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Difference between revisions of "Serpent man"

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m (Corrected a mistake. Underground invasions count a ambushes, not sieges.)
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Despite being labelled as hostile in the unit list, serpent 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.
 
Despite being labelled as hostile in the unit list, serpent 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.
  
Serpent men 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 serpent men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single digit levels, making your fort completely unplayable.
+
Serpent men 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; including more waves of serpent men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, making your fort completely unplayable.
  
Serpent 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. Additionally, serpent men possess a poisonous bite which paralyzes enemies, making them vulnerable to suffocation, as well as other attacks from other serpent men, while serpent men themselves are completely immune to paralysis. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.
+
Serpent men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or lie in wait to ambush your [[fisherdwarf|fisherdwarves]], so plan your defenses accordingly. Additionally, serpent men possess a poisonous bite which paralyzes enemies, making them vulnerable to suffocation, as well as other attacks from other serpent men, while serpent men themselves are completely immune to paralysis. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.
  
  

Revision as of 23:40, 26 September 2023

Serpent man
Serpent man sprite.png
s

Toggle

Urist likes serpent men for their impressive tails.
Portrait

No portrait

Biome

  • Underground Depth: 1-3
Attributes

· Amphibious · Learns · Syndrome · Egglaying · Humanoid

Cannot be tamed 
Size
Birth: 1,500 cm3
Mid: 10,000 cm3
Max: 50,000 cm3

Age
Child at: 1
Adult at: 12
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.

For other kinds of snake men, see adder man, anaconda man, black mamba man, bushmaster man, copperhead snake man, king cobra man, kingsnake man, python man, and rattlesnake man.

A large white snake with the arms and torso of a man. These creatures are evil and live far underground.

Serpent men are one of the many races of underworld tribal creatures (animal people, per se, but design choices apparently voided them of that status) found living on any cavern level. They stand at roughly the size of an adult dwarf.

Despite being labelled as hostile in the unit list, serpent 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.

Serpent men 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; including more waves of serpent men. Because of this, several unchallenged assaults from them can quickly cause your game's FPS to drop to single-digit levels, making your fort completely unplayable.

Serpent men are amphibious. That means that they can swim through your reservoirs in order to get through your defenses, or lie in wait to ambush your fisherdwarves, so plan your defenses accordingly. Additionally, serpent men possess a poisonous bite which paralyzes enemies, making them vulnerable to suffocation, as well as other attacks from other serpent men, while serpent men themselves are completely immune to paralysis. Despite their description, they do not possess the [EVIL] token and are not any more malevolent than any other race of animal people.


If you ssspeak to a ssserpent man in adventure mode, they will talk like thisss, becaussse of the [LISP] token.

Some dwarves like serpent men for their impressive tails.

Does a great "steam blowing through pipes" impression.
Art by Diogeneezy
"Serpent man" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: shethel udos
Elven: relira onino
Goblin: olsmu ngorûg
Human: ithrat abo