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Difference between revisions of "40d:Fire man"

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{{CreatureInfo|name=Fire man|biome=Subterranean [[lava]]|symbol=M|color={{COLOR:4:0:1}}|butcher=no|bones=N/A|fat=1|skin=Yes|skulls=N/A|chunks=3|meat=3|wiki=no}}
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{{quality|Exceptional|18:18, 8 November 2010 (UTC)}}
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{{40d creaturelookup/0|item=[[Ash]] [[bar]]|wiki=no}}
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{{av}}
  
'''Fire men''' come out of the same places as [[fire imp|imps]], but they are a little bolder. Like them, they can go out past the [[lava]] vent, and breathe balls of fire that can kill, maim, and/or set targets or material on fire.
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'''Fire men''' come out of the same places as [[fire imp]]s, but they are a little bolder. Like them, they can go out past the [[magma]] pool/pipe and breathe balls of fire that can kill, maim, and/or set targets or material on fire.
  
Fire Men are [[building destroyer]] 2's and so can deconstruct any door, hatch, statue, or similar furniture or building they come across.  They will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.
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Fire Men are level 2 [[building destroyer]]s and so can deconstruct almost any building they come across.  They will melt snow off [[tree]]s, [[shrub]]s, and ground in the 8 squares around them.
  
They leave behind bars of [[ash]] when killed.  
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They leave behind a [[bar]] of [[ash]] when killed.
  
To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the lava vent.
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To stop fire men from attacking your [[dwarf|dwarves]], build a [[moat]] around the magma source. If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.
If you can, fill it with [[water]] from a [[river]] or a [[brook]]. Designating the moat as a [[pond]] should also work.
 
  
 
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.
 
After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a [[wall]] to go with this moat.
  
Fire men can be captured in [[cage trap]]s of any material, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork wood [[cage]]s.
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Fire men can be captured in [[cage trap]]s of any material, just like [[fire imp]]s. Don't worry, they won't destroy your masterwork wood [[cage]]s. Even though they are made of fire, they can survive easily in water.
 
 
 
 
To stop them from attacking your smiths is a little harder.
 
 
 
:* First create the path for the magma (tunnel, channel, walls or combination) but do not let it fill with magma yet.
 
 
 
:* Then smooth and carve* [[fortification]]s in the stone as close to the entrance of the lava as you can (in the channel).  (''Constructing'' fortifications would require [[bauxite]], as once submerged in magma any other stone would melt.)
 
:::'' Confirm this? As of the 40d series I build dolomite and marble fortifications all the time and they stay not melted.
 
:::''(Note that the use of vertical [[bars]] of [[magma-safe_materials|magma-safe material]] is not effective, as Fire Men are [[building destroyer|building destroyer 2's]].)''
 
 
 
:* If you are [[channel]]ing where the path might allow escape, you can add [[wall]]s or [[floor]]s (above) to box in any access that is before the fortifications/bars (this stops the firemen from climbing out before the bars and destroying them).
 
 
 
:* Channel down to open the magma into the path, and then seal the top of that with a constructed [[floor]].
 
 
 
Alternatively, if you want, you can leave the path unbarred, and only have one tile dug down for the magma below each of your workshops.  That one tile must be under the non-accessible tile of the magma forge, smelter or glass furnace - see workshop diagrams for specific placement.  Once in place, the workshop seals the path from the magma below.
 
  
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To stop them from attacking your smiths is a little harder, since fire men can swim through fully submerged [[fortification]]s and will destroy any wall grates or vertical bars used to try to filter them out. If you only have one tile dug down for the magma below each of your workshops and ensure that said tile is beneath one of the inaccessible tiles of the magma forge, smelter or glass furnace, creatures ''should'' be prevented from coming up through the hole.
  
 
== Fighting them ==
 
== Fighting them ==
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Put short, don't, not unless absolutely necessary.  They don't feel pain and thus cannot be stunned.  They don't bleed or feel fatigue or other acute wound effects, so they can keep on fighting for a very long time after your military has crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so [[piercing]] weapons like [[spear]]s are not nearly as effective as against creatures with internal organs. On top of this they like fighting, tend to be reckless, and their blows cause burn damage. Their only poor statistic is that their limbs sever when broken, which means that they are susceptible towards high-damage dealing weapons and being overwhelmed by sheer numbers.
 
Put short, don't, not unless absolutely necessary.  They don't feel pain and thus cannot be stunned.  They don't bleed or feel fatigue or other acute wound effects, so they can keep on fighting for a very long time after your military has crumbled. Also [[ammo|projectiles]] and [[weapon]]s don't get stuck in them, so [[piercing]] weapons like [[spear]]s are not nearly as effective as against creatures with internal organs. On top of this they like fighting, tend to be reckless, and their blows cause burn damage. Their only poor statistic is that their limbs sever when broken, which means that they are susceptible towards high-damage dealing weapons and being overwhelmed by sheer numbers.
  
Easiest way to kill them is from far away with [[crossbow]]s, [[bow]]s, [[ballista]]s and [[catapult]]s. The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]], with surprise and in mass, or siege-weapon crews, and still you can risk ending up having charred dwarves if you're not careful.
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Easiest way to kill them is from far away with [[crossbow]]s, [[ballista]]s, and [[catapult]]s. The only problem is that they can hurl fireballs back, so either you need experienced [[marksdwarf|marksdwarves]], with surprise and in mass, or siege-weapon crews, and still you can risk ending up having charred dwarves if you're not careful.
  
The other method is fighting them with traps. Submerging them in water is good way to start. Just dig out a drowning [[room]], channel water behind [[floodgate]] or [[door]], put a [[lever]] somewhere or [[pressure plate]] in the room, hook it to the thing blocking water and wait for them to step into their dooms. This of course needs a tunnel or something to lead fire men in, preferably outside of your fortress, but with an access (or sacrificial animal) to you fort, so that they want to come in.  
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The other method is fighting them with traps. Submerging them in water is unlikely to have much of an effect, as their innate heat will simply cause the water to boil away. A [[cave-in]] trap, however, will make short work of them.
  
{{Game_Data|[CREATURE:ELEMENTMAN_FIRE]
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{{gamedata}}
[NAME:fire man:fire men:fire man]
 
[TILE:'M'][COLOR:4:0:1]
 
[LARGE_ROAMING][BIOME:SUBTERRANEAN_LAVA][FREQUENCY:1][DIFFICULTY:2]
 
[MODVALUE:5]
 
[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
 
[GENPOWER:5]
 
[CANOPENDOORS]
 
[NOT_BUTCHERABLE]
 
[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION]
 
[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]
 
[BUILDINGDESTROYER:2]
 
[NOFEAR]
 
[PREFSTRING:licks of fire]
 
[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]
 
[NOSMELLYROT]
 
[BODY:HUMANOID_SIMPLE]
 
[SIZE:7]
 
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]
 
[NO_DRINK][NO_EAT][NO_SLEEP]
 
[ALL_ACTIVE]
 
[NO_GENDER]
 
[FIXED_TEMP:10800]
 
[SWIMS_INNATE][SWIM_SPEED:2500]
 
[POPULATION_NUMBER:15:30]
 
[LARGE_PREDATOR]
 
[CANNOT_UNDEAD]
 
}}
 
 
{{Creatures}}
 
{{Creatures}}
[[Category:Humanoids]]
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{{Category|Humanoids}}

Latest revision as of 21:57, 29 July 2024

Fire man

M

Portrait
Biome

Attributes

Building destroyer: Level 2

· Genderless · No Stun · No Pain · No Exert · Fire immune · Humanoid

Cannot be tamed

Age
Adult at: Birth
Max age: Immortal
Becomes after death

Ash bar

This article is about an older version of DF.

Fire men come out of the same places as fire imps, but they are a little bolder. Like them, they can go out past the magma pool/pipe and breathe balls of fire that can kill, maim, and/or set targets or material on fire.

Fire Men are level 2 building destroyers and so can deconstruct almost any building they come across. They will melt snow off trees, shrubs, and ground in the 8 squares around them.

They leave behind a bar of ash when killed.

To stop fire men from attacking your dwarves, build a moat around the magma source. If you can, fill it with water from a river or a brook. Designating the moat as a pond should also work.

After you have made a moat, the firemen should stop attacking directly, but they will still be able to breathe fireballs at your dwarves. You could also try building a wall to go with this moat.

Fire men can be captured in cage traps of any material, just like fire imps. Don't worry, they won't destroy your masterwork wood cages. Even though they are made of fire, they can survive easily in water.

To stop them from attacking your smiths is a little harder, since fire men can swim through fully submerged fortifications and will destroy any wall grates or vertical bars used to try to filter them out. If you only have one tile dug down for the magma below each of your workshops and ensure that said tile is beneath one of the inaccessible tiles of the magma forge, smelter or glass furnace, creatures should be prevented from coming up through the hole.

Fighting them[edit]

Put short, don't, not unless absolutely necessary. They don't feel pain and thus cannot be stunned. They don't bleed or feel fatigue or other acute wound effects, so they can keep on fighting for a very long time after your military has crumbled. Also projectiles and weapons don't get stuck in them, so piercing weapons like spears are not nearly as effective as against creatures with internal organs. On top of this they like fighting, tend to be reckless, and their blows cause burn damage. Their only poor statistic is that their limbs sever when broken, which means that they are susceptible towards high-damage dealing weapons and being overwhelmed by sheer numbers.

Easiest way to kill them is from far away with crossbows, ballistas, and catapults. The only problem is that they can hurl fireballs back, so either you need experienced marksdwarves, with surprise and in mass, or siege-weapon crews, and still you can risk ending up having charred dwarves if you're not careful.

The other method is fighting them with traps. Submerging them in water is unlikely to have much of an effect, as their innate heat will simply cause the water to boil away. A cave-in trap, however, will make short work of them.

Races
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Animals
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