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Difference between revisions of "Olm man"

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'''Olm men''' are humanoid versions of the [[olm]] and one of the many underworld tribal [[Creature|races]] of [[animal people]], living on any [[cavern]] level milling around piles of [[food|meat]] and [[leather|tanned hides]]. They stand at roughly half the size of an adult [[dwarf]].
 
  
Approach with caution, unless the tribe is friendly. If the tribe is friendly, feel free to take advantage of them in fine imperialistic tradition and steal all their resources without compensation. To check whether a tribe of olm men is friendly, press {{k|u}} to view the unit list. The tribe will be labeled as either hostile or friendly. Alternatively, press {{k|v}} to view one of their profiles.
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'''Olm men''' are the humanoid versions of the common [[olm]] and are one of the many [[Creature|races]] of underworld tribal [[animal people]] found living on any [[cavern]] level.
  
Like many underground races, the danger of olm men is not to be found in their [[wood]]en [[weapon]]s, but in the substances found smeared on them. Olm men use many [[syndrome|poisons]], some of which can be deadly. They will launch group attacks on your fort, and have the ability to swim through your reservoirs and launch amphibious assaults on your [[fisherdwarf|fisherdwarves]].
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Despite being labelled as hostile in the unit list, olm men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden [[spear]]s, [[blowgun]]s and [[shield]]s, although they are sometimes seen using metal items instead. These can range from [[copper]] to [[steel]], and is presumably a bug. Depending on which other subterranean creatures they have access to, their [[blowdart]]s will be covered in different [[syndrome|poisons]], which can vary from mildly annoying [[cave spider]] venom to highly [[fun|dangerous]] [[giant cave spider]] toxins. You can preemptively check for poisons by selecting a [[blowgunner]], looking in their items tab and viewing their blowdarts.
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Olm may launch [[ambush|group attacks]] on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with [[pet]]s and [[mount]]s, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving. This includes more waves of olm men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single digit levels, thus making your fort completely unplayable.
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Olm men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or will lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defenses accordingly.
  
 
Some dwarves [[Preferences|like]] olm men for their ''gills''.
 
Some dwarves [[Preferences|like]] olm men for their ''gills''.

Revision as of 15:45, 26 September 2023

Olm man
Olm man sprite.png
o

Toggle

Urist likes olm men for their gills.
Portrait

No portrait

Biome

  • Underground Depth: 1-2
Variations

Olm - Olm man - Giant olm

Attributes
Alignment: Savage

· Amphibious · Learns · Humanoid

Cannot be tamed 
Size
Max: 35,100 cm3

Age
Adult at: Birth
Max age: 60-80
Cannot be butchered
This article is about the current version of DF.
Note that some content may still need to be updated.

An animal person with the head of the amphibious olm. It lives underground near water.

Olm men are the humanoid versions of the common olm and are one of the many races of underworld tribal animal people found living on any cavern level.

Despite being labelled as hostile in the unit list, olm men initially found in the caverns will ignore your citizens unless provoked. They will usually be observed carrying wooden spears, blowguns and shields, although they are sometimes seen using metal items instead. These can range from copper to steel, and is presumably a bug. Depending on which other subterranean creatures they have access to, their blowdarts will be covered in different poisons, which can vary from mildly annoying cave spider venom to highly dangerous giant cave spider toxins. You can preemptively check for poisons by selecting a blowgunner, looking in their items tab and viewing their blowdarts.

Olm may launch group attacks on your fort. When this happens, all tribesmen on the map will become hostile, even if they were peaceful minutes prior to the invasion. They may arrive with pets and mounts, some of which will be able to fly or easily catch up to your fleeing civilians. These invaders, unlike their above-ground counterparts, will not leave after some time has passed, even if your fort is completely sealed off from the caverns, nor will they prevent migrants, caravans or other invaders from arriving. This includes more waves of olm men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single digit levels, thus making your fort completely unplayable.

Olm men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or will lie in wait to ambush your fisherdwarves, so plan your defenses accordingly.

Some dwarves like olm men for their gills.

An Olm man with wizard-like abilites!
Art by ThisIsTheFool