Brainstorming on "Putnamizing" the magic system.
As many of you all might know Putnam has invented this DFHack script for making enchanted arms and armor. Here is my thoughts on upcoming changes to make use of it. As always open to feedback.
The existing Arcane Forge gets split into separate buildings.
* New Arcane Forge -> Magic gear only, becomes a domestic building; now that Orichalcum is SPECIAL (rare) it can be limited just through material scarcity rather than blueprint
* Runesmith -> Becomes a Barbarian (dwarven) tech building
* Glass-smith -> TBD (maybe replaced with crystal-cavern type building as the drowish Barbarian tech)
* Magma source -> TBD (craft at Arcane forge from Blood of Armok?)
New Arcane Forge
* Still keep Weapons firing bladeshards/runebolts with AOE spells; like current system
actually, it might be that we can't use both, because of course the runebolts are made of syndrome, i dunno how this will work in tandem with itemsyndrome. maybe immunities, although, it's not necessarily intended that orcs are always immune, that might be better than the alternative.
* NEW Voodoo focus; a "shield" type item (with very low Blockchance of course) that allows you to cast a particular powerful spell when wielded. Intended to be restricted use to Dreamwalkers & other mages, hopefully that is possible. These might include spells that are "dangerous" and you want to control carefully who can cast them or not.
* Raise Dead
* Lunacy (frenzy, maybe tied to the lunar cycle if I can make it work)
* Toxic Spores
* Blizzard (see the "Frostbite" thread)
* Healing
* NEW Dreamwalkers Runerobe; a light armor that boosts your MAGIC_NATURE skill learn rate, therefore buffs effectiveness with weapons
Additions to Meadhall
* Special Mead with effects (Black Draught, Sharkey's Firewater, etc.)
* NEW Berzerker's Lupine Mask (Prone to rage)
* NEW Opaque Lupine Mask (No fear)
* NEW Shadowsilk Lupine Mask (Immune to webs)
Additions to Heavy Weapons Armory
* NEW Sapper's Satchel Charge (shield, gives massive explosion when Fleeing)
* NEW Flamethrowing Cannon (gives the abilities of the old-style orcish grenadier - Fireimmune, spray lignite vapor & webs, firejet)
* NEW Experimental Warp Musket (what could go wrong?)