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Difference between revisions of "40d:Fire imp"

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If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  It is safer though to follow the same procedure you use to prevent [[fire man|fire men]] from getting to your dwarves.  
 
If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  It is safer though to follow the same procedure you use to prevent [[fire man|fire men]] from getting to your dwarves.  
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A much better way of dealing with fire imps is to punch a magma-proof [[grate]] into the channel leading to the vent where you're going to be drawing magma from.  Grates made from [[Bauxite]] are a good start.  This will filter out just about all those unwanted pests.
  
 
Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), traveling [[merchant]]s and [[goblins]], which can start a [[fire|wild fire]] that will jump from ignitable tile to tile and can burn your entire map and your dwarves.  For this reason, it is recommended that you keep an eye on the situation outside and give the [[orders]] for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area.  
 
Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), traveling [[merchant]]s and [[goblins]], which can start a [[fire|wild fire]] that will jump from ignitable tile to tile and can burn your entire map and your dwarves.  For this reason, it is recommended that you keep an eye on the situation outside and give the [[orders]] for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area.  

Revision as of 03:37, 13 August 2009

Template:CreatureInfo

Fire imps are potentially very dangerous creatures that live in magma vents. They usually don't roam that far from the vent, but sometimes they do and they will also surface and attack any dwarf who comes near their vent. They are rather small and easy to kill from range by an average soldier, unless they are able to breathe fire first that deals high damage and ignites objects and creatures. They can only breathe occasionally - if a trained warrior can jump them (or dodge/survive their first breath), they can usually kill them easily.

If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting traps or stationing marksdwarves around the furnaces. It is safer though to follow the same procedure you use to prevent fire men from getting to your dwarves.

A much better way of dealing with fire imps is to punch a magma-proof grate into the channel leading to the vent where you're going to be drawing magma from. Grates made from Bauxite are a good start. This will filter out just about all those unwanted pests.

Another danger of fire imps (and fire men) is that they will attack wild creatures (not other imps or fire men), traveling merchants and goblins, which can start a wild fire that will jump from ignitable tile to tile and can burn your entire map and your dwarves. For this reason, it is recommended that you keep an eye on the situation outside and give the orders for your dwarves to stay inside (o-i) when you see that flickering wall spreading from the magma vent area.

When a fire imp corpse is butchered, clouds of "boiling fire imp fat" will briefly bubble out from the Butcher's shop, which can ignite nearby items or clothes (at least one butcher has perished to this fate v0.28.181.40d.) Additionally, crafts made from their remains are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.

WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.

Catching Imps

Imps can be easily caught by building a channel or wall around the magma with only one little opening then placing cage traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.

Interesting Notes

When Fire Imps are injured, they bleed Goo.

A Pool of Goo from an injured Fire Imp

Fire Imps cannot drown, and dumping them into water has no effect. The imp will escape the water and run away. "A touch warm" means that, when eaten, Fire Imp meat will cause a flurry of cancelled jobs as dwarves rush for beverages instead.

Template:Game Data

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent