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Difference between revisions of "Amphibian man"

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m (The underworld is a distinct realm separate from the caverns. Ditto for similar previous edits.)
m (Ditto)
 
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Amphibian 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 amphibian 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.
 
Amphibian 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 amphibian 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.
  
Amphibian men are, as expected, 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]]. Despite their description, they do not possess the {{token|EVIL}} token and are not any more malevolent than any other race of animal people.
+
Amphibian men are, as expected, 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]]. 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.
  
 
Some [[dwarves]] [[Preferences|like]] amphibian men for their ''terrifying features''.
 
Some [[dwarves]] [[Preferences|like]] amphibian men for their ''terrifying features''.

Latest revision as of 19:24, 6 September 2024

Amphibian man
Amphibian man sprite.png
a

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Urist likes amphibian men for their terrifying features.
Portrait
Amphibian man portrait.png
Biome

  • Underground Depth: 1-3
Attributes

· Amphibious · Learns · Humanoid

Cannot be tamed 
Size
Birth: 1,000 cm3
Mid: 5,000 cm3
Max: 20,000 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 evil creatures resemble walking frogs with arms and the intelligence to use them. They live in the waters far under the earth.

Amphibian 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 are equivalent to kobolds in size, but are less agile.

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

Amphibian 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 amphibian 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.

Amphibian men are, as expected, 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. 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.

Some dwarves like amphibian men for their terrifying features.

Here comes Dat Boi, who triumphed over Something in the First /r/dwarffortress Gladiator Tournament.
Art by Devilingo