Dwarf Fortress

Dwarf Fortress

83 arvostelua
Spellcrafts Mod - Magic Systems in Dwarf Fortress
4
3
2
   
Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Tiedostokoko
Julkaistu
Päivitetty
8.662 MB
26.12.2022 klo 20.06
6.10.2024 klo 14.28
8 muutosilmoitusta ( näytä )

Tilaa ladataksesi
Spellcrafts Mod - Magic Systems in Dwarf Fortress

Kuvaus
A complete high magic mod for Dwarf Fortress.
Additional info available in the Bay12 thread: http://www.bay12forums.com/smf/index.php?topic=180974.0

**Reminder: Most of the sprites used are derivations of the vanilla game's sprites.**

Oct 6th - V1.00.7 Released. Graphics crash fix.
Thanks to DPh Kraken for the example of palettized graphics.

Description;

As a "high magic" mod this introduces many ways to interact with magic on top of or replacing vanilla game features, including more secrets (like necromancy) werebeasts, vampires and liches (a form of mummy). It also adds the ability to learn magic in fort or adventure mode, and "natural" magic, which people are born with. This includes some racial abilities and generic ones available to everyone, and being a more powerful sorceror.

There are many magical creatures found in the wild, as well as a few domestically available creatures including Familiars, Peons, Beast Guardians, and Bronze Golems.

The vanilla Dwarf entity is still present, and has access to new features, and there is an additional playable wizard dwarf civ on the side, which has more immediate access to magic items and creatures. Its easiest to tell which civ youre selecting in the start menu by noting how many sites the civ has; vanilla dwarves will have many sites, but the wizard civ will be limited to a single fort and maybe a conquered site or two.

Features and Usage;

On embark, you'll have the option to bring with you Familiars, which are intelligent pets that provide some benefits to your dwarves, like "interacting" with them, being spell casters themselves, and doing some labor. They are small and weak by nature, so they won't work fast and arent going to last long in combat. If you selected a wizard civ you will have access to additional creatures. You will also have the option to bring some tools for learning magic; amulets, bestiaries, focuses, and athames. These are used in the Magician's Studio. There are a few new materials as well, which I will detail later. You will also be able to buy some new essences in the Pets and Fish item menus. Ignore the Pets, the Fish is what you want. They can be eaten by dwarves, teaching them spells.

You can buy all of these things from the trade caravan later, so its not necessary to bring any on embark.

In fort mode, you will be able to build some new workshops; the Magicians Studio where essences are generated and magic is learned, the Alchemy Lab where potions can be created, including those that will turn pets into other creatures or summon Peons and Familiars, the Enchanting Table where enchanted items can be made, and golems can be built, the Conjuring Circle where you can trade with otherworldly entities for trinkets and the occasional items of value, summon creatures and learn the dangerous Dementia magics, and the Holy Altar where you can pray to the gods and make sacrifices for boons.

Use the Magicians Studio to create Essences your dwarves can learn, by eating them as they are a fish type food item. Who eats what can be hard to control, so don't feel bad to set up a hermetically sealed wizard's tower/lab isolating the dwarves you want to eat the essences, and a food stockpile containing them, from the rest of the fortress. Alternatively, you can make sure something useful gets to the entire population by cooking it into roasts along with some high-quantity meat or egg stacks; everyone who eats the roasts will gain the same powers as they would if they ate only the essence. Dwarves will use their powers where appropriate for the AI, chiefly in combat.

Use the Alchemy Lab to create Potions, which like Essences are edible items, which the imbiber will gain temporary powers from. Some of these like recuperation or regeneration potions affect the imbiber directly, for a time, and some add a temporary ability like a magic attack. These can be useful rations for squads. Others let them summon a single Peon or Familiar in combat. A few special potions allow the imbiber to transform a tame animal, such as llama, into a magic creature such as a Spider Llama that produces valuable silk, and create magic Basins that can be pastured in a location and cast spells on creatures in range of them. You can also turn magic wax from cheese creatures into useable aether salts and residues, and extract useful products from basic materials such as non-economic stones.

Use the Enchanting Table to construct bronze golems from a bronze suit of armor and weapon. This will create a potion food which a dwarf must consume in order to finish summoning the golem. This is also where magic weapons, trap components and tools can be made.

Use the Conjuring Circle to deal with creatures in other worlds, firstly by exchanging magic energy for items and materials. Most of these are useless, if rare, materials like amber and coral crafts, but some more useful materials like essences and tools, but the big prize is the Tome of the Planes, which can be used to summon more creatures. Without it, you can still summon Peons, Familiars, and random animals. The conjuring circle can also conjure some raw resources, and food and drink.

Use the Holy Altar to make sacrifices for boons from the gods. These are rare, but usually include material resources, and can include essences, or special blessings to the one praying, like the ability to summon an angelic warrior or healer. For these greater boons you will have to make gold sacrifices.


In Adventure mode, you can learn mundane magics from essences, but must find the reagents to produce them yourself. Some reactions have been added for that purpose.

Essences;
Since essences are a food item, they need to be stored in a food stockpile. They come in a few important flavors related to the learnable schools of magic:
Generic - These spells are simple and not very powerful.
Aetherial - These spells relate to manipulating magic itself, using it to create monsters, shield and protect the caster, and silence opponents and magic missiles and webs.
Hyazith - The school of fire and ice, providing spells like fireball and icestorm, as well as transformations into fire and ice imps, allowing the transformed to caste more dangerous spells. This school can be pretty destructive and dangerous to the caster and fort.
Polybestia - Transformations into various animals and animal people. Can also transform opponents, and protect from transformations.
Medisephos - Healing, blessings and protections. Includes a spell to fully reform the body, halt bleeding and nausea, holy spikes that harm evil creatures, subdue opponents and speak with the dead.
Kineroch - The school of Storms and Kineticism. Includes throwing stones, lightning, wind, ice and transforming into the stormscale, a powerful storm elemental.
Dementia - A school of dangerous forms, one must first become Indoctrinated, and can then learn to torture, paralyze, cause nightmares, and become a werebeast or raise zombies.

Check out the Bay12 thread for more: http://www.bay12forums.com/smf/index.php?topic=180974.0
Suositut keskustelut Näytä kaikki (2)
5
20.5. klo 13.21
Mod conflict
Mrcalzon02
0
15.12.2024 klo 10.20
Feature Feedback Thread
Deanthelis
150 kommenttia
YU-GO-OH 21.4. klo 7.50 
seems like i can't get any visitors and this mage dwarfrace spawns every 5 creation attempts. really cool mod with a lot of reactions, shame i can't play it
Bleeding Eyes Mcgee 4.4. klo 10.43 
Are summoned creatures supposed to already have knowledge about the world? I summoned a friendly were-opossum in adventurer mode and he told be about the location of an artifact.
Taxicab Messiah 19.3. klo 13.17 
Will we be seeing an update in the future?
gioplay012 26.2. klo 12.17 
oh I see, thanks for clarifying the doubts
האש העתיקה 22.2. klo 16.01 
@gioplay012 in older versions it worked its broken right now
gioplay012 20.2. klo 20.16 
Hi, I killed a primeval vampire and drank his blood but I can't use the power "Embrace vampirism" on myself is that on purpose?
nekonekone 17.2. klo 10.46 
alright the game crashing on linux with this mod indeed was caused by linux being case sensitive - wrote a script to make copy of every file in a given dir but have the copies begin with lowercase, ran it in images and images/soulles and it works
Kelladon 16.2. klo 18.27 
I'm having a similar problem as Hellfire Phoenix. I can unlock self-discovery, but I can't use it as a Dwarf in adventure mode or in the arena.
Taxicab Messiah 12.2. klo 12.15 
When trying to use this on the Linux version, the game gets stuck on "Preparing graphics... Vanilla Music"
nekonekone 8.2. klo 10.43 
might be something with linux being case sensitive, as dumb as it sounds