will lead out her clan of heroes from their tombs under the mountain, as well as a horde of the skeletons of elves slain by her and her people, and the ensuing clash will tear the surface of the earth asunder. A different legend is told by the elves. They say that Tholtig's spirit is still walking the realm and possessing elves, causing moods and forcing them to perform depravities like chopping trees to make wooden rings, amulets, and bins..."
  • Last of Her Kind: The last living member of her race in the world. She lived out her remaining years still fighting off the elves from her ancestral home of Circletower, before finally succumbing to old age.
  • Meaningful Name: The Waning Diamonds. Now see the parallels between her story and her nickname. It's totally coincidental, but still.
  • One Dwarf Army: Personally killed 2341 individuals, mostly elves.
  • Royals Who Actually Do Something: See One Dwarf Army.
  • Warrior Queen

Morul Cattenmat the Most Interesting Dwarf in the World.

An attempt to see what would happen if a dwarf got legendary rank in all increasable skills in 40d Fortress Mode. The end result was a hilariously strong dwarf due to how ranking up skills equated into stat buffs in that version.

    Megabeasts 

Bronze Colossus

A gigantic magic statue made of bronze and bent on mayhem.

  • Attack! Attack! Attack!: They are "bent on destruction and mayhem" as their description says.
  • A Wizard Did It: They're magic, animated bronze statues. Not much more is known.
  • Badass: The most powerful creature in the vanilla game, not counting procedurally generated creatures and adamantine-clad legendary military dwarves. Dragons can melt them via dragonfire, but not before the colossus has laid a few solid punches on the dragon, possibly crippling or killing it.
  • Expy: of Talos, the original bronze colossus.
  • Implacable Man
  • Lightning Bruiser: Huge? Check. Fast? Check. Ridiculously tough? Check. Very strong? Check. They're not one of the most terrifying enemies of the game for nothing.
  • Kill it with Magma/Dragon Fire: A possible way to kill it, but not a very good idea: due to it's huge size it takes quite a while to melt to death and bronze has a melting temp slightly below magma's, so if it's hot enough to start melting it can cause fires or kill other living things nearby it with the heat it gives off.
  • Nigh Invulnerable: They are VERY difficult to kill, unless you are well prepared.
  • That One Boss: Overall the most dangerous of the megabeasts, even if dragons generally have more damage potential. Unless you cage trap spam, and in that case it's more like Zero-Effort Boss.
  • Weaksauce Weakness: Thanks to an infamous incident, fluffy wamblers are considered this by the community. More conventionally, bronze colossi are still vulnerable to traps, cage traps in particular. Or you can abuse the Square/Cube Law and give them a good long drop, as their sheer weight means they tend to fall apart from falls that would merely bruise a dwarf.

Dragon

A gigantic reptilian creature. It is magical and can breath fire. These monsters can live for thousands of years.

  • Breath Weapon: They have THE most powerful breath weapon in the game. Not only does it have huge reach, but dragonfire is extremely hotnote  and can easily melt or burn most of the materials in the game. It won't melt unmined stone or constructed walls, however.
  • Determinator: They have a very high Willpower stat.
  • Glass Cannon: Physically, probably the frailest of the megabeasts (In DF dragons don't have extra-tough natural armor). But their weapon skills and especially breath weapon mean they can and will destroy nearly anything in their path, unless that thing is wearing a shield.
  • Greed: Standard trait for Western dragons. In Legends mode, they go and steal stuff from civilized settlements, then hoard it in their lairs. Most often improbably worthless baubles, like dog bone amulets, so looting a dragon's lair for treasure is not that good.
    • However, in fortress mode, they are not interested in your riches. They just will burn your fort to the ground or die trying.
  • Kill It with Fire: They're dragons.
  • No Sell: To fire, magma and excessive heat in general, and likewise for their flesh, bones and other body products. This makes sense, considering the extreme heat of dragonbreath.
  • Our Dragons Are Different: Very close to the standard mold, excepted they don't fly nor have wings. For now, mindless beasts.

Hydra

A giant dragon-like monster with seven biting heads.

  • Healing Factor: although a rather weak one.
  • Multiple Head Case: They're hydrae. What did you expect?
  • Stone Wall: They have seven heads. This has the effect of making redundant walls of muscle against your assaults. This is pretty averted if you aim for the body, however.
  • Our Dragons Are Different: Said to be related to dragons.
  • Half the Man He Used to Be / An Arm and a Leg / Off with His Head!: Easily capable of shaking off limbs or removing torsos from things smaller than itself due to it's high natural combat skills, great size, and superior strength after biting. Assuming it doesn't kill something outright from caving in or removing a head by biting it, which is the main combat hazard it poses to your adventurer or your dwarfs and causing the above tropes to happen.

Roc

A bird of prey so large and ferocious it dwarfs many dragons. All beneath its mighty wings should fear the sky.

Forgotten Beasts / Titans

In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.

Beware its (insert implement of Fun here)!

    Notable, standard creatures 
Aka: the Kings of Beasts. (King of Beasts meaning something similar to Memetic Badass on this wiki)

Badger

Mostly famous for being the terror of most fortresses in the days of 0.31.25, especially in their Giant form.

Carp

When carp were introduced, they were absurdly ferocious. Nowadays while they may still kill dwarves occasionally, they generally will not kill half your migrant population.

  • Demonic Spider: In the 40d version.
  • Goddamned Bats: What they are now.
  • Inherently Funny Words
  • From Bad to Worse: When their living kin were Demonic Spiders, zombie carp and skeletal carp added the ability to move on land and all the powers undeath offers. And husk carp in the current version still count as Demonic Spiders.
  • Improbable Power Discrepancy: In real life, carp are peaceful bottom-feeders. In DF, they are ferocious beasts.
  • Legendary Carp: The very quote from the page.
  • Magikarp Power: Not just literally. Part of their lethality in older versions was due to how gaining experience in skills affected attributes, while aquatic creatures built up the swimming skill despite being innate swimmers. While all aquatic creatures where affected by this, other factors combined with a steady increase in strength to make carp quite lethal with a high enough swimming skill.

Elephant

The terror of Boatmurdered and of the first versions of the game, Elephants are now Gentle Giant creatures who will leave you alone... if you don't provoke them, that is.

  • Awesome, but Impractical: Training them for war. Yes, an army of War Elephants will crush nearly any mortal enemy you can face. But they will die of starvation very soon, due to a bug that makes them starve when tame. However, in the first versions of DF2010, when grazing was not implemented, elephants could be tamed easily and trained for war, breed, and curbstomp goblins.
  • The Dreaded: In 23a. See Boatmurdered for more details.
  • Honorable Elephant: Completely, utterly averted in former versions of the game. Nowadays there are far more calm, but still not to be pissed off.
  • Mighty Glacier: It's quite fast for one, but considering it is far stronger and tougher than fast...
  • War Elephants: You can make them these. While awesome, it tends to be short-lived due to a bug however.

Giant Cave Spider

A spider the size of a horse that lives Beneath the Earth. Terror of the underground. It has a paralyzing web attack and a neurotoxic, paralytic bite. It can and will kill every single other King of Beast, provided it can use its webs.

  • Badass: They can fight cave dragons to a standstill. Cave dragons which are far more skilled and more than 30 times bigger than them. Same with every other Lightning Bruiser creature. Hell, it could fight with any megabeast except the Bronze Colossus and dominate the fight!
    • They can also take on a single fully armed and armored legendary warrior dwarf and render them unable to battle, a feat that no other standard creature in the game can do with certitude.
  • Big Creepy-Crawlies
  • Demonic Spider: Literally and figuratively.
  • Game Breaker: Their web attack. Seriously. So much so than when a forgotten beast shows with one, you should just barricade your fort and hope it doesn't enters.
  • Giant Spider: ...Yes.
  • Gradual Grinder: They tend to take their time when killing dwarves, mostly because their venom takes time to kill and their bite is pretty weak.
  • Lightning Bruiser: Their redundant members and chitin give them quite a lot of defense and they are fast. They tend to kill their opponents slowly however, so it's more like a fast Stone Wall.
  • The Paralyzer: Except that paralysis leads to death by asphyxiation, Dwarf Fortress being as developed as it is.

Giant Desert Scorpion

Exactly what it says on the tin. They are encountered only in savage deserts. They also can equip weapons, as impossible as it should be.

  • Awesome, but Impractical: Yes, you can technically catch them in fortress mode, tame them, put them over piles of crossbows and bolts, hope they pick us both and pelt your enemies with bolts. Fired by giant scorpions. However, it is quite unlikely and unwieldy considering you can just use your own dwarves for marksdwarf duty. They at least learn how to fire crossbows well.
  • Badass: Their venom can kill anything in the game with a nervous system. Even a dragon. They can also shoot crossbows and wield weapons.
  • Big Creepy-Crawlies
  • Improbable Weapon User: Their pincers mean they will pick up any item in the game and use it as a bludgeon. Or shoot crossbows.
    • They can kill you with your / your dwarfs own weapon in adventure/fort mode after they wrestle away your weapons/shields from your / your dwarfs hands.
  • Lightning Bruiser: With their redundant body parts, speed, pincers, poison, chitinous armor, and sheer size, they qualify.
    • Metal Slime: Rare but can be found in former versions, now with the addition of hundreds of animals in savage biomes, you'll be lucky to find a group of these even if you embark on the right biome.
  • One-Hit Kill: Their venom will quickly kill any creature that has both a nervous system and blood, unless they're immune to poison.
  • Body Horror: Said venom kills by causing envenomed creatures nerves and brain to rot away which is why it kills so fast.
  • Scary Scorpions

Giant Kea

A seemingly ordinary parrot...only rendered huge, and no less eager to snatch any item they can get their talons on. They're infamous for combining the normal keas flight and tendancy to home on on any available items with the size to make them a serious threat.

  • Attack of the 50-Foot Whatever
  • Bandit Mook: Attracted to whatever you leave lying around or otherwise accessible, even if it means tearing through half your fortress to get to it.
  • Giant Flyer: Bigger than a grizzly bear. Not the largest Giant Flyer in the game by any means, but few such birds will make a beeline for your fortress like these will.
  • Killer Rabbit: To quote the wiki: Giant kea will kill your dwarves faster than you can say, "It's just a big parrot, what harm could it do?"
    • Even if they don't kill any dwarfs god help you if they steal something important early in a fort life like your only anvil or your picks which will make it much harder for your dwarfs because of the lack of being able to forge real armor or replace metal objects that get stolen or render your dwarfs unable to dig in and make a actual fortress or get away with stealing a masterwork crafted item that makes the Dwarf that crafted it finally snap from all the strain of dwarf life and start a Tantrum Spiral that proceeds to destroy your fort.

Giant Sponge

Exactly What It Says on the Tin: a Porifera the size of a grizzly bear.

Possibly the most feared creature of DF 2012, because it is completely invulnerable to combat damage. They will charge and kill dwarves who come close to the river, despite being immobile. Basically, they're invincible carp. Be afraid.

  • Artistic License - Biology: But this is due to a bug and some tag not working, considering that Toady generally shows his work a lot. Strangely, they can also become enraged or unconscious, despite not having a nervous system.
    "Without a central nervous system, the only thing they can feel is anger."
  • Badass: Despite being a sessile sponge.
  • Fake Ultimate Mook: Undead versions. They gain immunity to air-drowning in exchange for collapsing after taking enough hits, rendering their effective invulnerability moot. Now a thralled giant sponge is another matter entirely...
  • Improbable Power Discrepancy: and HOW! If you thought carp were bad...
    • This being Dwarf Fortress, this is of course taken humourously. This being Dwarf Fortress, "Humourously" means "being used to train Dwarves or kill Elves in hideous ways" of course.
  • Nigh Invulnerable: They cannot be killed in combat, just saying.
  • Killer Rabbit
  • Stone Wall: They have only one body part and no blood, which is why they're invulnerable to damage. Their only mode of attack is pushing things (but then again, it can do that and break your skull...)
  • Weaksauce Weakness: Their only "conventional" weakness is an inability to survive outside the water.
    • And the fact that being encased in ice will kill anything except ghosts. Giant sponges being unable to move, an infestation of them generally won't survive a year in temperate locations.

    Hidden Fun Stuff (SPOILERS!) 
Horrifying screams come from the darkness below!

Demons

Horrifying Eldritch Abominations that inhabit the underworld. When you've Dug Too Deep, they'll swarm your fortress in masses of hundreds or more. Don't expect to survive a fight against the Legions of Hell.

  • Always Chaotic Evil: They're even explicitly marked as [EVIL] in generated raws.
  • Breath Weapon: Not all demons have one. Some demons breath fire, other spit webs, other can emit various toxins that can very well kill your dwarves... or give them a headache.
  • Devil but No God: They seem to have far more influence on the world than the gods.
  • Did You Just Punch Out Cthulhu?: Very possible, with sufficiently Badass soldiers. Or simply cunning, deadly traps.
  • Did You Just Have Tea With Cthulhu: Sometimes a human civilization sends a diplomat to your fortress. Sometimes that diplomat is a demon. The non-hostile demon will meet with your leader, make some meaningless but polite small talk, then leave. The encounter may be harmless, or extremely !!FUN!! if the demon is made of fire or spat flesh-eating toxins all around your fort due to an enemy appearing in his line of fire.
  • Dug Too Deep: The page image. Dig deep enough through a certain blue metal and you will see.
  • Eldritch Abomination / Our Monsters Are Weird: Much like Forgotten Beasts, they're randomly generated.
  • Evil Overlord: May be an aversion. While some named demons take over human settlements (by posing as a deity) or goblin settlements (by force), they don't rule better or worse than normal rulers, as civilization ethics are tied to the civ, not who's in charge of it. It IS implied that demonic rule is part of the reason behind goblins being Always Chaotic Evil, as it's normal for goblin civilzations to get a demon ruler sooner or later.
  • Final Boss: The closest equivalent to a Final Boss the game has, for now. Earlier versions had leader Demons better fitting this trope.
  • Instant Death Radius: Same reason as the Forgotten Beasts.
  • Lack of Empathy
  • Names to Run Away From Really Fast: Nearly all demons have these, although they vary in awe-inspiring factor.
  • Nigh Invulnerable: Like Forgotten Beasts, some demons can have this characteristic. Inorganic blobs are functionally immortal, save for a few instant-kill methods.
  • No Sell: Fire and heat of any kind does not harm them, meaning the classic solution of magma is futile. They can't be drowned, are immune to any bioweapon you may have. They however are quite prone to being squished, encased in obsidian, impaled by spikes, or meeting their end on your most powerful warriors' adamantine weapons.
  • The Legions of Hell: Their numbers are unquantifiable.
  • Omnicidal Maniac: They're already this in Fortress mode, but the eventual plan is to have them incur the end of the world for releasing them from Hell.
  • Our Demons Are Different: Mostly physically: they are generated randomly and can have wildly different forms, from a blob made of steel (which is just as Nigh Invulnerable as you expect it is), to a random, giant version of animal with a few additional (or removed) body parts, to something made of water (which is hilariously weak due to how the current combat system handles creatures made of liquid). Mentally, they are just as sentient and just as evil as standard demons.
  • Sealed Evil in a Can: That shiny blue ore is there for a reason.
  • Zerg Rush: One can tear apart an unprepared fortress, but demons come in swarms.

     Night Creatures 
Now you will know why you fear the night.

Night Trolls

Monstrous, randomly generated humanoid creatures that kidnap mortals and transform them, turning them into mates to breed more of their kind.

Bogeymen

Infinitely spawning blighters that appear when you sleep in the wilderness alone. They're the reason why every prospective adventurer should consider gathering a party.

  • Boss In Mooks Clothing: On the start of your adventure, when you are typically poorly skilled and equipped. They kinda degrade into Goddamned Bats later.
  • Fragile Speedster: Very hard to hit unless you are a very good fighter. But when you do hit them, most of the time Ludicrous Gibs does happen. This would only make them annoying, if they weren't also...
  • Glass Cannon: They have very high strength and impressive combat skills, and tend to punch/gore/bite right through steel armor despite being the size of a child.
  • The Imp: Their appearance. They don't really act like stereotypical imps, however.
  • Things That Go Bump in the Night: When peasants warn you not to sleep outside alone, listen to them.
  • Villain Teleportation: They do this if you try to run from them.

Werebeasts

Former civilised mortals cursed by the gods as punishment for profaning a temple. At the full moon, they turn into a monster crazed for blood and flesh.

  • Curse: They come from mortals cursed by a god.
  • Involuntary Shapeshifting: They can only assume a bestial form in the full moon, which tends to make them change into their weaker, human, naked form at the worst possible time, also in adventure mode they are in their human, naked, weaponless form 30 days a month.
  • Magic Pants: Averted: body transformations remove all clothes.
  • Our Werewolves Are Different: Very different. Visibly, they can be created out of any mammal.
  • The Virus: Their bite transforms other creatures into werebeasts.

Vampires

Like werebeasts, they are former mortals cursed by a god. Unlike werebeasts, vampires are a much more insidious threat - they disguise themselves as normal citizens, even taking false names and fabricating their life history, to hide their habit of drinking people's blood in their sleep.

  • Curse: Similar to werebeasts.
  • I Do Not Drink Wine: ... But I do start complaining about alcohol withdrawal.
  • Lightning Bruiser: They have double the agility, strength and toughness of non-vampires; it's not unheard of for one to survive a full-on Hammering from a ☼silver war hammer☼. This is one reason why many players turn their adventurers into vampires.note 
  • Our Vampires Are Different: They mostly follow the standard vampire model, but are also deceitful social chamaeleons who take deliberate steps to kill people in secrecy. Or, if they're powerful enough, they'll openly overtake their civilisation.
  • The Needless: In Fortress Mode. They'll drink blood every so often, they don't actually die of thirst if isolated from the population. Sealing one up and (keeping them from being harmed or going insane) can render a fortress functionally immortal. Even though the need to drink blood is present in Adventure Mode, vampires in both modes still don't need sleep or food.
  • Vampire Bites Suck: They tend to kill the dwarves they feed from, and those few who do not die become faint with blood loss and need to recover.
  • The Virus: Unlike classical vampires, they don't change creatures they bite. However, drinking their blood does transform the creature into a vampire.


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