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Difference between revisions of "Serpent man"

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(Updated with information about blowdart venom being washed away if their weirder is submerged.)
 
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''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]].''
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''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]].''
 
{{creaturedesc}}
 
{{creaturedesc}}
  
'''Serpent men''' are 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 the size of an adult [[dwarf]].
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'''Serpent 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]].
  
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 serpent 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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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 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.
  
Like many underground races, the danger of serpent men is not to be found in their [[wood]]en [[weapon]]s, but in the substances found smeared on them. Serpent 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]]. Additionally, serpent men possess a poisonous bite which paralyzes enemies, making them vulnerable to suffocation as well as other attacks from other serpent men. 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.
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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, thus making your fort completely unplayable.
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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. 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. In addition, serpent men possess a poisonous bite which can cause paralysis, thus making their victims vulnerable to both suffocation as well as attacks from other serpent men. Keep in mind that serpent men themselves are completely immune to all forms of 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.
  
 
If you ssspeak to a ssserpent man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.
 
If you ssspeak to a ssserpent man in [[adventure mode]], they will talk like thisss, becaussse of the {{token|LISP}} token.
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Some [[dwarves]] [[Preferences|like]] serpent men for their ''impressive tails''.
 
Some [[dwarves]] [[Preferences|like]] serpent men for their ''impressive tails''.
  
[[File:serpent_man_prev.jpg|thumb|200px|center|Does a great "steam blowing through pipes" impression.]]
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[[File:serpent_man_prev.jpg|thumb|370px|center|Does a great "steam blowing through pipes" impression.<br><small>''Art by Diogeneezy''</small>]]
 
 
{{D for Dwarf}}
 
 
 
There are rumors of a Serpent woman living with a male [[human]], a [[Harpy]], a [[Cave blob|Slime]], a [[Merperson|Mermaid]], a [[Jumping spider man|Spider woman]] and a [[Centaur]]. (''Context:'' https://en.wikipedia.org/wiki/Monster_Musume)
 
  
 
{{Translation| dwarven = shethel udos | elvish = relira onino | goblin = olsmu ngorûg | human = ithrat abo}}
 
{{Translation| dwarven = shethel udos | elvish = relira onino | goblin = olsmu ngorûg | human = ithrat abo}}
  
 
{{gamedata}}
 
{{gamedata}}
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|DF2014:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}
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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}}
 

Latest revision as of 19:22, 6 September 2024

Serpent man
Serpent man sprite.png
s

Toggle

Urist likes serpent men for their impressive tails.
Portrait
Serpent man portrait.png
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 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, 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 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.

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, thus 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. 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. In addition, serpent men possess a poisonous bite which can cause paralysis, thus making their victims vulnerable to both suffocation as well as attacks from other serpent men. Keep in mind that serpent men themselves are completely immune to all forms of 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