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Difference between revisions of "40d:Fire imp"
Aesomatica (talk | contribs) (Added information on fire imps starting wildfire and the danger it poses to your fort.) |
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{{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 nasty little [[creatures]] that live in [[magma]] vents. They usually don't roam far from the vent, but they will surface and attack the odd [[dwarf]] who dares use their vent to fuel his [[magma smelter]]. They are rather [[size|small]] and easy to kill, but are able to breathe [[fire]] that deals high damage and ignites objects and [[creatures]]. If you insist on using imp-infested magma for your metalworks, consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s. If you don't want to do that, you can follow the same procedure you use to prevent [[fire man|fire men]] from getting your dwarves. | + | '''Fire imps''' are nasty little [[creatures]] that live in [[magma]] vents. They usually don't roam far from the vent, but they will surface and attack the odd [[dwarf]] who dares use their vent to fuel his [[magma smelter]]. They are rather [[size|small]] and easy to kill, but are able to breathe [[fire]] that deals high damage and ignites objects and [[creatures]]. If you insist on using imp-infested magma for your metalworks, consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s. If you don't want to do that, you can follow the same procedure you use to prevent [[fire man|fire men]] from getting your dwarves. Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), [[trading]] merchants and [[goblins]]. This can start a wild fire that will jump from ignitable tile to tile and can burn your entire map. It will not burn down trees but all vegetation gets covered in a layer of ash (non-usable). Creatures and dwarves alike are oblivious to the wall of fiery death and will stand there as it consumes them. 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. |
When a fire imp [[corpse]] is [[butcher]]ed, clouds of "boiling fire imp fat" will briefly 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}}.) Additionally, [[crafts]] made from their [[bone]]s are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking. | When a fire imp [[corpse]] is [[butcher]]ed, clouds of "boiling fire imp fat" will briefly 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}}.) Additionally, [[crafts]] made from their [[bone]]s are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking. |
Revision as of 17:28, 10 November 2008
Fire imps are nasty little creatures that live in magma vents. They usually don't roam far from the vent, but they will surface and attack the odd dwarf who dares use their vent to fuel his magma smelter. They are rather small and easy to kill, but are able to breathe fire that deals high damage and ignites objects and creatures. If you insist on using imp-infested magma for your metalworks, consider setting traps or stationing marksdwarves around the furnaces. If you don't want to do that, you can follow the same procedure you use to prevent fire men from getting your dwarves. Another danger of fire imps (and fire men) is that they will attack wild creatures (not other imps or fire men), trading merchants and goblins. This can start a wild fire that will jump from ignitable tile to tile and can burn your entire map. It will not burn down trees but all vegetation gets covered in a layer of ash (non-usable). Creatures and dwarves alike are oblivious to the wall of fiery death and will stand there as it consumes them. 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 (o-i) when you see that flickering wall spreading from the magma vent area.
When a fire imp corpse is butchered, clouds of "boiling fire imp fat" will briefly bubble out from the Butcher's shop, which can ignite nearby items or clothes (at least one butcher has perished to this fate v0.28.181.40d.) Additionally, crafts made from their bones are quite valuable. Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.
WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.
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 you dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.
Interesting Note
When Fire Imps are injured, they bleed Goo.