![]() The pound, 1b, is defined as 0.453 592 37 kilogram. The foot, ft, is one third of the Imperial Standard yard, yd, which is defined as 0.9144 meter exactly. In this section, fps units are listed and conversion factors relevant to heat and mass transfer are tabulated. When SI units are used, fps units are often offered as an alternative. A "Savage Good" region is called Joyous Wilds, a "Savage Neutral" region is called Untamed Wilds, and a "Savage Evil" region is called Terrifying (and is the most dangerous alignment by far, if you couldn't tell by the name).The foot, pound, second (fps) system of units is widely-used, particularly in the UK and the USA, in many industries and in most public transactions. Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions. Savage surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the "wildlife" (naturally occurring creatures) found therein. Savage Including Untamed Wilds, Joyous Wilds, and Terrifying ![]() Vermin: demon rat, blood gnat, knuckle worm, phantom spider.Plants: sliver barb, staring eyeball, wormy tendril.Animals: ogre, dark gnome, beak dog, foul blendec, grimeling, harpy, troll, strangler, nightwing, ice wolf, blizzard man, sea monster, manera.A noticeable effect of evil rain is that murky pools will never refill.īecause of the inhospitability of evil regions, even Benign Evil is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only. Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy thoughts and a desire to wash. Undead shrubs are useless for gathering, too.Įven the weather is dangerous clouds of creeping murk can inflict various syndromes on par with those of forgotten beasts, or instantly transform creatures into nearly-indestructible thralls. The trees at embark may all be dead, and though they can be harvested, will not regrow. Sea Creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark. Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy. Undead cannot be killed through conventional means (dismemberment reanimates the individual body parts, creating even more enemies than before) and must be either butchered and tanned or exposed to magma in order to kill them permanently in certain (always evil) reanimating biomes. In addition to a pack of other creatures that are nasty, dangerous, and spiteful such as beak dogs, harpies, and ogres, Evil regions may modify their Neutral base by infecting many (but not all) of the indigenous creatures with various forms of undeath. At their root, Evil regions are modified Neutral regions. Plants: sun berry, bubble bulb, downy grassĮvil including Sinister, Haunted and TerrifyingĮvil regions are much more dangerous fun than their Neutral and Good counterparts across the board.Animals: mountain gnome, satyr, unicorn, merperson, gorlak.There are generally slight changes between Benign Good and Savage Good. Good regions also support the wild sun berry, which makes the best alcohol in the game. Good biomes tend to have less aggressive and weaker creatures, except for the unicorn. Good including Serene, Mirthful and Joyous Wilds You'll find most of the standard aboveground plants in these alignments, such as prickle berries, rope reed, wild strawberries and the like. As one might expect, Benign Neutral zones are really very safe, while Savage Neutral areas can pose some major difficulties, depending on the dominating climate and landforms. They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as gorillas and elephants to the very aggressive and very dangerous giant eagles. They generally mimic the real world, with recognizable wildlife. Neutral regions are the easiest to understand. Neutral including Calm, Wilderness and Untamed Wilds
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