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Difference between revisions of "Reptile man"

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'''Reptile man''' civilizations can be spotted on the Civilizations screen after embark. They tend to stick in small squads, and will ambush your dwarves if they get too close.
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'''Reptile men''' are one of the many [[Creature|races]] of underground tribal [[creature]]s (''[[animal people]], per se, but design choices apparently voided them of that status'') found living in small groups on any [[cavern]] level. They stand at roughly the size of an adult [[dwarf]].
  
Reptile men tend to be armed, spears and blowguns being the most common, but are still easy fodder for a well armed [[Military]].
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Despite being labelled as hostile in the unit list, reptile 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 are presumably caused by 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.
  
They can be found in underground caverns at times, usually hostile but some reptile men have been seen as "friendly", not attacking unless provoked.  
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Reptile 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 reptile 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.
  
Reptile men can swim and breathe underwater. If confronted with enough force, reptile men will retreat into nearby underwater lakes.
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Reptile 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 defences accordingly. Fortunately, it turns out that being in the water washes any [[blowdart]]s clean of their venom, meaning that [[blowgunner]]s that travel aquatically will have their threat level minimized. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.
  
They appear to use wooden weapons, so they are not particularly well armed, but they can still kill unarmed civilians fairly quickly.
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If you ssspeak to a reptile man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.
  
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Some [[dwarves]] [[Preferences|like]] reptile men for their ''terrifying features''.
  
 
{{D for Dwarf}}
 
{{D for Dwarf}}
The dwarves do not seem to worship this creature, and no mentions of them secretly ruling the world have been found in engravings.
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The dwarves do not seem to worship this creature, and no mentions of them secretly ruling the world have been found in engravings. However, they can often be found in the deepest caverns nearest to the magma sea.
  
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[[File:reptile_man_preview.jpg|thumb|500px|center|Not always as menacing as pictured.<br><small>''Art by Devilingo''</small>]]
 
{{gamedata}}
 
{{gamedata}}
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{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}
 
{{Creatures}}
 
{{Creatures}}
 
{{Category|Humanoids}}
 
{{Category|Humanoids}}
 
{{Category|Races}}
 
{{Category|Races}}

Latest revision as of 19:15, 6 September 2024

Reptile man
Reptile man sprite.png
r

Toggle

Urist likes reptile men for their terrifying features.
Portrait
Reptile man portrait.png
Biome

  • Underground Depth: 1-3
Attributes

· Amphibious · Learns · 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.

These creatures are shaped like men covered with rough scales. They have the head and tail of a lizard and possess a dark and evil intelligence. They are found deep under the earth.

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

Despite being labelled as hostile in the unit list, reptile 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 are presumably caused by 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.

Reptile 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 reptile 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.

Reptile 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 defences accordingly. Fortunately, it turns out that being in the water washes any blowdarts clean of their venom, meaning that blowgunners that travel aquatically will have their threat level minimized. 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 reptile man in adventure mode, they will talk like thisss, becaussse of the [LISP] token.

Some dwarves like reptile men for their terrifying features.

D4Dwarf.png This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, pop culture references, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.


The dwarves do not seem to worship this creature, and no mentions of them secretly ruling the world have been found in engravings. However, they can often be found in the deepest caverns nearest to the magma sea.

Not always as menacing as pictured.
Art by Devilingo