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Editing User:Niggy

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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.
 
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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