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Difference between revisions of "23a:Human"
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== Fortress Mode == | == Fortress Mode == | ||
− | The first human [[caravan]] will usually arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but only if you have built a 3-tile [[road]] to the edge of the map. Humans will also send a [[ | + | The first human [[caravan]] will usually arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but only if you have built a 3-tile [[road]] to the edge of the map. Humans will also send a [[guild representative]] if you have a [[Broker]], and having more skilled trading [[noble]]s will upgrade him to a [[merchant baron]] or [[merchant prince]], who have larger caravans. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements. |
If you kill enough humans, they will invade and try very hard to obliterate your fortress. This can be viewed as either something to avoid, or a chance to test your network of fortress defenses. This can be especially tricky if a human noble has been to your fortress, as all [[trap]]s observed by their nobles will be essentially inactive for any of their invaders. | If you kill enough humans, they will invade and try very hard to obliterate your fortress. This can be viewed as either something to avoid, or a chance to test your network of fortress defenses. This can be especially tricky if a human noble has been to your fortress, as all [[trap]]s observed by their nobles will be essentially inactive for any of their invaders. | ||
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{{gamedata}} | {{gamedata}} | ||
+ | {{gamedata|title=Entity ([[civilization]]) Raws|{{raw|23a:entity_default.txt|ENTITY|PLAINS}}}} | ||
{{Creatures}} | {{Creatures}} | ||
{{Category|Races}} | {{Category|Races}} | ||
{{Category|Humanoids}} | {{Category|Humanoids}} |
Latest revision as of 13:05, 5 November 2020
U | |
Portrait | |
---|---|
Biome | |
Special | |
Attributes | |
Cannot be tamed
| |
Age | |
Child at: | 1 |
Adult at: | 12 |
Max age: | 60-120 |
Rotting leaves | |
Bones | 7 |
Skulls | 1 |
This article is about an older version of DF. |
Humans are intelligent humanoid creatures that live in cities on the plains. They are one of the races playable in adventurer mode. Their buildings have the appearance of being made entirely of wood (though, due to the lack of constructions, they are actually made of a random stone forcibly colored brown), and usually include several houses and shops, and a tavern. They are primarily interested in trade, and generally send large caravans in summer.
Fortress Mode[edit]
The first human caravan will usually arrive in the summer of your second year, provided a human civilization has access to your site. The caravan will have wagons, which carry lots of goods, but only if you have built a 3-tile road to the edge of the map. Humans will also send a guild representative if you have a Broker, and having more skilled trading nobles will upgrade him to a merchant baron or merchant prince, who have larger caravans. Humans value weapons, and will usually negotiate to pay more for them in their trade agreements.
If you kill enough humans, they will invade and try very hard to obliterate your fortress. This can be viewed as either something to avoid, or a chance to test your network of fortress defenses. This can be especially tricky if a human noble has been to your fortress, as all traps observed by their nobles will be essentially inactive for any of their invaders.
If you succeed in defeating a human siege, they may send a diplomat to make an offer of peace, which you can accept or reject.
Adventure Mode[edit]
Human towns usually have many different shops. They typically have swordsmen and plenty of drunks to recruit. The leader and quest giver of a city is called the mayor, who can generally be found in the tavern in the center of town.
Humans characters are, in every way, the middle road between dwarves and elves. Their starting equipment is metal, but the type of metal depends on how advanced that particular human civilization is. Humans might have copper, bronze, or iron equipment. Humans may start with skill in any weapon (as opposed to the more limited lists that elves and dwarves use). Humans lack the special damage resistance of dwarves and the raw speed of elves, but they are one size category larger than dwarves, making them them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious Fortress Mode addict.
They may buy both armor and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human shops, but exceptional equipment is common, and goblin fortresses contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.
[CREATURE:HUMAN]
[NAME:human:humans:human]
[TILE:'U'][COLOR:3:0:0]
[GENPOWER:3]
[BUTCHERABLE_NONSTANDARD]
[INTELLIGENT]
[CANOPENDOORS]
[BENIGN]
[PREFSTRING:stature]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[SIZE:7]
[MAXAGE:60:120]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[FAT:3]
[EQUIPS]
[DIURNAL]
[SPEECH_MALE:human_male.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:10] |
Entity (civilization) Raws |
---|
[ENTITY:PLAINS]
[PLAINS_SETTLEMENTS]
[INDIV_CONTROLLABLE]
[CREATURE:HUMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
[ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[SIEGER]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET] |
Races | |
---|---|
Animals |
Alligator • Beak dog • Black bear • Bonobo • Cat • Cave crocodile • Cheetah • Chimpanzee • Cougar • Cow • Deer • Dog • Elephant • Elk • Fox • Gazelle • Giant bat • Giant cave spider • Giant cheetah • Giant desert scorpion • Giant jaguar • Giant leopard • Giant lion • Giant mole • Giant rat • Giant tiger • Giant toad • Gorilla • Gremlin • Grimeling • Grizzly bear • Groundhog • Harpy • Hippo • Hoary marmot • Horse • Ice wolf • Jaguar • Large rat • Leopard • Lion • Mandrill • Mule • Musk ox • Naked mole dog • Nightwing • Polar bear • Raccoon • Rhesus macaque • Saltwater crocodile • Sasquatch • Tiger • Unicorn • Warthog • Wolf |
Aquatic | |
Humanoids | |
Semi-Megabeasts | |
Megabeasts | |
Nonexistent |