Difference between revisions of "DF2014:Animal person"

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(Animal people organized by Attributes)
(Animal people organized by Attributes: neutralize bamboozlement)
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<big>'''(All animal people have the Learning and Humanoid Attributes)'''</big>
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| '''<big>[[Webs]]</big>''' || Can move through Webbing and collect it with G. No Web spray attack included. ||  | [[Brown recluse spider man]]
| '''<big>[[Webs]]</big>''' || Can move through Webbing and collect it with G. No Web spray attack included. ||  | [[Brown recluse spider man]]
<big>'''(All animal people have the Learning and Humanoid Attributes)'''</big>
== History ==
== History ==

Revision as of 23:54, 15 August 2019

This article is about the current version of DF.

Animal people are half-man, half-beast creatures with various animal-like traits (such as flying, thievery, and poisons), inherited from their base animal. They generally have significantly longer lifespans than their base animals, as well as the ability to learn. Animal people can join civilizations and live in sites. They can also come to your fort as visitors.

Animal people are playable creatures in adventure mode. If they became established members of a playable civ (dwarf, elf, human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under Intelligent Wilderness Creature. Some animal people may not be available due to having died out or being uncontacted (e.g. excluded to an isolated island).

Wild animal people wander on the surface in savage environments or dwell underground in the caverns; these two populations form distinct groups. Subterranean animal people are actually a civilization in themselves, rarely encountered, in small groups or "tribes". They are equipped with primitive weaponry such as wooden spears and blowguns (they are the only known source of blowdarts). Subterranean animal people will be labeled as Hostile upon discovery. They are not interested in negotiations and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the civilizations menu.

Subterranean animal people are also found in generated sewers, formed from a collection of outcasts.

Subterranean animal people


Being an entity in their own right, subterranean animal people possess ethics much like other civs. Those particular ethics are incomplete for now — being directly copied from kobolds and their values all set to zero (none).

Like kobolds, subterranean animal people consider the killing of other living beings acceptable, but treason is unthinkable, and they'll respond to the murder of their own kind by exiling the offender from their tribe. They oppose torturing for information and the torture of animals, but consider torturing for fun appropriate. Assault is considered a personal matter, while slavery, the taking of animal trophies, and the consumption of sapient beings (which includes other animal people) are all unthinkable acts.

Other animal people

Animal people organized by Attributes

@ Probably only functions as a Citizen in Fortress Mode (Needs Testing/Verification)

+ Probably only functions in Adventure Mode (Needs Testing/Verification)

(#) Probably only functions for procedurally generated "mob spawns" and not for adventurers (Needs Testing/Verification)

(All animal people have the Learning and Humanoid Attributes)


Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. Frogmen, lizardmen, and snakemen emerged from cave rivers, and antmen, batmen, and ratmen would come out from chasms to attack.

v0.27.169.32a released three-dimensional worlds, and subterranean creatures were moved to flock near generated chasms, underground rivers, and underground pools. Cave swallowmen and olmmen were introduced. The first set of above-ground savage animal people were also introduced: leechmen, snailmen, slugmen, and tigermen.

In v0.31, every creature was renamed and/or had their properties revamped (for example, "frogman" was changed to "amphibian man" and "batman" was changed to "bat man"). Not all animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced "creature variation" templates, which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current caverns, and subterranean animal people formed civilizations. More anthropomorphic variations of animals present at the time were added.

More animal people were added to the game in v0.34.

v0.42.01 allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. (A grizzly bear hammerman has much to offer a dwarven society.) v0.42.04 added more animal people to the game.


  • Humanoid versions of animals with the [MEANDERER] token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless performing a task.Bug:9588
Attribute Effect Species of Animal Man
Amphibious Move and Breathe normally on Water AND Dry land Alligator man | Axolotl man | Capybara man | Crab man | Elephant seal man | Gila monster man | Green tree frog man | Harp seal man | Hippo man | Horseshoe crab man | Leopard seal man | Olm man | Otter man | Platypus man | Pond turtle man | Reptile man | Saltwater crocodile man | Snapping turtle man | Toad man | Walrus man
Aquatic Move and Breathe normally in water, but Drown in less than 4/7 units of water. Cuttlefish man | Moon snail man | Narwhal man | Nautilus man | Octopus man | Orca man | Sperm whale man | Sponge man | Squid man
Egglaying@ Females will lay (sterile) eggs if given a Nest Box to claim Assumedly all species of egglaying birds
Flying+(bugged) Can fly through the air Albatross man | Barn owl man | Bluejay man | Bushtit man | Buzzard man | Cardinal man | Crow man | Damselfly man | Dragonfly man | Eagle man | Firefly man | Fly man | Grackle man | Great horned owl man | Grey parrot man | Hornbill man | Kea man | Kestrel man | Loon man | Lorikeet man | Magpie man | Mantis man | Masked lovebird man | Monarch butterfly man | Mosquito man | Moth man | Oriole man | Osprey man | Parakeet man | Peach-faced lovebird man | Peregrine falcon man | Puffin man | Raven man | Red-winged blackbird man | Roach man | Snowy owl man | Sparrow man | Swan man | Thrips man | Vulture man | Wren man
Genderless ...It's complicated... Leech man | Slug man | Snail man | Sponge man | Worm man
No Pain Carpenter's workshop Bark scorpion man | Brown recluse spider man | Jumping spider man
No Stun Metalsmith's forge Bark scorpion man | Brown recluse spider man | Jumping spider man
Shell maybe drops a shell when butchered (Dwarves will not do this), maybe offers a defensive boost of some kind? Needs testing Armadillo man | Desert tortoise man | Giant tortoise man | Moon snail man | Nautilus man | Pond turtle man | Snail man | Snapping turtle man
Steals drink(#) They drink your milkshake Black bear man | Grizzly bear man | Polar bear man | Sloth bear man
Steals food(#) Students of Sensei Hamburglar Black bear man | Buzzard man | Capuchin man | Coati man | Gray langur man | Grizzly bear man | Honey badger man | Kea man | Mandrill man | Polar bear man | Raccoon man | Rhesus macaque man | Sloth bear man | Vulture man
Steals items(#) Thievious, Racoonus Capuchin man | Coati man | Gray langur man | Kea man | Mandrill man | Raccoon man | Rhesus macaque man
Syndrome Venoms that cause various Fun symptoms Usually applied by bite or a special sting attack Adder man | Bark scorpion man | Black mamba man | Brown recluse spider man | Bushmaster man | Copperhead snake man | Gila monster man | King cobra man | Platypus man | Rattlesnake man
Webs Can move through Webbing and collect it with G. No Web spray attack included. Brown recluse spider man