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Editing User:Niggy

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Here you can find a list of all ingame shown colors and all stones, ores, metals, alloys, gems, glass , trees, "liquids" and ice with that color.
 
 
==Niggys Color helper!==
 
==Niggys Color helper!==
 
All thanks to Quietusts for removing the redlinks!
 
All thanks to Quietusts for removing the redlinks!
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2: That guy is not letting me go:
+
2: That guy is killing me if I go:
 
This would apply to all slaves in your fortress.
 
This would apply to all slaves in your fortress.
 
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons.  
 
They will attempt to flee if they don't fear the consequences enough or they will try to revolt if they have weapons.  
  
Things that increase the force (to stay here):
+
Things that increase the fear (of getting killed):
 
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt
 
-Seeing a family member/friend/creature of the same race/other slaves (in order of the highest to lowest effect) dying while attempting to flee/revolt
 
-Being chained/caged (This will increase the fear greatly)
 
-Being chained/caged (This will increase the fear greatly)
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-Walking in a trap while fleeing/revolting
 
-Walking in a trap while fleeing/revolting
  
Things that decrease the force(to stay here):
+
Things that decrease the fear(of getting killed while fleeing/revolting)
 
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing
 
-Seeing a family member/friend/creature of the same race/other slaves revolting/fleeing
 
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)
 
-Having access to some weapons (only revolting, don't let slaves haul your adamantine weapons)
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-Seeing members of the enslavers dying (while an ambush or siege)
 
-Seeing members of the enslavers dying (while an ambush or siege)
  
Things that affect the force level
+
Things that affect the fear level
 
-Being self confident or not (Affects chance of revolt more than fleeing)
 
-Being self confident or not (Affects chance of revolt more than fleeing)
 
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)
 
-Being brave (Brave creatures prefer revolting and dead than being slaved, fearful creatures prefer living and fleeing)
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A slave may form loyality to his comrades or his family and will not flee even when able to.
 
A slave may form loyality to his comrades or his family and will not flee even when able to.
 
Or a former mercrenary will settle in your fortress because he want to life there.
 
Or a former mercrenary will settle in your fortress because he want to life there.
 
+
A child sees his father fleeing in battle (or something) but will not stay because it loves this place so much.
 
 
==Slaves! (A evil (normal?) fortress master dream)==
 
Basically every creature that has the [CAN_LEARN] and [CAN_SPEAK] or [INTELLIGENT] tag can be enslaved.
 
To enslave a creature (maybe the last goblin ambush) you need it to be caged.
 
Then you assign it to be enslaved and your Slavemaster dwarf (a new job maybe) would go to that cage (like pet taming) and start to do his job (beating it until it gives up, a whip can help).
 
After you have atleast one slave, you must make slave quarters, the future homes of your slaves. Decorate it nicely with some metal doors and cages and chains hanging from the roof. Slaves don't need beds, so don't give them some.
 
You should also keep the slave master in the near of his charge so they can feel his love, a iron whip, it menances with spikes of iron.
 
When you have setup everything, you can assign the slaves to your normal dwarf or assign them work directly.
 
All slaves can do any work, or they could take a part in your armie.
 
"RELEASE THE TIGERMAN!"
 
 
 
Poorly, a slave needs food like everyone else. You should make a small food stockpile in their quarters and also a small, nice well.
 
Watch them, when 20 hungry slaves after hard days to work, all storm to the last piece of bread in their stockpile.
 
As with every animal, slaves will occiacially pop out some children. These can be very helpful, as they are new slaves which will occacially produce new slaves and fun toys.
 
They may even ask you if you could allow them to marry each other, this can be useful, or not. Or its just funny seeing as you deny this.
 
There is also nothing more fun then tossing the new born elf baby slave into that lava pit over there. :D
 
Its good to be evil (or normal).
 
 
 
If you are feeling really happy, you can even give freedom to new grown family, and make them real members of your fortress. Or not. Most likely not.
 
If you are a child snatching race, you can use this to produce even more slaves.
 
Or just trade them. Slaves are very useful in every direction.
 
 
 
Just don't let them haul your collection of adamantine weapons, as this can give slaves bad thoughts and cause some fun in the form of a armed slave revolt.
 
 
 
 
 
==Magic (some sort of thing that will be in DF one time)==
 
Magic could have different directions to go into, every creature can go into one certain direction of magic but will only be truly a master if it specialises on one direction:
 
 
 
Healing, Magic alchemy, summoning, demonic magic, necromantic, magic enchanting, mind controlling, elemental control (either in all directions or focusing in one element: fire, ice, water, light, darkness, thunder, earth, wind, life, death whatever else may come up), magical crafting
 
 
 
Healing: Healing wounds, curing poisons, removing rot, regrowing limbs, on highest level maybe even resurrection? Is directed to necromantic, and elemental life control
 
 
 
Magic alchemy: A fusion of alchemy and magic, will produce much better alchemic results with less time and work
 
 
 
Summoning: Summoning or calling of normal creatures, magical spirtites, elemental golems or even deities (priests could perform this to send a call to their deity). Would be related to all sorts of elemental control, necromantic and demonic magic.
 
 
 
Demonic magic: Enslaving the power of called demons to use under your control. This will provide enourmous powers but could end to endless pain if the demons overwhelm you and take you with in their world (like in here[http://www.bay12games.com/dwarves/story/tt_moclem.html]) which WILL happend if you are growing older and older. Related to summoning.
 
 
 
Necromantic: Reviving the fallen by channeling your own powers to move their bodies like puppets will not touching the soul of the dead. Unlike reviving through healing or elemental life, this will not provide a own will of the revived but its much easier and you gain more control of the dead. The zombies and skeletons and whatelse can be from any living creature, but can be overtaken by a greater might, like a force, deity or demon. Related to summoning, healing, mindcontrolling, elemental death and life.
 
 
 
Magic enchanting: Altering the properties of certain materials, tools or weapons. This alters the old properties greatly depending of the magican. He could enchant a copper dagger to be as strong as a steel dagger and as hot like dragon fire, while not burning its wearer. Related to all elemental controls and magical crafting. This can be done at any point the to-enchanting obejct exists, unlike magical crafting which will only work on the creation of the object. Enchantings will loose its power over time, the enchanting will stay longer, the better the enchanter is.
 
 
 
Mind controlling: Enslaving or affecting the mind of any creature, and changing its behaviour. Removing all fear, deleting all memories, or full remote control of its body. Related to elemental life and necromantic.
 
 
 
Elemental Control: Directly controling or altering the flow of elementals, sending a fireball there, changing the path of a thunderbolt here and freezing the next test subject. Some elements can be controlled by other elements, like if I remove all heat of a place, ice and coldness will spread there. This is called indirect control. Direct control can move the element, increase or decrease its strenght and other things.
 
 
 
Magical Crafting: Using magical powers to work magical abilities into a material. These will stay forever until the destruction of the object, then they will break out in the form of a small magical explosion. Related to magical enchanting.
 
 
 
 
 
All forms of magic must be learned by the individual, before it can use and master them.
 
Some creatures are more affected by magic then others, while even some species are more affected by certain ways of magic then others (elves in healing and elemental life and light, dwarves in enchanting, magical crafting and elemental earth).
 
To train a creature in magic, it needs to pose magical affection and a magican needs to find this affection in order to train it into a magican.
 
It can also gain powers through objects (a magical hammer for crafting for example) or as a present from a deity or demon.
 
 
 
In fortress mode, you could get a immigrant magican, who will then start to live in your fortress and increase its ability in his/her magical direction. Upon finding another magical affected individual, the magican will start to train (if you allow it) the apprentice in general knowledge of magic. The apprentice will choose from a magical direction it likes but will prefer a direction an already existing magican uses.
 
 
 
The apprentice will test its new won abilities on some subjects, like necromantic on dead creatures (the latest siege will help here), like healing in the hospital or manipulating the elements outside (or worse, inside) your fortres.
 
 
 
Imagine to see your newest apprentice to test his necromantic powers in the graveyard of your fortress!0
 

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