Download from DFFDThis mod is a fork of the "Whatevermancy" part of
Mostly Mythical Monsters by
@IndigoFox (who kindly gave permission to share this), as bundled in
Splint's Vanilla Expanded. Main author of the fork is
@Mobbstar.
ForewordThe original Whatevermancy had much content, but I felt that it was relying on templates too much and could be more unique. Of course, more variety means more potential for unintentional behaviour. I tested version 1.0 fully in Arena, Legends, and Adventure mode, but de-facto not in Fortress mode. If something feels off, let me know!
How to install- Locate your Dwarf Fortress installation.
- Open the raw directory.
- Copy all files from the mod objects to the raw objects.
You can later uninstall the mod by deleting those files. They all end with
_mancy to find easily.
Tech SupportIf you encounter a problem while playing with this mod installed, contact the author(s). If you believe a problem is independent of the mod, post it to the
Mantis bug tracker and mention why this mod is irrelevant to the issue.
ContentSeveral new kinds of divine secrets may appear in the world. People who learn a secret (henceforth "practitioners") typically resurrect or transform corpses (henceforth "minions"), construct towers and pursue their goals.
The magical abilities a practitioner has, and what their minions are, depend on the secret they have learned. The goals they pursue are personal, though many end up taking over the world through violence.
All practitioners are immortal, and many are considered undead. Some do not need to eat, drink, sleep, or breathe.
The following lists all secrets. Avoid reading them if you like surprises.
Necromancy
Practitioners can perform horrible experiments on people, turning them into terrific monsters or powerful humanoids. Sometimes, practitioners can also summon boogiemen, which will fight the living.
Minions are corpses that have stopped rotting. They may be missing organs or body parts, or be solely skeletons. They are resilient and relentlessly hunt down all living creatures.
Necromancy secrets are generated by the game and not included in this mod.
Kryomancy
Practitioners can cast a cone of frost. Everyone caught in the frost is temporarily frozen. The frost also creates webs of ice, which freeze whoever steps on them.
Minions are pure ice in the shape of a man. They can launch chunks of ice at their target. Fighting them requires strong weapons or tools, but their ice might be meltable.
Hydromancy
Practitioners can retreat by turning into mist. In this form, they can fly, swim, and dodge almost perfectly. They draw on the ambience moisture to heal their injuries, and are fully regenerated when they become flesh again.
Minions are viscous slime with arms and a brain. They are vulnerable, but their hydraulic punches hit hard and can dent most armour. It is best to face them one-by-one.
Pyromancy
Practitioners can hurl fireballs at their target. This usually sets the target or the area behind it on fire. In the literal heat of battle, practitioners might even transform into an icon of destruction. If that happens, they can melt even quality armour and most stone.
Minions are charred corpses, eternally cremating within. They can breathe fire at their targets and survive the resulting inferno. Being near them, even behind fortifications, is extremely dangerous. Shields can deflect the fire breath, but beware of burning grass.
Geomancy
Practitioners can retreat into a protective metallic chrysalis. They cannot move or speak while in this form, but will eventually leave it fully healed.
Minions are stone in the shape of a man. The exact material varies, but they all leave behind a rough sculpture when defeated. They can shake the ground ahead of them, which usually knocks them and their target over. In groups, this results in a deadly earthquake that kills everyone caught in it, as well as some of the minions.
Klonomancy
Practitioners can send a shock through a creature they touch. The creature is knocked unconscious and in pain. The shock is not possible while the practitioner is submerged in water.
Minions are corpses that sway and twitch. They are surprisingly quick.
Some minions are sentient "stormwalkers" who can shock their target, like the practitioners can. Stormwalkers can also force their target to jump backwards, like a puppet string pulled from behind.
Hemomancy
Practitioners cannot bleed to death. They can drain life essence from the blood of their enemies to further heal.
Minions are bleeding corpses. They are resilient and relentless, and can feel the blood of the creatures around them. However, they are not bloodthirsty.
Some minions are sentient dhampirs, meaning they thirst for blood. They are slightly weaker than vampires and their blood is not cursed. They may retain their allegiance, but they will crave blood eventually.
Mykomancy
Practitioners can exhale spores which choke some who inhale them. Those who survive could still become infected.
Minions are overgrown corpses and infected living. They may be missing organs or body parts, or be solely skeletons. They are resilient and relentlessly hunt down all living creatures.
Some minions are sentient symbionts instead. They gain the strength and toughness of an infection but maintain their allegiance. However, they may cough up spores, thereby spreading the infection further.
Komomancy
Practitioners are immune to alcohol poisoning. They can spray enchanted wine at their opponents. The wine makes the opponents drunk through skin contact or ingestion. Consequently, the opponents may vomit profusely or fall asleep.
Minions are "giggling", insectoid spawn that cannot fight, but relentlessly tickles its target. The target typically loses control by laughing too much, or passes out from sensory overload. This continues until somebody strikes the giggling down, or the target starves.
Some corpses get raised as sentient "fun police" instead. They gain all the strengths and resistances of usual undead, but retain their emotions and become overwhelmed with joy.
Nuktomancy
Practitioners can sing a lullaby that makes all who hear it increasingly drowsy. The audience will eventually fall asleep or go insane from insomnia. Practitioners can also summon a nightmare to fight in their stead.
Minions are "nightsteeds", which can only be raised for the corpses of intelligent creatures. Their bodies are eerie shadow in an incomprehensible form. They pierce the hearts of their opponents with fright, literally.
Some minions are sentient "prisoners of fear" instead. They gain the physical toughness of undead, but retain their emotions, much to their own detriment. They have no hope and are constantly afraid.
Melissomancy
Practitioners can spray honey, which slows most creatures down considerably.
Minions are shambling corpses that contain a hive. They are weak and slow, but their swarm inflicts pain on the living.
Some minions are "bumbling workers" instead, insectoid humanoids which are unhindered by honey. On the contrary, honey makes them see clearer and think better.
Special thanks to Catiua for the theme idea!