Valkun's Dwarf Fortress Magic Add-On V0.1.1
Download: File Depot LinkIntroduction:This mod is a preliminariny attempt at producing a magic framework for Dwarf Fortress using reactions. Obviously it has nothing to do with the eventual system that Toady will create when he gets around to it. The spheres of magic were designed to allow all players to obtain materials that may not be available on a map or are only available in limited quantities and to use materials in new ways. However, the quality and quantity should be less than just gathering the resources normally and require more work in general. Magic has been divided into various spheres which each deal with their own industries and themes.
When possible, materials and items have been left out of sight and out of mind. Unfortunately, various gems will show up in stockpile lists and likes/dislikes. Junk Metal and Nightslade seeds are available upon embark but aren't terribly useful.
This was also an experiment into what is
possible under the current framework created by ToadyOne. Even what would be considered horrible mistakes are sometimes used in new and interesting ways. As the error log clearly shows, modifying the RAWs is not yet a complete and smooth process. Things that are impossible: skulls as a product or reagent, specific fats, wearable armor, item qualities, making a material on fire and hot enough to burn(may be possible using creature's native heat), extracts and other liquids as a product or reagent, prepared food as a product (and reagent?), and probably a dozen other things that experiments showed to be unavailable but have already been forgotten. If you have any quirks of dwarf fortress that you think would work well as a spell, please let me know.
Installation:1. Extract the raws in this zip file to your dwarf fortress\raw\objects.
2. Delete the files(if any) in dwarf fortress\data\objects.
3. Create a new world.
4. Ensure that temperature is set to Yes in dwarf fortress\data\init\init.txt
This mod is designed to work with any dwarf fortress which retains the original entries in the raws. Anything and everything included with the base game may be used by this mod.
How to start:At this time, smelter reactions are the only ones that can be added to the RAWs so all work must be done there.
The process of performing magic begins with creating paper, which is collected into blank books, which are written upon by using research papers. This is repeated in each of the three tiers that each sphere of magic is divided into, although the materials used differ and become progressively more difficult to procure.
Paper - Blank sheets of paper are created from plant fiber cloth, wood logs, or leather. These must be cut at a jeweler's workshop into square sheets. Keep Large Paper for use in Tier III Books.
Blank Books - The simplest books are made from cut paper and leather. Metal can be added to the recipe for slightly sturdier books. Large books require twice the materials as metal books and Large Paper.
Research - Generic research can be performed without any previous knowledge using paper and time. When successful, a research paper will be created. Further research will require the use of rare, sphere themed, materials and will produce sphere specific research papers.
Magic Books - When enough research, magic reagents, and a book to write upon is available, a magic book can finally be produced. Tier I books require only generic research and a leather bound blank book. Metal books are reserved for Tier II. Tier III, in addition to requiring studious effort, needs additional materials to decorate the cover.
Transcribing Books - After a magic book has been created, additional copies can be written with just a relevant blank book, cover materials, and a minimum of reagents.
Spells - Each spell has the name of the sphere and its tier listed in its job name to facilitate searching in the manager screen. In addition to possible ingredients, the relevant book is needed to cast the spell.
FAQ's:Q:Why won't my dwarves equip the living weapons from the experience sphere?
A:Due to a quirk with two handed weapons, the dwarves need to be set to use 2 weapons in the weapons screen.
Q:Why won't my dwarf pick up the ammo for a non-crossbow ranged weapon?
A:Bolts seem to have some behavior hard-coded. Every other type of ammo requires a quiver to be available otherwise the dwarf won't actually pick up the ammo.
Master Spell List:-----Death-----
Tier I
Spirit Lantern - Create a magical light that's drawn towards departed spirits.
Scavenge - Search for remains using a Spirit Lantern.
Eyes of Ghoul - Make rotted remains edible. (Small Animals/Chunks only)
Resting Place - Create a comfortable spot to stay a while.
Compact Bones - Turn bones stone hard.
Tier II
Exhume - Dig up graves using a lantern and shovel.
Curse - Death II and Death III can be used to curse opponents.
Write Curses - Prewritten to use against unsuspecting victims.
Animate Metal - Imbue metal with malevolent sentience.
Create Ghastly Nightslade - Summon seeds of a bush that matures throughout the fall and winter.
Prepare Iradum - Create a deadly poison from harvested nightslade.
Forge Poisoned Keris - Forge a wavy blade capable of delivering a painful slash.
Tier III
Archeological Expedition - Fund a well supplied research dig in a distant land.
Write Prophecies - Foretell the doomed fate of victims.
Dark Ritual - This sinister ceremony answers your most ambitious prayers.
Bring Metal to Life - Imbue metal with thought and emotion.
Poison Metal Bolts - Dip crossbow bolts in deadly poison.
Carrier of Pharaoh - Create a sepulchre fit for a departed king.
Summon Death Familiar
-----Experience-----
Tier I
Collect Junk Stone - Scrounge for worthless stone.
Make Junk Metal Bars - Smelt junk stone to cheap metal.
Create Training Weapons - Make wooden weapons fit for budding heroes.
Create Training Shield - Make a wooden shield designed to train blocking.
Tools of the Trade - Make wooden picks and axes for basic use.
Study - Earn experience through diligent reading.
Create Ex Crystal (Bone) - Earn experience through combat.
Create 3 Ex Crystal (Totem)
Create 5 Ex Crystals (Goblin, Kobold Totem)
Create Exdecade Crystal (10 Ex Crystal)
Create Excentury Crystal (10 Exdecade Crystal)
Create Exmillenium Crystal (10 Excentury Crystal)
Tier II
Bottomless Quiver - Enchant a quiver with the power to create its own bolts.
Create Ex 10 Crystals (Dwarf, Elf, Human Totem)
Create Ex 25 Crystals (Monster Totem)
Create Ex 50 Crystals (Large Ex Crystal)
Create Ex 100 Crystals (Semi-Megabeast Totem)
Create Living Weapons (Garret, Zephyrx, Bephel, Edvar, Vasirist, Raymond, Ziegfried, Pavel)
Upgrade Living Weapons Level 2 and Level 3
Tier III
Create Ex 50 Crystals (Iron Weapon)
Create Ex 150 Crystals (Iron Plate)
Create Ex 200 Crystals (Steel Weapon)
Create Ex 600 Crystals (Steel Plate)
Create Ex 500 Crystal (Megabeast Totem)
Ritual of the Celestial Guardians (Requires but does not consume all level 5 weapons)
Upgrade Living Weapons Level 4 and Level 5
Summon Experience Familiar
-----Flame-----
Tier I
Cremate - Burn remains to ashes.
Livefire Oil - Melt rendered animal fat to a clean burning fuel.
Create Torch - A simple tool for providing light or a makeshift club.
Tier II
Ebonheart's Lust - Bring out the trapped elements within obsidian.
Crystalize - Harden fire into a useable form.
Flare - Flame II can be used as a ranged weapon, deals Burn damage. Due to a bug, dwarves cannot pick up non-"BOLT" class ammo without a quiver.
Make Flare Crystal - Make ammo for Flame II from cut crystalized fire.
Recharge Flare Crystal - Refill 3 Charge Crystals.
Stone Dragon - A formidable mechanical dragon that spits fire at enemies.
Prepare Dragon Rage - Create kegs of fuel for Stone Dragons.
Make Fire Crafts - Reform Fire Essence into finished goods.
Tier III
Barbarian's Forge - Imbue steel with unbridled rage.
Immolate - Flame III can be used as a ranged weapon, deals Gore damage. Due to a bug, dwarves cannot pick up non-"BOLT" class ammo without a quiver.
Make Greater Flare Crystal - Make ammo for Flame III from large crystalized fire.
Overcharge Flare Crystal - Refill a Flare Crystal to dangerously extreme levels.
Altar to Ohtsam - Create a place of worship to the elder of Flame.
Light Altar - Set and activate an Altar.
Light Extinguished Altar - Reset an Altar in case of rain or other unexpected coolants.
Ritual of Blinding Heat - A prayer to the elder of Flame.
Summon Flame Familiar
----Gluttony-----
Tier I
Summon Tastless Gruel - Create a worthless glob of fat.
Summon Edible Fungus - Create glowing fungus (brewable and edible).
Grind Bonemeal - Create bone meal (brewable and edible)and Potash.
Form Candle - Create a candle from tallow.
Tier II
Fungal Burst - Create a cluster of glowing fungus from meat.
Curse of Midas - Turn wooden barrels to gold. However, any food within is consumed and decorations are lost.
Feast of Bloodstone - Turn stone to delicious cuts of meat.
Attract Mountain Cow - Attract a small subterranean animal with fungus.
Tier III
Mead Hall of the Mountain King - Create a set of furniture fit for the most extravagant of tastes.
Royal Guard Armor Bars - Smelt attractive but structurally unsound metal.
Overflowing Cornucopia - Summon a torrent of delectable flora.
Summon Gluttony Familiar
Thanks to Blakmane for inspiring the creation of this with the Dark Dwarves Mod and to all the people who've contributed to the modding section of the Dwarf Fortress Wiki.
Upcoming Spheres for V0.2.1:
Glacier(Done) - Deals with ice.
Tempest - Water and Fish.
Light - Glass.
Nature - Seeds, Trees, and Animals.
Still to Come:
Alchemy - Production of the Philosopher's Stone
Ephemeral - Light Weight and Silk
Decay - Leather
Chaos - Colored materials and dyes.
Void - Removing materials for later use (halls filled with stone!)
Inspiration - Magic Weapons and Armor when combined with other spheres.
Mountain - Various stones and metals.
Mastery - Needs all the other books.
And whatever else comes to mind.