v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Fire imp"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Bot: Adding {{av}})
m (Fixing in-namespace links)
Line 2: Line 2:
 
{{CreatureInfo|name=Fire Imp|biome=Subterranean [[lava]]|symbol=i|color={{COLOR:6:0:1}}|butcher=yes|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|wiki=no}}
 
{{CreatureInfo|name=Fire Imp|biome=Subterranean [[lava]]|symbol=i|color={{COLOR:6:0:1}}|butcher=yes|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|wiki=no}}
  
'''Fire imps''' are potentially very dangerous [[creatures]] that live in [[magma]] vents. They usually don't roam that far from the vent, but sometimes they do and they will also surface and attack any [[dwarf]] who comes near their vent. They are rather [[size|small]] and easy to kill from range by an average soldier, unless they are able to breathe [[fire]] first that deals high damage and ignites objects and [[creatures]].  They can only breathe occasionally - if a trained warrior can jump them (or dodge/survive their first breath), they can usually kill them easily.
+
'''Fire imps''' are potentially very dangerous {{l|creatures}} that live in {{l|magma}} vents. They usually don't roam that far from the vent, but sometimes they do and they will also surface and attack any {{l|dwarf}} who comes near their vent. They are rather {{l|size|small}} and easy to kill from range by an average soldier, unless they are able to breathe {{l|fire}} first that deals high damage and ignites objects and {{l|creatures}}.  They can only breathe occasionally - if a trained warrior can jump them (or dodge/survive their first breath), they can usually kill them easily.
  
If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  It is safer though to follow the same procedure you use to prevent [[fire man|fire men]] from getting to your dwarves.  
+
If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting {{l|trap}}s or stationing {{l|marksdwarf|marksdwarves}} around the {{l|furnace}}s.  It is safer though to follow the same procedure you use to prevent {{l|fire man|fire men}} from getting to your dwarves.  
  
Another method of dealing with fire imps is to build a magma-proof [[grate]] into the channel leading to the vent where you're going to be drawing magma from. Grates made from [[Bauxite]] are a good start, but are not necessary. This will filter out just about all those unwanted pests. This same method can be done with other building types such as walls or doors over the magma channel just as easily.
+
Another method of dealing with fire imps is to build a magma-proof {{l|grate}} into the channel leading to the vent where you're going to be drawing magma from. Grates made from {{l|Bauxite}} are a good start, but are not necessary. This will filter out just about all those unwanted pests. This same method can be done with other building types such as walls or doors over the magma channel just as easily.
  
Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), traveling [[merchant]]s and [[goblins]], which can start a [[fire|wild fire]] that will jump from ignitable tile to tile and can burn your entire map and your dwarves.  For this reason, it is recommended that you keep an eye on the situation outside and give the [[orders]] for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area.  
+
Another danger of fire imps (and fire men) is that they will attack wild {{l|creatures}} (not other imps or fire men), traveling {{l|merchant}}s and {{l|goblins}}, which can start a {{l|fire|wild fire}} that will jump from ignitable tile to tile and can burn your entire map and your dwarves.  For this reason, it is recommended that you keep an eye on the situation outside and give the {{l|orders}} for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area.  
  
When a fire imp [[corpse]] is [[butcher]]ed, clouds of "boiling fire imp fat" sometimes bubble out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one butcher has perished to this fate {{version|0.28.181.40d}}), while other times it may leave a glob of [[fire|'''‼'''fire imp fat'''‼''']] in the butcher's shop which emits significant amounts of smoke (and may require deconstructing the butcher's shop in order to get rid of it).
+
When a fire imp {{l|corpse}} is {{l|butcher}}ed, clouds of "boiling fire imp fat" sometimes bubble out from the {{l|Butcher's shop}}, which can ignite nearby items or {{l|cloth}}es (at least one butcher has perished to this fate {{version|0.28.181.40d}}), while other times it may leave a glob of {{l|fire|'''‼'''fire imp fat'''‼'''}} in the butcher's shop which emits significant amounts of smoke (and may require deconstructing the butcher's shop in order to get rid of it).
  
Additionally, [[crafts]] made from their remains are quite [[value|valuable]].  Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.
+
Additionally, {{l|crafts}} made from their remains are quite {{l|value|valuable}}.  Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.
  
 
==Catching Imps==
 
==Catching Imps==
  
Imps can be easily caught by building a [[channel]] or [[wall]] around the magma with only one little opening then placing [[cage]] traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.
+
Imps can be easily caught by building a {{l|channel}} or {{l|wall}} around the magma with only one little opening then placing {{l|cage}} traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.
  
 
== Interesting Notes  ==
 
== Interesting Notes  ==
Line 22: Line 22:
 
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]
 
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]
  
Although Fire Imps have a natural [[creature tokens|body temperature]] of only [[temperature scale|10095]] (about 127 degrees farenheit), they quickly reach a temperature of 12000 due to contact with magma.  This is why imp fat does not consistently explode, and is not always lethal; an imp that was shot as soon as it jumped out of the magma and promptly butchered will produce nearly 12000 degree boiling fat; an imp which chased your dwarves all over the fortress for an entire season will have cooled down to its natural body temperature.  Similarly, this is why wrestling a fire imp will only sometimes catch a [[wrestler]]'s clothes on fire.  A final danger is that fire imp meat can retain a high temperature for a long time, and will slowly heat its surroundings.  If the surroundings are a wooden barrel, [[fun]] can result.
+
Although Fire Imps have a natural {{l|creature tokens|body temperature}} of only {{l|temperature scale|10095}} (about 127 degrees farenheit), they quickly reach a temperature of 12000 due to contact with magma.  This is why imp fat does not consistently explode, and is not always lethal; an imp that was shot as soon as it jumped out of the magma and promptly butchered will produce nearly 12000 degree boiling fat; an imp which chased your dwarves all over the fortress for an entire season will have cooled down to its natural body temperature.  Similarly, this is why wrestling a fire imp will only sometimes catch a {{l|wrestler}}'s clothes on fire.  A final danger is that fire imp meat can retain a high temperature for a long time, and will slowly heat its surroundings.  If the surroundings are a wooden barrel, {{l|fun}} can result.
  
 
Fire Imps cannot drown, and dumping them into water has no effect. The imp will escape the water and run away.
 
Fire Imps cannot drown, and dumping them into water has no effect. The imp will escape the water and run away.

Revision as of 20:26, 2 April 2010

This article is about an older version of DF.

Template:CreatureInfo

Fire imps are potentially very dangerous Template:L that live in Template:L vents. They usually don't roam that far from the vent, but sometimes they do and they will also surface and attack any Template:L who comes near their vent. They are rather Template:L and easy to kill from range by an average soldier, unless they are able to breathe Template:L first that deals high damage and ignites objects and Template:L. They can only breathe occasionally - if a trained warrior can jump them (or dodge/survive their first breath), they can usually kill them easily.

If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting Template:Ls or stationing Template:L around the Template:Ls. It is safer though to follow the same procedure you use to prevent Template:L from getting to your dwarves.

Another method of dealing with fire imps is to build a magma-proof Template:L into the channel leading to the vent where you're going to be drawing magma from. Grates made from Template:L are a good start, but are not necessary. This will filter out just about all those unwanted pests. This same method can be done with other building types such as walls or doors over the magma channel just as easily.

Another danger of fire imps (and fire men) is that they will attack wild Template:L (not other imps or fire men), traveling Template:Ls and Template:L, which can start a Template:L that will jump from ignitable tile to tile and can burn your entire map and your dwarves. For this reason, it is recommended that you keep an eye on the situation outside and give the Template:L for your dwarves to stay inside (o-i) when you see that flickering wall spreading from the magma vent area.

When a fire imp Template:L is Template:Led, clouds of "boiling fire imp fat" sometimes bubble out from the Template:L, which can ignite nearby items or Template:Les (at least one butcher has perished to this fate v0.28.181.40d), while other times it may leave a glob of Template:L in the butcher's shop which emits significant amounts of smoke (and may require deconstructing the butcher's shop in order to get rid of it).

Additionally, Template:L made from their remains are quite Template:L. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.

Catching Imps

Imps can be easily caught by building a Template:L or Template:L around the magma with only one little opening then placing Template:L traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.

Interesting Notes

When Fire Imps are injured, they bleed Goo.

A Pool of Goo from an injured Fire Imp

Although Fire Imps have a natural Template:L of only Template:L (about 127 degrees farenheit), they quickly reach a temperature of 12000 due to contact with magma. This is why imp fat does not consistently explode, and is not always lethal; an imp that was shot as soon as it jumped out of the magma and promptly butchered will produce nearly 12000 degree boiling fat; an imp which chased your dwarves all over the fortress for an entire season will have cooled down to its natural body temperature. Similarly, this is why wrestling a fire imp will only sometimes catch a Template:L's clothes on fire. A final danger is that fire imp meat can retain a high temperature for a long time, and will slowly heat its surroundings. If the surroundings are a wooden barrel, Template:L can result.

Fire Imps cannot drown, and dumping them into water has no effect. The imp will escape the water and run away. "A touch warm" means that, when eaten, Fire Imp meat will cause a flurry of cancelled jobs as dwarves rush for beverages instead.

Template:Game Data

Races
DwarfElfGoblinHumanKobold
Animals
AlligatorBeak dogBilouBlack-crested gibbonBlack-handed gibbonBlack bearBonoboCatCave crocodileCheetahChimpanzeeCougarCowDeerDogDonkeyElephantElkFoxGazelleGiant batGiant cave spiderGiant cave swallowGiant cheetahGiant desert scorpionGiant eagleGiant jaguarGiant leopardGiant lionGiant moleGiant olmGiant ratGiant tigerGiant toadGorillaGray gibbonGrimelingGrizzly bearGroundhogHarpyHippoHoary marmotHorseIce wolfJaguarLarge ratLeopardLionMandrillMountain goatMuleMuskoxNaked mole dogOne-humped camelOrangutanPileated gibbonPolar bearRaccoonRhesus macaqueSaltwater crocodileSasquatchSiamangSilvery gibbonTigerTwo-humped camelUnicornWarthogWhite-browed gibbonWhite-handed gibbonWolf
Aquatic
Humanoids
Semi-Megabeasts
Megabeasts
Nonexistent