
Art by HonorabruSudoku
“ | In the midst of conflict... I laugh in the face of death! | „ |
Summary
The Adventurer, a being either known by legend as a common man or a descendant of a god, is a creature within the world of Dwarf Fortress who decided to take the chance to adventure outside of the place he lives on. From there, he will carve his stories within the legends of the world, or die trying. Most likely the latter.
Powers and Stats
Tier: At least High 8-C, likely Higher. At least Low 7-B, likely Higher with Enviromental Destruction
Name: Varies
Origin: Dwarf Fortress
Gender: Varies
Age: Varies
Classification: Varies
Powers and Abilities:
Superhuman Physical Characteristics, Bodily Weaponry, Large Size (Type 0. The largest experiments are slightly smaller than Forgotten Beasts), Immortality (Type 1, 2, 3, 4 and 7. Does not age, and cannot bleed out. Does not require internal organs, allowing its heart to be pierced or brain smashed and not die. Can also survive decapitation, and only die if all of its center of masses are completely obliterated. Is an undead, and as long as an apendage or its head is intact, it will revive in a new body from the severed limb in a new moon), Regeneration (Mid. Although unable to regrow limbs and severed nerves, can regenerate from severe internal organ damage, including having both lungs mangled beyond recognition, livers severed in half, hearts torn asunder, being disembowled and having their brain mashed into a pulp, quickly regenerating, and within 1 hour all damage is completely reversed. With Divination Dice, even nerves can be healed, and wounds are healed nearly instantly. High-Mid under highly specific circumstances. Upon a new moon, as long as a hand, foot or head of it stays intact, the character will transform into a Werebeast, which will fully heal it of all wounds, growing a new body), Martial Arts (Is a greater martial artist than any other creature in Dwarf Fortress combined. Achieved superhuman skill in all facets of fighting, including grappling and biting. A masterful user of Kisat Dur), Weapon Mastery (Can wield and use all weapons ever designed by humanity and fantasy species more effectively than any being in Dwarf Fortress. Can use shields to somehow block AoE attacks. Can wield every piece of material with utmost effectiveness, as long as he can get his hands on it, which includes liquids like magma, vomit and water, or nearly weightless things such as paper, rats or worms), Pressure Points (Can target impossibly obscure weak points in a target. Can attack others in the most effective part of their body depending on a situation, including non-solid or inorganic beings, or in nearly impossible scenarios, such as kicking a man's tongue while staying behind him. Can cut arteries with blades of grass and snip nerves by throwing dirt particles at them. Can use grappling to exploit weak spots in a body), Durability Negation (Adamantine weapons are incredibly sharp, dozens of times more than steel, while having 0 amounts of elasticity. This allows even a frail, meak child decapitate a Bronze Colossus with an Adamantine axe. Can ignore durability in other ways), Enhanced Senses (Their senses are better than any creature in Dwarf Fortress, having a 360 degree vision that can see futher than any creature or man, being able to see in the dark as well. All of their senses are atuned to supernatural levels, and can feel presences around him even several hundred meters away. Has an ability to track considered unnatural and superhuman. Can see invisible beings. His vision cannot be stopped by objects and the weather), Extrasensory Perception (Can see Ghosts. Can visualize the field of view in others. Vampiric senses allow it to identify the presence of blood outside the range of its senses), Vehicular Mastery (Able to ride rudimentary vehicles flawlessly, as well as any and all animals in existence), Social Influencing (The most charismatic and well spoken man in any given Dwarf Fortress world, being capable of becoming a politician, leader of a nation, or a leader in an adventuring party composed of several dozen people. Can build his reputation to the point others flee in terror upon hearing his name, yield to him upon taking out his weapon, or shake in fear when they do manage to build the willpower to attack him. Can break the will of any creature in existence, with only fearless or souless creatures not giving out and passing out in front of him while he battles), Acrobatics (More acrobatic than cats or elfs, being able to climb seemingly smooth walls with no leverage to speak off. Can jump across large gaps with ease), Stealth Mastery (At higher levels of skill, can become nigh-invisible to others, staying just outside of their field of vision. Can hit others in such a way that they will not detect they have been attacked until several strikes are delivered), Awakened Power (Can enter a "Martial Trance" when fighting similary powerful enemies as itself, which, although does not boost physical attributes, does increase mental ones and grants them massively enhanced combat skill, allowing it to defeat even a dozen enemies with similar power and skill as itself), Rage Power (If enraged, can increase physical stats, allowing it to kill enemies as strong as itself with a single blow), Preparation, limited Matter Manipulation and Deconstruction (Can build the Dwarven Atom Smasher, a mechanism that exploits a strange mechanic within physics that causes objects directly beneath drawbridges as they are being lowered to have their atoms smashed, reducing them to nothing), Photographic Memory, Instinctive Action (Can instantly wake up whenever enemies get close, even if they use stealth. Can dodge ranged attacks from angles it is unable to perceive, and automatically dodges attacks without thinking about it), Precognition (Can perfectly and flawlessly predict each and every move and action from all enemies it is fighting at once, allowing it to counter every move with the best counter available. Instictively knows which attack it does will do the most damage to an enemy), Accelerated Development (Training, Battle, Passive; Physical Statistics, Intelligence, Abilities. Can increase its Skills and Attributes in several ways. Can quickly go from an unskilled, untrained creature to reaching the pinacle of skill within its race in a manner of days, and futher increase its knowledge in a few weeks. Passively gains better senses as it goes on. Can improve on fighting middle battle. Can increase physical attributes in much the same way, though over a much greater period of time), Information Analysis (By looking at a creature, it is able to identify all things it carries, their quality, as well as all wounds they sustain, even obscure damage such as nerve damage or poison), Supernatural Willpower (Has an iron will, never giving up even in the face of certain death and staying calm in all circumstances. Unable to be intimidated. Has greater willpower than any other being in Dwarf Fortress), Flight (Have wings that allow for extremely precise movement. Can fly a fast as it can run), Non-Physical Interaction (Can fight against, physically hit and kill beasts composed of ash, gases, liquids or fire), Magic, Transformation (Once every full moon, transforms into a Werebeast, healing all wounds sustained before and becoming stronger. Heals all wounds taken while transformed upon detransforming as well), Absorption (Can drink the blood of a being via vampire bites, quickly killing beings of his own level of strength), Fusionism (Necromancers can bend the biology of living beings, allowing them to fuse together many monsters into a pile of monsters composed of the remains of other creatures), Necromancy (Can animate the corpses of the dead by controlling the secrets of life and death. Can revive individual body parts, such as skin, heads, hands, guts and torsos if a being was mangled in death, and can raise its own body parts due to its immortality, negating the damage of severed limbs and head. Can even reanimate plant life such as dead grass and trees. Can create entire Evil biomes where the dead are automatically reanimated. Zombies are granted enhanced strength and durability, reduced speed, 360 degree vision, types 2 and 7 Immortality, as well as being unable to forget skills they had in life, as well as being turned into souless and mindless beings. The increase in strength is much greater at Evil biomes, where-in even beavers can be brought to the level of a late-game Dwarf), Soul Manipulation and Mind Manipulation (The secrets of life and death require manipulation of the soul, which contains the mind of beings. Can use magic or Syndrome to cause dizzyness on enemies, causing them to move about uncontrolably, or to not focus on combat. By learning the true name of a Demon, can command them utterly), Existence Erasure (Raising the undead erases the souls of the zombie from existence. Can erase ghosts this way), Resurrection and Power Bestowal (Can resurrect the dead as intelligent undead, beings whose soul has not been erased, maintaining their personality and relationships. They will also be granted powers by the Deities of the Spheres the necromancer belongs to. Can, once again, do this to its own body parts, to greater effect than simple undead raising), Death Manipulation and Corruption (Type 1 and 2) (Can instantly kill a living being and turn them into an infectious ghoul, undead with the same properties as Zombies but with the capability of turning other beings, dead or alive, into more infectious ghoul by biting others. Can spread this to others himself via bites or normal blows when weapons are coated with evil cloud dust. His blood can also turn others into vampires. With Evil biomes, can kill all plant life inside of it and instantly turn it into undead as well. Can spread the infectious ghoul spell with Evil Biome weather, instantly killing anyone who comes in contact with evil cloud dust and turning them into infectious ghoul), Disease Manipulation, Poison Manipulation, Acid Manipulation (Can coat its weapons with Syndrome inducing plagues, poisons, toxins, arsenic, acid or magic evil dust, causing a variety of effects within beings that come into contact with the weapons. Also has apendages that can deliver Syndrome effects within beings in the form of poison stings or bites. Can give fever to others via Syndromes. Can also deliver Syndrome-effects by using special powers they may have as a result of being an Experiment, such as toxic gas, vapor acid or poisonus spit), Adhesive Manipulation (Can produce webbing and bind others in place with it), Biological Manipulation (Can create blisters on others via either Syndrome or magic, including their brains, instantly killing them. Can cause minor to severe rot and necrosis on someone via Syndrome or magic too, including full body necrosis that turns someone into sludge. Can bruise their body, cause swelling, severe nerve damage and severe coughing with Syndrome. Can use magic or Syndrome to make someone sick, causing them to uncontrolably vomit, until they start puking blood and dying of dehydration. Syndrome can also cause body parts to become numb, to start oozing pus, or to simply shutdown an organ, which can include the brain. Necromancers can use the secrets of life and death to bend organic bodies to their will, allowing for the creation of Experiments), Pain Manipulation (Can use magic or Syndrome to cause unbearable pain someone, causing them to go into shock and knocking them out), Sleep Manipulation (With Syndrome, can cause someone to either get drowsy or cause them to sleep immediately), Blood Manipulation (Can use Syndrome and magic to cause others to start bleeding uncontrolably, with the magic spell even causing their entire body to start hemorrhaging all at once), Sense Manipulation (Can use magic to cause someone's sight to fade away), Paralysis Inducement (Can use either magic or Syndrome to cause either localized paralysis or full body paralysis on an enemy, with either torso, neck, head or full body variants causing the target to stop breathing and killing them), Air Manipulation (Can use magic to suffocate someone, causing them to get winded by removing air from their lungs), Weather Manipulation (Can create thick fog around itself with magic, limiting the vision of his opponents. Can corrupt entire sections of the world into an Evil biome, with malignant weather that causes Syndrome effects on those caught in. Evil Biomes are also home to distorted rain that pours down blood, alcohol, vomit and inorganic materials that may even be heavy enough to kill Dwarfs, such as stone or wood), Ice Manipulation (Can summon an ice spike out of thin air, launching it at someone), Telekinesis (Can use telekinetic magic to cause a blast of force to hit someone, either instantly killing smaller creatures or blowing larger enemies away with it), Invisibility (Can use magic to turn invisible, being impossible to properly target in combat), Fire Manipulation, Explosion Manipulation (Can breathe fire from its mouth, or shoot explosive fireballs), Earth Manipulation (Can constantly secret, launch and blast deadly dust at enemies, containing any [or all] of its Syndrome effects), Summoning (Can summon Bogeymen and Nightmares to fight its enemies, overwhelming them with numbers as dozens of them attack), limited Reality Warping (Can obtain divine miracles by rolling Divination Dice), Creation (Can create weapons, armor or artifacts composed of Divine Metal using Divination Dice. Can also create pet animals with it), Statistics Amplification (Can use Divination Dice to amplify the quality of its equipment), Power Modification (Can have its own healing factor enhanced several times by Divination Dice, with effects being permament), Curse Manipulation, Probability Manipulation (Can use Divination Dice to curse itself with either bad luck or good luck, affecting all facets of his abilities, including combat), limited Transmutation (Can incur the wrath of Deities with Divination Dice, being turned into small critters as punishment), BFR (By learning the true name of Demons, can banish them back to the Underworld. Can hit enemies hard enough to launch them across the world, sending them dozens to hundreds of kilometers away, and can throw them at even further distances), Unholy Manipulation (Can use his powers as a Necromancer to corrupt sections of reality with Evil biomes, bringing pure evil to the world)
Superhuman Physical Characteristics, Martial Arts, Precognition, Enhanced Senses, Extrasensory Perception, Pressure Points, Instinctive Action (Although not nearly as good as the Adventurer itself, Bogeymen and Nightmares are highly competent martial artists who far surpass human limits when it comes to fighting skill, being capable of easily overpowering highly accomplished dwarfs, seeing future actions with ease, performing impossible feats and moving instinctively in combat. Bogeymen themselves are far superior to Nightmares in this regard, although Nightmares are physically stronger but slower), Immortality (Type 1), Self-Sustenance (Types 1, 2 and 3), Non-Physical Interaction (Can interact with and kill beings made out of smoke, water, dust and fire), Teleportation (Bogeymen can teleport across entire biomes to chase their prey), Flight (Bogeymen may have flight), Bodily Weaponry (Bogeymen may have horns or sharp claws to attack with), Shapeshifting (Bogeymen can take the form of other animals, such as small critters or larger animals such as tigers), Summoning (Bogeymen can call upon the night to summon other creatures, including more Bogeymen, who themselves can summon more Bogeymen, and so forth. Can also seemingly call any land animal to attack enemies, excluding Megabeasts). Resistance to Pain Manipulation (Unable to feel pain), Disease Manipulation (Cannot get fevers or diseases), Biological Manipulation (Do not have standard biology. Can not get stunned or nauseous), Mind Manipulation (Cannot be made dizzy), Fear Manipulation (Physically and spiritually unable to feel fear), Death Manipulation (Cannot be "scared to death" by Ghosts)
Superhuman Physical Characteristics, Martial Arts, Precognition, Enhanced Senses, Extrasensory Perception, Pressure Points, Instinctive Action (Of an even greater degree than Bogeymen. Unique Demons reach the absolute pinacle most races can conventionally be in unarmed combat, being born with this level of skill. Can train to reach heights comparable to the Adventurer itself), Weapon Mastery (Its skill with archery is only surpassed by the Adventurer), Genius Intelligence, Social Influencing (Leads entire nations of goblins against the world. Can tame many underground creatures. Can trick humans and dwarfs into thinking it is a Deity), Non-Physical Interaction (Can easily kill other demons, who can be composed of ash, smoke or fire), Large Size (Type 0. Nearly 6 meters tall), Immortality (Types 1, 2, 3 and 7. Can survive a variety of wounds, such as destruction of all internal organs, and is undead), Regeneration (Mid. Regeneration is comparable to the Adventurer), Self-Sustenance (Type 1, 2 and 3), Accelerated Development (Training, Battle, Passive; Physical Statistics, Intelligence, Abilities. Same as the Adventurer), Clairvoyance (Knows the name of all creatures), Photographic Memory, Incorporeality (Can be composed of materials like ash, steam, gas or fire, although loses much of its physical strength when done), Inorganic Physiology (Type 1. Can be composed of inorganic materials such as rock, dirt and metals such as iron, steel or adamantine), Temperature Manipulation (Their bodies are composed of internal temperatures hot enough to melt steel, burning others with their presence), Flight, Bodily Weaponry, Fire Manipulation (Can shoot fire from its mouth that is hot enough to melt steel), Explosion Manipulation (Can shoot explosive balls of fire that can vaporize dwarfs), Self-Destruction (Upon death, will explode with enough strength to vaporize steel), Poison Manipulation, Disease Manipulation, Acid Manipulation, Earth Manipulation, Blood Manipulation (Can utilize Syndrome inducing methods similar to the Adventurer, from poisonous apendages, to venomous spit, vaporized acid gas, neurotoxins, magically deadly dust or waves of boiled toxic blood. Effects are similar to the Adventurer's), Status Effect Inducement, Biological Manipulation, Pain Manipulation, Adhesive Manipulation, Sleep Manipulation, Mind Manipulation, Paralysis Inducement, Fusionism (Can create Experiments, just like the Adventurer), Necromancy, Resurrection, Death Manipulation, Corruption (Type 2), Soul Manipulation, Existence Erasure, Power Bestowal, Summoning (Has all the powers of a Necromancer), Unholy Manipulation (Can corrupt entire regions of the world with Evil biomes), Creation (Evil biomes spawn evil night creatures such as beak dogs, harpies, nightmares, bogeymen and ogres), Weather Manipulation (Evil regions are home to evil weather that can cause all sorts of Syndrome related damage, including all previously listed), Resistance to Sense Manipulation (Cannot have its sight removed), Pain Manipulation (Unable to feel pain), Fear Manipulation, Empathic Manipulation, Morality Manipulation, Madness Manipulation, Mind Manipulation (Is unable to have its mind physically or spiritually affected or changed), Disease Manipulation, Poison Manipulation, Acid Manipulation, Magic, Status Effect Inducement (The toughness, willpower and disease resistance Attributes allow the Unique Demon to gain resistance and immunity to many Syndrome and magic effects), Biological Manipulation (Has a wildly different biological make-up than other creatures. Can resist the effects of Syndromes such as blisters, necrosis, swelling, and others), Blood Manipulation (Does not need his blood, and can resist bleeding Syndrome and magic), Statistics Reduction and Power Nullification (Cannot have its Attributes and Skills reduced), Death Manipulation (Cannot be "scared to death" by Ghosts), Sleep Manipulation (Can resist sleeping Syndromes), Paralysis Inducement (Can resist paralysis magic or Syndrome), Temperature Manipulation, Fire Manipulation, Absolute Zero (Demons have set temperatures that cannot be increased or decreased no matter what. This allows them to survive infinitely hot fire, or be unaffected by Absolute Zero levels of cold), Adhesive Manipulation (Is not affected by adhesive material), Memory Manipulation (Is unable to forget things)
Sense Manipulation (Cannot have its sight removed), Pain Manipulation (Unable to feel pain), Fear Manipulation, Empathic Manipulation, Morality Manipulation, Madness Manipulation, Mind Manipulation (Is unable to have its mind physically or spiritually affected or changed), Disease Manipulation, Poison Manipulation, Acid Manipulation, Magic, Status Effect Inducement (The toughness, willpower and disease resistance Attributes allow the Adventurer to gain resistance and immunity to many Syndrome and magic effects), Biological Manipulation (Has a wildly different biological make-up than other creatures. Can resist the effects of Syndromes such as blisters, necrosis, swelling, and others), Blood Manipulation (Does not need his blood, and can resist bleeding Syndrome and magic), Statistics Reduction and Power Nullification (Cannot have its Attributes and Skills reduced), Death Manipulation (Cannot be "scared to death" by Ghosts), Sleep Manipulation (Can resist sleeping Syndromes), Paralysis Inducement (Can resist paralysis magic or Syndrome), Temperature Manipulation, Fire Manipulation (Is coated in full Adamantine armor, which allows it to swim on lava and take Dragonfire, which has a temperature of 22222.2 C, for several seconds before melting. Also has an added layer of Divine Metal armor, which has no melting point and thus has infinite resistance to heat. Resistant to damage done via cold), Adhesive Manipulation (Is not affected by adhesive material), Memory Manipulation (Is unable to forget things), Possession (Cannot be possessed by ghosts), Corruption (Type 1 and 2. Unaffected by infectious ghoul's bites), Curse Manipulation, Probability Manipulation (Can counter curses and bad luck with Divination Dice)
Attack Potency: At least Large Building level+, likely Higher (A sufficiently strong Adventurer can become the strongest being within Dwarf Fortress, excluding Deities. They can easily slaughter hordes of the strongest Angels, who are much stronger than Demons and as strong as Unique Demons, who themselves are far stronger than a Bronze Colossus, who can throw Giant Sperm Whales, who weight 400 tons, hard enough to skip across the surface of lava. Can throw fluffy wamblers, beings several times smaller than human babies and over a dozen times lighter, with enough strength to decapitate Bronze Colossus, and kill even much stronger beings by throwing coins, teeth and dirt. Can carry a Bronze Colossus and swing it at enemies. Massively stronger than Dragons. Becomes 3 times stronger upon turning into a Vampire, gaining a futher 1.3x boost from being Animated Undead). At least Small City level, likely Higher with Enviromental Destruction (Can corrupt entire sections of the world into an Evil biome, creating magical evil rain and storms), Can ignore durability in a number of ways
Speed: Transonic (Can run as fast as the fastest movement speed within the game, which includes a Peregrine Falcon's dive. Can run on water and magma, even when weighted down by equipment. Vampiric boosts would then allow him to run thrice as fast), with Hypersonic+ reaction and combat speeds (Can dodge explosions at point blank range, dodge whip strikes, 9 arrows and crossbow bolts launched from all angles at the same time at point blank range, enter the middle of an army of Angels and come out of the other end without being hit once and even see crossbow bolts frozen in mid air. Can dodge small objects thrown by those of comparable strength to itself, with such objects moving fast enough to pierce through meters of steel with ease. Vampirism grants a 3x speed boost)
Lifting Strength: At least Class G (Can lift a huge number of Forgotten Beasts composed of Slade, up to 8, each weighting 2200 tons, only not being able to carry more due to a lack of space to hold them, and can throw them a considerable distance away. With cages, an Adventurer may hold hundreds of these Beasts at once. Vampirism grants it a 3x boost to strength and Intelligent Undead physiology grants a futher 1.3x boost), likely Higher (Cages can hold an arbitrary number of animals inside of them, although the game cannot support more than hundreds at once)
Striking Strength: At least Large Building level, likely Higher
Durability: At least City Block level, likely Higher (Can fight against Adventures of similar strength, with their armor being capable of taking blows from Angels without damage. Can take a blast of Dragonfire with no damage. Vampirism increases durability by 3x and Intelligent Undead physiology grants an extra 3x boost on top of that), Regeneration, Immortality, unparallel stamina and will, and irregular physiology makes it nigh-impossible to kill or incapacitate
Stamina: Infinite (Does not tire and has no need for sleep, food, water and breathing. Does not age, and has no need for internal organs. Can keep on fighting after being decapitated, having its head destroyed, or with no limbs)
Range: Several Meters (Can be larger than a human can ever be and wield long ranged weapons such as spears, whips and scourges), Dozens of Meters with toxic clouds, vaporized acid, boiled blood and deadly dust, Kilometers with bows, crossbows, blowdarts, throwing, deadly spit and magic (Can shoot bows and crossbows farther than any human could, with 100% accurary and consistency. The farthest shot by a crossbow was 1871 meters. Can throw things even farther than he can shoot, including going outside of his field of vision, still with unparalled aim. Can use magic on something as long as it is within line of sight, or, in its case, range of detection), up to Hundreds of Kilometers with Enviromental Destruction (Can potentially affect an entire world with its Evil Biome, which covers an area the size of the United Kingdom)
Standard Equipment: All equipment possibly available in Dwarf Fortress, which notably includes Adamantine armor, and Adamantine weapons contained inside a backpack, as well as Divination Dice and Divine Metal Armor, all of the highest quality. Has an army of hundreds to thousands of Undead, Infected Ghouls and Intelligent Undead creatures available to it, as well as several Experiments, alongside an Unique Demon bound to itself
- Can Create/Summon: Can summon Bogeymen and Nightmares, and create Zombies, Intelligent Undead and Infected Ghouls.
Intelligence: Extraordinary Genius (Is a master of every single skill ever thought of, being, within Dwarf Fortress, the best engineer, medic, surgeon, chemist, astrologist, mathemathician, cook, fighter, leader, politician, liar, and more. Its skills far surpass the limits of humanity, being able to be performed with perfect consistency, accuracy and rate of success. Is the greatest fighter of its world, being capable of killing even the strongest monsters while using piles of vomit as its weapon. Uncovered the secrets of life and death, and has thousands of years of experience in life. Can tame evil demons who lead entire countries singlehandedly. Higher within a Martial Trance, where its fighting skills become tremendously stronger, allowing it to defeat beings such as itself with utter ease)
Standard Tactics: Varies, but due to its immense knowledge of combat and tactics, most likely the most effective moves needed to kill his enemies swiftly.
Weaknesses: As a Vampire, needs to drink blood, although can go indefinetly without it at the cost of getting a penalty to physical capacities. As a Intelligent Undead, its Accelerated Development is far weaker, as Physical Attributes are unable to be increased, although Mental Attributes and Skills are still affected. As a Werebeast, is weak to silver, though it does not impair its immortality or regeneration. Unable to feel anything due to its frozen Soul feelings, causing it to get distracted on the job sometimes, although it is still capable of forming relationships. Some magic may target random body parts, although with the luck curse and its unparalleled combat skill and predictions, such randomness does not seem to hinder it much. Overusing Divination Dice will cause the Deities to punish it by turning it into a critter, although it can be offset by bringing multiple dice. Adamantine weapons, despite making for amazing armor and edged tools, are not good at blunt force damage. Raising Intelligent Undead out of the enemies it killed will cause them to attack it instead, although this can be offset by turning them into regular undead, killing them and turning them into Intelligent Undead.
Notable Attacks/Techniques:
- Observer: The skill denoting the character's ability to make observations and to think quickly. At superhuman levels, the skill increases the range of detection a character may have, increasing its field of vision and tuning all of its senses, to a point of being able to detect everything within kilometers of itself. In combat, it allows for precognitive levels of predictions, allowing characters to perfectly predict what enemy attacks are, including the methods, weapons/means and targets, giving the targets plently of opportunity to use the best counterattack possible. It also allows for characters to understand which parts of the enemy's body is most vulnerable to an attack, judging the difficulty of hitting it, how squarely it can hit, how slow it would be and more. Also allows for characters to see wide openings within other's defence, letting them see the best possible course of action within the immediate future.
- Syndrome: Syndromes are powerful defence ignoring effects delivered into characters via means of either disease, poison, acid or magic. Adventurers have many means of harnessing the power of Syndromes, such as coating their weapons in Syndrome inducing material, obtaining magic, or being an Experiment that utilizes powerful enviromental effects that deliver Syndromes into others. While some Syndrome effects, such as desert scorpion poison, are physical effects, even if exagerated and stronger than its real life counterparts, others are magical in nature, such as evil cloud dust or deadly dust powers. With its weapons coated in all Syndrome-inducing effects, any contact with the Adventurer's weapon can instantly kill someone without appropiate protections or resistances, leading to painful, paralysing full body necrosis that instantly turns the target into a slurry of meat and bones. Experiment powers are only slightly weaker, yet spread out across a far greater area, with powers such as toxic gas, vaporized acid, and deadly dust being capable of rotting the entire nervous system, creating blisters on all internal organs, shutting down internal organs, knocking enemies out, profound bleeding or instant death via breakdown of the brain. Magic is the weakest Syndrome-inducing method, but by far the one with the greatest range and precision, being delivered with only a thought at whoever is inside the Adventurer's range of sensing. Effects such as paralysis, rotting, and blisters are still instantly lethal, with the latter two having a chance to hit organs such as the heart, throat, lungs or brain, and other effects such as nausea, dizzyness and pain create ample opportunity to kill regardless.
- Necromancy: Upon uncovering the secrets of life and death, Adventurers become Necromancers. Magical and immortal, they wield the power to control souls, allowing them the power to raise the dead. Necromancers are capable of raising the dead with a thought as long as the corpses are within their range of detection (in this Adventurer's case, kilometers), and capable of raising nearly anything as long as it is dead. From plants and trees, to animals, to giant magical beasts, demons, angels, other Necromancers, individual body parts and even themselves, if their immortality goes beyond being unable to age. Necromancers are able to cause skin, severed heads, arms, fingers, eyes, tongues, hair and even lesser animal parts such as mussel's shells. If a corpse is beaten to such a level that one of its body parts is pulverized into gore, the corpse will be unable to be animated again as a normal undead, although it can still be raised as an Intelligent Undead, who can be resurrected as long as they have any solid center of mass. Undead who are killed, either by a combination of being cloven asunder or having their heads cut to pieces, can still be animated again, or turned into Intelligent Undead. This necromantic magic can be activated automatically thanks to Necromancers's ability to corrupt areas of the world into Evil Biome, which have a passive necromantic effect within its area that causes any dead into zombies under the Necromancer's will.
- Zombies: The standard Undead. Zombies are created when Necromancers animate a corpse and delete its soul from existence. This creates a mindless servant, who won't ever have its abilities lost or rusted, but can't learn or become stronger either. Zombies do not need to eat, drink or sleep, and cannot bleed out. They do not need their organs to function, ligaments to move or nerves to function, and thus many powers which control their biology are not effective. Their strength is increased by 1.3x while their durability is increased by over 3x. Speed is decreased to 60% of what it used to be. When animated by Evil Biome's reanimating powers, these boosts are far greater, allowing even those such as a Honey Badger to fight steel clad Dwarfs, who can fight Megabeasts such as Dragons. Zombies can be killed via decapitation, bisection, or smashing major body parts. While they can be reanimated in the former case, they cannot in the latter, requiring them to be turned into Intelligent Undead.
- Intelligent Undead: Undead who retain personalities. These are created when Necromancers do not erase a soul when animating, simply "freezing" it, which, although causes the Undead to be unable to feel emotions, stress or altered states of mind, does allow it to keep its personality, mind, learning capacities and relationships. Intelligent Undead are stronger than normal Undead, with an even greater gift of survavibility, surviving as long as any solid center of mass within them exists, which includes the likes of their hair or individual pieces of skin. As an Intelligent Undead Necromancer, if body parts or vital parts are severed, the Adventurer can animate them as Intelligent Undead itself, essencially negating the issue of being unable to regenerate body parts. Intelligent Undead are also gifted with magical powers given to them by the Gods themselves. This includes the powers to create blisters, rotting nerves, putting others to sleep, telekinesis, or even Necromancy themselves, casting into a group of zombies who can raise the dead themselves. Evil Weather is unable to turn others into Intelligent Undead.
- Infected Ghouls: Undead who turn others into Undead. These are created either by the Evil Weather within Evil Biomes, by the Necromancer using its magic on a living being, or via weapons coated with evil cloud dust. Regardless of the means, this always results in the target being immediately killed without the capacity of avoiding it. The target is then immediately twisted into a Thrall of the Necromancer, gaining a mix of bonuses from Zombies and Intelligent Undead, although they can still bleed out. Their strength and durability bonuses are the same as Zombies normally, but those created by Evil Weather are far stronger than even Zombies created by Evil Biomes, being able to turn even a normal, untrained Dwarf into someone capable of completely slaughtering a Fortress's militia singlehandedly, including their Heroes with Legendary skills. Infected Ghouls will also gain the ability to spread their Necromantic infection around through bites, which, if pierces skin, will instantly kill the being and corrupt them with their affliction. Evil Biome Ghouls are far more dangerous, as even their touch, coated with the dust that made them transform, can turn others into Ghouls as well.
Note: This profile assumes an Adventurer with the highest level of Legendary possibly achievable in all skills, the highest level in all Attributes, all equipment, weapons laced with all Syndromes, with all Immortal curses applied, their species being a necromantic experiment that gives them the racial features of all available races. This profile also does not take custom Syndrome Tokens into consideration, since even if they are already coded into the game, they are only used within mods.
Notable Matchups
Victories:
Losses:
Inconclusive:
Discussions
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