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LEGENDS OF FORLORN REALMS Version 0.

14b ----[CR0] CREDITS AND LEGAL MUMBO JUMBO This modification was designed and written by narhiril of the bay12 forums, for Dwarf Fortress. Please do not redistribute this mod in its entirety or any individual features of this mod wit hout consent. As many of the included features of this mod are inspired by other high fantasy universes and real-life technologies, some resemblance to other mods is both inevitable and entirely coincidental (except for those mentioned be low). You MAY: -Link the thread and download page to anyone you wish. -Play this mod to your heart's content. -Modify any component of this mod, as long as these modifications are not distri buted. You may NOT: -Claim this mod as your own, because it isn't. -Re-upload this mod in part or in its entirety without my express consent. I would like to give special thanks to the following: From Bay12 forums: -Ironhand, who taught me everything I know about graphics in DF. -Kipi, who graciously provided permissions, raws for the display case, and react ion raws for the foundry (block factory). -elf-fondling human, who graciously allowed me to include the pegasoi in this mo d and provided the graphics and raws for them. -darkflagrance and Deon, whose Fortress Defense and Genesis mods provided me wit h a frame of reference when writing my own raws. -Jeoshua, legendary bug hunter. -In no particular order, Carn, Pan, thatkid, TehNoob, trees, Putnam, Patchouli, darkflagrance (again) and countless others for suggestions and feedback. -Kweri and Alem for help with early bug hunting. -Pan (again) for help with testing zingers. -Ult1mara for publicity through his YouTube channel. -Reelyanoob, for the French language file. -An unknown author for the Latin language file. -peterix (and any other tool developers) for DFHack, which helped immensely with testing. -Toady One and Threetoe, of course, who made this game possible. -all others who answered questions during my time of exploration with modding DF . Others: -Josh and Joann, the food service people who made me burritos while I worked on this mod.

Questions and comments can be directed to narhiril (bay12forums), or x_narhiril_ x@yahoo.com (I check this every couple of days). ----[TC0] CONTENTS: [CR0] [TC0] [KI0] [CL0] credits and legal mumbo jumbo. this table of contents. known issues. change log / version history header. [CLL] - v0.14b [CLK] - v0.14a [CLJ] - v0.13b [CLI] - v0.13a [CLH] - v0.12c [CLG] - v0.12b [CLF] - v0.12a [CLE] - v0.11c [CLD] - v0.11b [CLC] - v0.11a [CLB] - v0.10c-d [CLA] - v0.10b [CL9] - v0.10a [CL8] - v0.07b-e [CL7] - v0.07a [CL6] - v0.06 [CL5] - v0.05 [CL4] - v0.04 [CL3] - v0.03 [CL2] - v0.02 [CL1] - v0.01 installation header. [IN1] - notes about balance [IN2] - basic installation instructions new metals/minerals section header. [NM1] - mithril [0.05a] [NM2] - tungsten [NM3] - iovium and abyssal eyes [NM4] - vanadium and damascus steel [NM5] - shards of the void [NM6] - ether [NM7] - lustrum [NM8] - orichalcum [NM9] - hadrine new weapons section header. [WA1] - the dwarven javelin thrower [WA2] - javelins (ammo) [WA3] - two-handed weapons [WA4] - other combat tweaks [WA5] - "mood weapons" new armor section header. [AR1] - shields [AR2] - body armor [AR3] - leg armor [AR4] - gloves and boots [AR5] - helms [AR6] - clothing civilizations section header.

[IN0] [NM0] -

[WA0] -

[AR0] -

[CV0] -

[FC0] -

[DC0] -

[NP0] -

[NB0] -

[SC0] -

[CV1] - the meowkin [CV2] - the bog trolls [CV3] - the voidwalkers [CV4] - the lizardmen [CV5] - the nephilim [CV6] - the moroii friendly creatures section header. [FC1] - tortoises [FC2] - pegasoi (by elf-fondling human) [FC3] - cave oysters [FC4] - will o' wisps [FC5] - pigeons [FC6] - carbuncles [FC7] - jackalopes [FC8] - sabre-toothed tigers [FC9] - dwarven savants [FCA] - zingers deadly creatures section header. [DC1] - the devourer of the depths [DC2] - wyverns [DC3] - leviathans [DC4] - damascus sentinels [DC5] - deep wolves [DC6] - behemoths [DC7] - aatxes [DC8] - masters of locusts [DC9] - banshees [DCA] - land movers [DCB] - incubi [DCC] - manticores [DCX] - other creatures new plants section header. [NP1] - bluebells and dwarven whiskey [NP2] - the thyme has come [NP3] - widow's tear [NP4] - tonicbriar [NP5] - voracious maw and atrophic bliss [NP6] - winding spire [NP7] - tatterstone's buckle [NP8] - pygmy lime [NP9] - prism star [NPA] - shankweed [NPB] - vine and drops of xanadu [NPC] - herald's horn [NPD] - courage oak [NPE] - mousebulb changes to dwarven nobility header. [NB1] - the champion [NB2] - the dungeon master [NB3] - the local legend dwarven science and construction section header. [SC1] - the alchemy lab [SC2] - random synthesis [SC3] - reverse engineering [SC4] - other alchemy reactions [SC5] - the foundry (by Kipi) [SC6] - the display case (by Kipi) [SC7] - the metal caster [SC8] - dwarven mechanical breakthroughs [SC9] - the crematorium

[SCA] - the lustrum extractor [SCB] - advanced casters [SCC] - the experimental materials workshop [SCD] - the weapons concept laboratory [SCE] - the crystal growth tank [SCF] - the trash compactor [RT0] - dwarven ritual and spirituality section header. [RT1] - the altar [RT2] - the temple component foundry [RT3] - the shrines [HB0]- hybrid buildings section header. [HB1] - the fishing pond [RC0] - manual compatability fixes header. [RC1] - changes to the entity_default file for proper functionality. [RC2] - changes to the item_weapon file for proper functionality. [RC3] - changes to the creature_standard file for proper functionality. [PQ0] - FAQ about mood weapon attributes. -----[KI0] KNOWN ISSUES The foundry is known to cause all of the stones that it can produce blocks from to be listed as economic stones by default. This is annoying, as you will have to manually change them back to mundane stones in the stone menu, but does not othe rwise affect gameplay. There is currently no fix for this. Nephilim caravans will abandon their pack animals and fly to the depot without t hem, making trading with them impossible. This is an irritating bug that has to do with caravan scripting and a lack of more specific pack animal tokens. Hostile races will not fight amongst each other (except for goblins) outside of legends mode. This is currently impossible for me to fix given the current engi ne. -----[CL0] CHANGE LOG / VERSION HISTORY This log will be numbered in reverse, with the most recent changes on top. [CLx] v0.yz -[CLL] v0.14b Fixed a bug that was causing the dwarven caravan to carry ether bars. Cleaned u p a few inconsistencies in documentation for the mod. Renamed the reward for th e "banshee funeral rite" reaction to avoid confusion with ether metal. The "melt etheral s pheres" reaction at the smelter no longer requires fuel and has had its function changed to convert an ethereal sphere into a base-quality "ethereal sphere (processed)," which can then be melted down towards ethereal bars (special thanks to TehNoob for this reaction). The crystal growth tank now requires two clear glass boxes to constr

uct (instead of a barrel). Fixed a few minor text errors in reactions and manua l. Modified Files: building_crystal_lfr.txt building_npc_lfr.txt entity_default.txt inorganic_stone_mineral_narhiril.txt item_toy_special.txt reaction_narhiril.txt reaction_alchemy_narhiril.txt reaction_ritual_t1.txt reaction_ritual_t2.txt lfr_manual.txt

-[CLK] v0.14a Added bismuth bars as a possible result from alchemy. Removed grazer tags from carbuncles and tortoises. Added the orrery, a new training workshop. Added the trash compactor and "slab removal" reactions. Meowkin ears are now properly sized, and their litter sizes have been cut to 1-2 (was 1-3) in order to put a dent in their domination during world gen (they were killing absolutely everything, l ikely due to numbers). Added the crystal growth tank, a tier three mechanical b uilding. Moved amaroks, leviathans, wyverns, behemoths, manticores, and dragons to a new material template with stronger bone and leather (this change was also applied to a few spoiler-related creatures). Leather and bone products of these creatur es will be significantly stronger and more valuable. Added a reaction to turn masterwork ethereal spheres into ethereal bars without producing a tantrum spira l (found at smelter). Added v0.03a of "zingers" raws. Added tier one of the ritual tech tree and framework for tier two. Voidwalkers will now siege from st ealth - sneaky buggers. All accumulated wealth and trade siege triggers have been moved one notch back to compensate for the added material value of tec h and ritual tree goods. The "perform banshee funeral rite" reaction has been moved from the alchemy lab to the altar, and the fuel requirement for this react ion has been removed (the magma version of this reaction has also been removed). Zingers and sabre-toothed tigers are now available on embark due to popular dema nd - values have been adjusted accordingly. Added a handful of easter eggs. Added a small number of new food items (for no good reason, possibly due to hung er at the time). Added the fish pond, the first "hybrid" building. A rare caste ofpigeon will no longer appear in siege forces. Modified Files: building_npc_lfr.txt creature_easter_egg_lfr.txt creature_legendary_narhiril.txt creature_standard.txt creature_land_mover_lfr.txt

creature_meow.txt creature_narhiril.txt creature_pet_narhiril.txt entity_default.txt entity_meow.txt entity-bog.txt entity_void.txt entity_lizardmen.txt entity_nephilim.txt item_helm_mood_lfr.txt item_armor_special_lfr.txt item_weapon_special.txt material_template_narhiril.txt reaction_alchemy_narhiril.txt tissue_template_land_mover_lfr.txt graphics_lfr_custom.txt lfr_manual.txt Removed Files: inorganic_material_land_mover_narhiril.txt (this file's function has been replac ed by a new, better material template) graphics_set_support_lfr (remnant folder of an early test build, was serving no purpose other than taking up space) Added Files: b_detail_plan_narhiril.txt body_narhiril.txt building_fishpond_lfr.txt building_crystals_lfr.txt building_orrery_lfr.txt building_ritual_lfr.txt building_trash_lfr.txt creature_fish_domestic.txt creature_servant.txt creature_zinger.txt inorganic_z_ritual_lfr.txt inorganic_zinger_death_blasts.txt item_food_narhiril.txt reaction_crystals_lfr.txt reaction_fish_lfr.txt reaction_orrery_lfr.txt reaction_ritual_t1.txt reaction_ritual_t2.txt reaction_slab_removal.txt lfr_zinger.png lore_pantheon.txt -[CLJ] v0.13b Various bugfixes. Fixed a small number of typos. Fixed an issue with advanced metal casters using a duplicate reaction. Made tortoises flee combat by default. Adjusted the weight of voidshard. Fixed an error with manua

l compatibility instructions for the creature_standard file. Modified Files: lfr_manual.txt creature_pet_narhiril.txt item_tool_narhiril.txt reaction_tech_t2_lfr.txt inorganic_metal_narhiril.txt creature_standard.txt -[CLI] v0.13a Added nephilim and meowkin diplomats. Added carbuncles, a new common domestic c reature. Added dwarven savants - more details on this later. Added the second tier of the "tech tree," including five new buildings and lots of associated reactions. Added new easter eggs. Added new graphics for relevant creatures. Added the moroii, a new underground tribal rac e. Added rare drops for more creatures. Moved bog troll siege trigger back slightly. Took the opportunity to fix a bug with kobolds tha t was causing them to starve to death by year 4 of worldgen. It is now possible for players to purchase tame tortoises at embark. Pet value for tortoises has been adjusted for this purpose. Added amaroks and humbabas. Added jackalopes and sabre-toothed tigers. Added a caste of liza rdmen which carry mischievious behavior tokens. Removed a special caste of pigeons from the arena spawn list. Resolved an issue causing w idow's tears to appear as black squares. Added weapons and graphics for voidwalker thieves. Added Files: lfr_additional_creatures.png lfr_carbuncle.png lfr_jack_sabre.png lfr_moroii.png language_MOROII.txt building_exp_materials.txt building_exp_weapons.txt building_mechanical_t2.txt reaction_tech_t2_lfr.txt reaction_exp_weapons.txt lore_moroii.txt Modified Files: lfr_voidwalkers.png creature_pet_narhiril.txt creature_easter_egg.txt creature_lizardmen.txt entity_meow.txt entity_nephilim.txt entity_bog.txt entity_void.txt inorganic_other_narhiril.txt inorganic_stone_gem_narhiril.txt creature_standard.txt <- stock file, see compatibility section for details item_armor_special_lfr.txt

item_tool_narhiril.txt item_weapon_special.txt plant_narhiril.txt reaction_tech_adv_lfr.txt graphics_lfr_custom.txt graphics_lfr_easter_egg.txt lfr_manual.txt -[CLH] v0.12c Fixed a bug with bog troll and voidwalker civs that was causing them to be frien dly to the player. Gave metal weapons back to the bog trolls. Modified files: entity_bog.txt entity_void.tst -[CLG] v0.12b Resolved a bug where bog trolls and voidwalkers were ignoring their siege trigge rs. Fixed a typo with the name of a spoiler-related item. Fixed an unintended "feature" of will o' wisps that was causing nearby enemies to burn to death. Ad ded will o' wisp rare drops and an alchemical reaction to use them. Added a rare drop to masters of locusts. Removed previously mentioned diplomatic change s for bog trolls and voidwalkers (but not for nephilim). Removed the broken "cremate corpse" reaction due to a broken token (hah, the rhymed) - this may be re-implemented in the future. Autopsy reactions will now use vermin remains. Added one new mood weapon (this one's awesome, but I'm not sharing any more abou t it). Voidwalker, bog troll, and lizardman sieges and ambushes will no longer enter the map in autumn. Added files: item_weapon_special.txt Modified Files: creature_bog.txt creature_void.txt reaction_alchemy_narhiril.txt item_toy_special.txt material_template_narhiril.txt entity_default.txt entity_bog.txt entity_lizardmen.txt entity_void.txt lfr_manual.txt reaction_narhiril.txt item_weapon_narhiril.txt reaction_tech_adv_lfr.txt -[CLF] v0.12a

Resolved a few minor anomalies. Added numerous language files. Added mechanica l-themed first installment of the "tech tree," including six new buildings and associated reactions. Added orichalcum. Added new easter eggs. Nephilim caravans will not trade with you, but you can still offer them tribute or forcibly take their goods. Bog trolls are not h ostile to lizardmen or goblins, but will no longer send ambushes and will now only use wooden weapons (they are meant to be a first-tier enemy). Voidwalk ers will now siege at population 110 (down from 150, for lower system specs). I f you create a LOT of wealth, they may come earlier. Voidwalker will no longer ab use bodies (they have better things to do) and no longer ignore neutrals. (pause for breath) Fixed an issue that was making incubi much rarer than intended (though they're s till pretty rare). Added some other hidden features, including a preview of the second tier of the tech tree. Fixed an issue preventing a spoiler-related c reature, pigeons, and will o' wisps from spawning. Fixed an issue with voidwalker graphics tiles being slightly misaligned. Slightly brightened voidwa lker graphics tiles to make them more visible on dark backgrounds. Added Files: language_FRENCH.txt language_LATIN.txt language_LIZMAN.txt language_SHEDIM.txt (currently unused, planned for future developments) building_mechanical_lfr.txt item_toy_tech_adv_lfr.txt item_tool_narhiril.txt reaction_tech_adv_lfr.txt building_crematorium_lfr.txt item_armor_special_lfr.txt item_trapcomp_special.txt building_lustrum_lfr.txt wrath_lfr.png Modified Files: inorganic_stone_mineral_narhiril.txt inorganic_metal_narhiril.txt entity_default.txt reaction_alchemy_narhiril.txt creature_easter_egg.txt entity_bog.txt creature_bog.txt entity_lizardmen.txt entity_nephilim.txt lfr_manual.txt lore_bog_troll.txt lore_misc.txt creature_lizardmen.txt creature_nephilim.txt creature_void.txt entity_void.txt building_alchemy_narhiril.txt reaction_narhiril.txt item_helm_mood_lfr.txt lore_nephilim.txt

graphics_lfr_custom.txt lfr_voidwalkers.png -[CLE] v0.11c Fixed a bug preventing damascus sentinels from spawning properly during worldgen . Tweaked new civilizations - Nephilim are no longer hostile by default (unless they declare war on you). Bog Trolls will now send abductors rather than just item thieves. Names and symbols used by civilizations have been changed. Dwarven names have b een changed for dwarfier epithets. Bog trolls should now attack goblins and lizardmen. Voidwalkers should now attack everything. Added Files: language_SYM_LFR.txt Modified Files: entity_default.txt entity_bog.txt creature_bog.txt entity_lizardmen.txt entity_nephilim.txt lfr_manual.txt lore_bog_troll.txt creature_lizardmen.txt creature_nephilim.txt creature_void.txt entity_void.txt lore_void.txt creature_narhiril.txt -[CLD] v0.11b Cleaned up a few bugs with the magma alchemy lab. A few other minor bug fixes. Modified Files: building_alchemy_narhiril.txt building_display_case_kipi.txt --[CLC] v0.11a Various minor bug/quirk fixes (thanks Jeoshua). Added LFR_ASCII folder - better support for this version is planned in the future. Added some unique professio n names to mod-related civilized races. Added pigeons. Added new mood weapons. Added pre-installed version for Ironhand's graphics set (thanks Ult1mara). Preinstalled versions for other graphics sets are planned. Added plant transmutati on reaction to alchemy lab. Added graphics for new creatures. Added magma vers ions

of alchemy lab and metal caster (and associated reactions). Added new easter eg gs, including six "mood hats." Fixed a bug with a duplicate instrument entry. Moved metal caster and magma caster to "furnace" menu. Added white gold and associate d smelting reaction. Added gems to raw mithril. Added incubi. Fixed a bug wit h alchemical byproducts causing them to destroy wooden buckets within the workshop . Added Files: material_template_narhiril.txt item_helm_mood_lfr.txt inorganic_stone_transmute_narhiril.txt building_npc_lfr.txt Modified Files: entity_bog.txt creature_bog.txt entity_lizardmen.txt creature_lizardmen.txt entity_nephilim.txt lfr_manual.txt lore_bog_troll.txt creature_lizardmen.txt creature_nephilim.txt creature_void.txt creature_easter_egg.txt entity_default.txt item_weapon_narhiril.txt item_instrument_nephilim.txt reaction_alchemy_narhiril.txt reaction_narhiril.txt building_alchemy_narhiril.txt building_caster_lfr.txt inorganic_stone_mineral_narhiril.txt inorganic_metal_narhiril.txt inorganic_stone_gem_narhiril.txt item_toy_special.txt -[CLB] v0.10c-d Minor error log cleanup versions. Fixed a bug preventing dwarves from manufatur ing blowdarts. Modified Files: (too many to list) -[CLA] v0.10b Fixed a bug with the metal caster that was preventing the dwarves from building it.

Modified Files: entity_default.txt lfr_manual.txt -[CL9] v0.10a First public release on Bay12 forums. Fixed a bug with sentinel core research r eaction that was preventing the products from showing up. Added meowkin merchant guards. Tweaked bog troll and voidwalker ethics. Changed the unpicked color of mousebulb to yellow to differentiate from bluebells (oversight). Finalized entity lore files. Tweaked lizardmen to make them show up more often (they were starting in a relatively rare biome not present in all worlds). Re-introduced ether, which is now produced as an item that must be melted to obt ain an ethereal bar (this *should* resolve the caravan problem). Resolved an issue with state names of ether. Tweaked bog trolls to make them show up sli ghtly later. Made tortoises appear more frequently. Added support for Phoebus' graphics set. Support for default (ascii) and Mayday's graphics sets p lanned for next version. Ethereal spheres are now produced in batches of ten, as melting was requiring te n of them to produce a single bar. Getting ten of an item with a 1% chance of production was ridiculous, so I've adjusted this to make an ethereal sphere p roduction more of an exciting moment. Syndromes from alchemical reactions now last longer. While this will not make m uch of a difference for most reactions, it will make the rare chemical burns much more dangerous (previously, dwarves were recovering too quickly for t he syndrome to cause many problems). Javelins have been moved to a new building, the metal caster, with associated re actions. The land mover, a new megabeast, has been added. Note: Because of difficulties with diplomatic relations, voidwalkers carry the [ ITEM_THIEF] token, meaning that a lone voidwalker will periodically show up (stealthed) and try to steal something. This is inconsistent with the lore file s, which imply that the voidwalkers have nothing to gain from stealing dwarven stuff, but I needed a token that would force hostilities. Think of it as the vo idwalkers wanting to keep an eye on the other races. Added Files: tissue_template_land_mover_lfr.txt inorganic_material_land_mover_narhiril.txt creature_land_mover_lfr.txt building_caster_lfr.txt Modified Files: lfr_manual.txt entity_meow.txt entity_bog.txt entity_void.txt entity_nephilim.txt creature_nephilim.txt

entity_lizardmen.txt reaction_narhiril.txt reaction_alchemy_narhiril.txt plant_narhiril.txt lore_nephilim.txt inorganic_metal_narhiril.txt inorganic_stone_mineral_narhiril.txt creature_pet_narhiril.txt lore_bog_troll.txt -[CL8] v0.07b-e Internal testing versions. Too many files modified (and many later reverted) fo r a list to be terribly helpful. Changelog will be posted for next version. -[CL7] v0.07a Added the long-overdue graphics for voidwalkers. Added child graphics to meowki n and lizardmen. Added two new reactions to alchemy lab. Pre-production is now complete. This version will undergo a little more testing before being released as v0.10. Ether, unfortunately, is showing up in caravans a lot more often than intended. The importing of large quantities of this metal are limited by its extremely high value, but seeing every dwarf merchant stride in with an entire company of ethereal spears is detrimental to the mod's intentions and immersion factor. Until this is resolved, I am removing the ethereal bar from the possible results of alchemical experiments. Added Files: lfr_voidwalkers.png Modified Files: lfr_meowkin.png lfr_lizardmen.png graphics_lfr_custom.txt reaction_alchemy_narhiril.txt -[CL6] v0.06 Added alchemy and associated files. Added banshees and will o' wisps. Added Ki pi's block factory (renamed "foundry") and display case. Added nephilim graphics. Tweaked a few frequency values for creatures. Added n ew noble position and graphics for bog trolls. Moved a spoiler-related creature to the creature_easter_egg.txt file (from creature_lege ndary_narhiril.txt). Added a spoiler-related new helmet. Added graphics for all non-entity creatures. Removed placeholder graphics for a ll creatures that used them. Added Files: reaction_alchemy_narhiril.txt

building_alchemy_narhiril.txt building_foundry_kipi.txt building_display_case_kipi.txt reaction_foundry_kipi.txt lfr_nephilim.png lfr_bog_trolls.png lfr_assorted_creatures.png lfr_tortoise.png Modified Files: creature_narhiril.txt entity_default.txt entity_bog.txt creature_bog.txt creature_easter_egg.txt creature_legendary_narhiril.txt graphics_lfr_custom.txt graphics_lfr_easter_egg.txt item_weapon_narhiril.txt

-[CL5] v0.05 Fixed a bug with lizardmen and bog trolls that was causing them to die out durin g worldgen. Lizardmen can now breathe underwater as well. Nephilim will now build castles in adventure mode. Axes and associated graphics have been added to lizardmen and meowkin to allow them to cut wood for fuel. Added a new creature, the master of locusts. Added stones a nd metal associated with alchemy (will have no effect without alchemy lab, which will be in the next version). Updated to compatability with DF v0.31.25. Added Files: (none) Modified Files: entity_bog.txt entity_lizardmen.txt entity_meow.txt creature_lizardmen.txt creature_bog_troll.txt entity_nephilim.txt lfr_meowkin.png lfr_lizardmen.png graphics_custom_lfr.txt creature_deep_narhiril.txt inorganic_metal_narhiril.txt inorganic_stone_mineral_narhiril.txt -[CL4] v0.04 Added nephilim civilization and associated other files. Added several new plant

s. Also added graphics for meowkin, behemoths, and damascus sentinels. Added files: lore_nephilim.txt creature_nephilim.txt entity_nephilim.txt item_toy_nephilim.txt item_instrument_nephilim.txt lfr_sentinel.png lfr_behemoth.png lfr_meowkin.png spoiler_lfr folder and associated image files. graphics_lfr_easter_egg.txt inorganic_other_narhiril.txt Modified files: creature_lizardmen.txt graphics_lfr_custom.txt creature_legendary_narhiril.txt creature_narhiril.txt entity_meow.txt plant_narhiril.txt item_weapon_narhiril.txt -[CL3] v0.03 Added elf-fondling human's pegasoi as a friendly creature. Graphics and RAWs cr eated by elf-fondling human - all I did was integration. Added graphics for lizardmen and graphical s upport for bog trolls with Ironhand's graphics pack. If there ends up being demand for it, I may do u nique graphics for bog trolls. Added files: item_armor_narhiril.txt item_toy_special.txt creature_pegasus_efhuman.txt graphics_pegasus.txt graphics_lfr.txt graphics_lfr_custom.txt pegasus.bmp lfr_lizardmen.png creature_easter_egg.txt Modified files: (too many to accurately list) -[CL2] v0.02 Updated files for compatability with v0.31.21.

Note that new changes and tokens will make this incompatable with any versions p rior to v0.31.19. Fixed an issue with meowkin and voidwalker nobility not being appointed properly . Added files: language_VOID.txt creature_lizardmen.txt entity_lizardmen.txt lore_lizardmen.txt Modified files: entity_void.txt entity_meow.txt item_weapon_narhiril.txt most of the lore files -[CL1] v0.01 First version :) -----

[IN0] INSTALLATION:

[IN1] Notes: A few new races (some friendly, some not so much) are included as a feature of t his mod. They are included by default, but can be easily removed by removing their associated entity and creature files (all sh ould be clearly labelled). If you elect to remove any of these new races (particularly the more hostile one s), the game may become considerably easier for you. The new features of the mod are meant to expand and diversify t he dwarven civiliation, and the new races are meant to prevent these additions from becoming overly powerful. Yes, your dwarv es may be able to hack apart goblin ambushes a little more effortlessly with this mod, but wait until your fortress gets rush ed by bog trolls or a damascus sentinel strolls in from below. If you live long enough, you might even find yourself on the rec ieving end of challenges far greater and full of surprises that no kobold abductor could hope to match. Suffice to say, certain races won't take kindly to your amassment of riches, boo ze, and power, and some of these races have considerably nastier toys than your average goblin mischief maker.

Much of this mod was tested alongside the Fortress Defense mod. While it does n ot include or require/use any of Fortress Defense's features or races, I have written the file names and code so as not to conflict with anything in Fortress Defense. This mod can safely be installed on top of FD, or vice ver sa. For those who haven't checked out darkflagrance's Fortress Defense, I highly recommend it. Only use the graphics and object folders from the folder that corresponds to you r graphics set. Tile numbers vary greatly across graphics sets, so if your walls look like mushrooms or your mushrooms look like dragons, chance s are that you used the wrong folder, or I made a terrible mistake with the tiles (which is unlikely but possible - if this is the case, pl ease notify me via forum or email). [IN2] The Actual Installation: Overwrite "entity_default.txt", "creature_standard.txt", and "item_weapon.txt" w ith the provided versions. If you are using another mod that already modifies one or both of these files, y ou can still use this mod, but it will require some manual file editing on your part. If this is the case, see section [RC1], [RC2] and/or [RC3]. If you have overwritten the default files with those provided, you can safely SK IP sections [RC1], [RC2] and [RC3].

-----[NM0] METALS/MINERALS A few new minerals, ores and alloys with several goals: to weaken the necessity for Dwarves to embark on flux, to add more options for effective blunt weapons, and to bridge the massive power gap between steel and "cotton candy." Some of these minerals will be also be used for some more... unorthodox uses. [NM1] Mithril: Mithril, previously released as a stand-alone mini-mod, is back with only minor changes. Mithril in its mineral form, "raw mithril," can be found as small clusters withi n any igneous rock, or as the rare mithril vein within obsidian. Mithril, in its smelted form, is b rittle and useless for just about everything, but can be refined at a smelter, taking four bars of lowgrade mithril and producing a single bar of mithril in its pure form, which is comparable to steel in effectiveness, but slightly lighter and without the prerequisite of flux stone. Mithril is a b rilliant red color.

It has a material value of 20 (low-grade) or 70 (refined). Changes to Mithril from v0.04b: A few changes to wording. Items made from impure mithril are called "low-grade mithril (item)." Reactions have been changed to "smelt mithril ore" and "refine low-grade mithril bars." Mithril's density has been lowered from 7850 (identical to steel) to 5850. This will make mithril armor and weapons lighter, and is meant to differentiate mithril from the new damascus steel (discussed lat er).

[NM2] Tungsten: TUngsten is an uncommon metal found on Earth as a mineral called "wolframite," f rom which it derives its IUPAC symbol on the periodic table ("W"). Wolfamite is a natural compound o f iron, manganese, and tungsten, which can be broken down into its constituent parts by sufficient heat (magma forge) or in the presence of carbon (coke) at a lower relative temperature. Manganese is another metal I hope to include for alloying purposes later. Wolframite occurs naturally in a variety of minerals - most notably quartz. In this mod, attempting to find some balance between rarity and real-life occurance, wolframite is found as veins within quartz and mica, and as small clusters within microcline and orthoclase. Smelting wolframite wil l produce a tungsten bar, and has an additional (10%) chance of producing an iron bar as well. Tungsten is notable for its density and its hardness. It is magma-safe and make s a better bludgeoning weapon than silver, though it isn't very effective for blades or armor. Tungsten is used in modern-day applications for its hard and heat-resistant properties, including lightbulb filaments, kinetic projectiles (a s a non-pyrophoric substitute for depleted uranium), and in alloys such as tungsten carbide. Tungsten carbide can be used effectivel y in blades but is, unfortunately, beyond the technology level of the dwarves to synthesize (it requires molten tungsten, which requires a temperature of over 16000 urists, whereas magma is only 12000). Tungsten is meant to be a metal used for bludgeoning weapons and as a moderate v alue (15) decoration, as well as in magma-safe components.

[NM3] Iovium and Abyssal Eyes: Prepare for some !!SCIENCE!! Iovium is meant to be the end-game metal for bludgeoning weapons, from the Latin word for Zeus ("Iovis"). Iovium is a fictional

name given to a theoretical element, unbihexium (element 126), which is of inter est in the scientific community due to its position right in the middle of the theorized "island of stability," where the number of protons and neutrons are though to be such that the shape of the nucleus will be spherical and thus, will be much less radioactive than ot her superheavy elements. The properties of Iovium are a combination of theorized and fictional numbers. In Dwarf Fortress, it is roug hly 5 times the density of silver, and carries a molar mass of 310000 (310.000, based on the most stable theoretical isotope). The hal f-life of Unbihexium-310 has been theorized as anywhere from a few minutes to millions of years, and the only attempt to synthesize it in a l aboratory thus far has been unsuccessful. In this representation, I am assuming that its half life is long enough and its chain of decay harmless enough not to cause any syndromes. In Dwarf Fortress, it is simply a super-heavy (though not nearly as heavy as slade) weapon material meant for ha mmers, mauls, and a few new weapons (see weapons section). Iovium ore ("iovite") can be found only as small clusters within bauxite, granit e, cinnabar, and jet. Because it is very rare, Iouvium carries a material value of 100 - second only to the 300 of "cotton cand y." This is meant to limit importing of large quantities of the metal from the Dwarven caravan. Iovium clusters sometimes con tain vibrant gemstones called "abyssal eyes," which carry a material value of 150 - the highest value of any gemstone. Smelting iovite requires an additional unit of fuel, for both regular and magma forges. Unlike tungsten, iovium is not magma safe.

[NM4] Vanadium and Damascus Steel: Meant to be an upgrade to steel, damascus steel is inspired by the lost art of m iddle-eastern swordsmiths. It is characterized by the unusual wave-like patterns contained within it - a byproduct of the forging process. Examination of weapons forged from damascus steel under electron microscopes has revealed that the forging process was actually capable of creating nanocarbon rods within the blades. While the original art of production has been lost, damascus steel is thought to be an alloy of high-carbon steel and vanadium, forged in a crucible and hammered and folded extensively. I n this mod, damascus steel is an alloy of one part steel, one part coke, and one part vanadium. Vanadium is found as an ore called patronite (which is found in quartz) or as fe rrovanadium, a natural alloy with iron, within gabbro. Smelting patronite will yield a bar of vanadium. Smelting ferrovanadium will yield a bar of vanadium and a bar of iron. Vanadium is magma-safe, but an unfit material for weapons, armor, and ammunition. It can be used for low value furniture or craft production, or for damascus steel production. Damascus steel is magma-safe. It is slightly more dense than steel, but also st ronger (~20%) and more valuable. Its material value is 45 ever so slightly greater than the sum of its parts.

[NM5] - Shards of the Void:

Shards of the Void are small, semi-organic slivers which compose a metal of unkn own origin called "voidshard". No ore of voidshard is known to exist, and its properties are inconsistent with any alloys of any known metals. As suc h, it is impossible for dwarves to obtain or create this metal directly. The only confirmed weapons and armor made of voidshard are in the hands of the v oidwalkers (discussed in civilizations section). How these unusual beings came to possess this material is veiled in secrecy - what is known is tha t the voidwalkers are not afraid to strike down anyone of any race who would attempt to glean their secrets. Due to the magnificent propertie s of their metal of choice, they are able to do this with unparalleled efficiency. Dwarves can not acquire voidshard without defeating a voidwalker extermination a ttempt, which is a herculean task in and of itself. Voidshard salvaged from the battlefield can be melted down into voidshard bars, which can be used to forge weapons and armor of obscene power and value. Though adamantine forges better blades and armor, voidshard is a relatively clos e second. The glimmering black armor and weapons of a voidwalker extermination force are feared by even the most powerful of creatures and civili zations. Voidshard, for all of its mythical properties, is not magma safe. In fact, it v iolently explodes in extreme temperatures. The otherworldy vapors produced in this reaction are as deadly and feared as any weapon. [NM6] - Ether Ether is a fabled substance thought to exist in the space between the known worl d and the realm of the gods. Ether has supernatural properties. It is the second lightest material in the game - only about four times the density of adamantine, and able to hold an edge not quite as sharp, but statistically comparable to voidshard. Ether cannot be mined - it is produced as a rare produ ct of an alchemical experiment as an "ethereal sphere," which can be melted down into a useable bar. Ether is magma-safe, but cannot be used for armor. NOTES: Ether was supposed to cause a syndrome upon contact with certain creature s, but this idea had to be scrapped due to technical difficulties. The remnants of this code have not been removed from the raws, but should not affect anything . [NM7] - Lustrum Lustrum is an unusual, glowing stone that can sometimes be found in veins within metamorphic rock. It is not known how or why it forms, but it appears to be similar to shale in all but color. Lustrum glows with an unexplained energy, wh ich some of the more eccentric dwarves have tried to find ways to harvest. If t hey were to succeed, lustrum could become a powerful intermediate fuel source betwee n coal and magma. [NM8] - Orichalcum A rare mineral found infrequently in several common types of rock, orichalcum is found as "native orichalcum," which can be smelted into orichalcum bars. Besid es being a moderate value crafting metal (35), orichalcum's unique shape-memory pro

perties have the potential to bring about significant advances in Dwarven machin ery. Striking orichalcum is one of the ways to unlock some of the more advanced machi nery-themed workshops. [NM9] - Hadrine Not technically a metal as much as it is a synthetic semi-metallic compound, had rine is both extremely strong and extremely heavy. Hadrine is used in the manufacture of extremely advanced suits of armor. Hadrine does not occur in nature - the dwarves must find a way to create it using other means. ----[WA0] WEAPONS A variety of weapons have been added to the game, with properties derived from t heir real-life counterparts. Some of these weapons are available from the get-go, but others are considerably more difficult to obtain.

[WA1] The Javelin Thrower: The javelin thrower is a new breakthrough in Dwarven technology. After losing s everal remote outposts to the bog trolls (discussed later), who absorbed massive amounts of crossbow fire without even flinching, the Dwarves realized that they needed a ranged weapon that packed more of a punc h. The resulting years of methodical !!SCIENCE!! produced a great number of mangled corpses, severed limbs, inexplic able burning wreckage, and the javelin thrower. The javelin thrower is a two-handed crossbow of enormous size, meant solely for the purpose of hurling a special ammunition at enemies with a dangerous amount of force. While the crossbow was designed to allow for hunters to kill animals without ruining the valuable meat and body parts, the javelin thrower has no qualms about rendering enemies unrecognizable. The javel in thrower uses javelins, which are cast at a smelter (for technical reasons) out of metal bars, but are q uite expensive - one bar only produces three javelins, as opposed to the 25 crossbow bolts produced per b ar at a forge. The size of javelins also prohibits rangers from carrying as many of them in their quivers. This wea pon is designed as a weapon to be fired from the battlements to help break a siege, with a nearby ammo stockpile. Novice marksmen are probably better off using a crossbow, while master crossbowmen will make these precious f ew shots much more effective. The Javelin Thrower is meant to function as an in-between to the crossbow and th e ballista siege engine. Since the ballista cannot, regrettably, fire across z-levels, I felt inclined to design so

mething more powerful than a crossbow that could. The javelin thrower, unlike the ballista, does NOT strike multiple targets. [WA2] Types of Javelins: Javelins, furthermore, are divided into three subtypes. Broadhead javelins (the most fun, in my opinion), are javelins with a broad, sha rpened cutting head. These are designed to open arteries, cut tendons, and even sever limbs. Full de capitation is not unheard of. Piercing javelins are more traditional javelins, focusing all of their kinetic e nergy to a sharp point. These are made to pierce tough hides and strike vital organs, and are the most effecti ve javelins against large foes and megabeasts. These javelins were designed to kill bog trolls, but have found themselves useful against a variety of targets. Hammerhead javelins are blunt javelins, which are most effective when cast out o f high-density metals not suitable for other types of javelin (i.e. lead). They are designed to smash through armo r - and skulls. Javelins are forged at a new building called the "metal caster." This is discus sed later. Javelins are forged from five metal bars, producing a stack of fifteen javelins.

[WA3] The Age of the Two-Hander: Two-handed weapons previously unavailable to Dwarves have had their [MINIMUM_SIZ E] fields reduced below 60000. This requires either replacing item_weapon.txt with the version included in this mod (easy), or modifying the file manually if compatibility is a concern (also easy, but harder than just replacin g - this is covered in a later section). Dwarves have been tweaked in the entity_default file to allow manufacture of the maul, greataxe, and two handed sword. This allows dwarves to sacrifice their shield-carrying ability for more damage, although thi s tends to be a more worthwhile sacrifice for more skilled combatants, who can make up for this newfound weakness with dodging and parrying . Dwarves also have a new weapon in their arsenal - the glaive: a massive, two-han ded spear with both a point and a substantial cutting edge.

[WA4] Other Tweaks: Dwarves can now produce arrows and blowdarts (you will still need to acquire bow s and blowguns by normal means). The short sword has been renamed the "gladius." Its [ITEM_WEAPON] identificatio

n tag has not been changed. The long sword has also been added to the Dwarven arsenal. The goblins have been given a new spear-type weapon (it isn't the glaive). Elves have been given two of the three new types of bow. Humans have been given two new types of blunt weapon.

[WA5] Mood Weapons: "Mood weapons" are specialty weapons. With only a few exceptions (ten or so, I think), they are not used by any races. They are called "mood weapons" for two reasons. The first is that, if you like, you can add them to any race's arsenal , depending entirely on your own preferences. The second is that the only way to acquire these weapons is by a dwarf in a strange mood. "Mood we apons" use existing skills, but add some new attacks and styles to combat. An example is the jitte - a sword that deals blunt damage. S ome of these weapons are considerably more powerful than their normal counterparts, adding new attacks and (sometimes) combat log wording befitting of their status as legendary artifact weapons. One example is the serrated axe, which is basical ly an axe with an additional and very powerful attack using its sawtoothed blade. Other weapons are full of even more surprise s. I don't wish to give too much more away, but there are a substantial number of these weapons added to the RAWs. If you want to ruin the surprise for yourself, peek into the item_weapon_narhiril file. One thing is clear. EXPECT NEW LEVELS OF BRUTALITY. There are currently well over sixty different types of these "mood weapons," mos tly based on real weapons from middle-age cultures around the world, and these use a wide variety of combat attributes. T his list does not include the javelin thrower or the glaive, and 50(ish) of these weapons are not currently used by any civilizations (but feel f ree to add them as you wish). This list includes... 19 new types of sword. 11 new types of spear. 4 new types of whip. 10 new types of dagger. 7 new types of axe. 1 new type of mining weapon. 5 new types of hammer. 4 new types of mace. 6 new types of crossbow. 3 new types of bow. 1 new type of pike. 1 new "punching" weapon. 5 of these new weapons are actually "dual" weapons. Dual weapons are considered small two-handed weapons. Strikes in the combat log with left and right weapons are simply different attacks. These weapons, currently, cannot be split and are considered one two-handed item ("pair of (wea pon name)s"). They also are utterly vicious in combat.

Watching a weaponsmith produce "Kolshmistar (made up name), a mithril pitchfork" will hopefully surprise and excite you as much as it does me. The FAQ/spoiler section and/or a typical Google search should tell you all you n eed to know about any weapon types you don't recognize. Ok, I promise I won't give any more away now. **NOTE** Mood weapons have been integrated into a new "tech tree" element as of v0.13a to make them a little less rare. See the technical advancement section for details. ----[AR0] ARMOR The advancement of Dwarven weapons technology, along with the advent of the bog trolls, has not occured without similar developments in the field of personal protection. While the two-handed weapons attempt to steal the spotlight on the battlefield, new types of armor and shields have been developed in the interest of - well, veriety, for one, because that's fun - and for keeping the dwarf in the spotlight alive to fight another day. [AR1] Shields: The tower shield has been added to the dwarven arsenal. A massive, weighty shie ld, it provides more protection and block rate for those who elect to use one-handed weapons. The humans have developed a similar design. A new civilization carries two unique types of shield. The aegis and the bastio n are powerful shields which vary slightly - the aegis has slightly better protection, while the bastion has slightly better block rate. Both are signific antly more advanced than even the dwarven tower shield, due in no small part to the mysterious technologies of their creators. If you are very lucky, a dwar f in a strange mood may take inspiration from these designs and fashion a similar, powerful piece of armor for your civilization. In the spirit of "mood weapons," a few (currently 4) additional types of shield have been added to the game and left unused (for now, anyways). One of these shields is slightly superior to the buckler, one is slightly superior to the def ault shield, and two are slightly superior to the tower shield. [AR2] Body Armor: A new civilization uses a special, ornate kind of chain armor that is statistica lly identical to regular chainmail. However, since these items are "large," they cannot be worn if they are taken from an invasion force. Dwarves can, howe ver, produce similar dwarf-sized items in strange moods. [AR3] Leg Armor: Humans have been given the plate skirt, which is a 33% more protective variant o f the greaves with slightly (10%) poorer coverage. In other words, it absorbs

impacts a bit better due to having room to yield, but it has a big hole in the b ottom. Dwarves can produce similar, dwarf-sized items in strange moods. [AR4] Gloves and Boots: A new civilization uses a new type of glove and boot that are statistically iden tical to the gauntlet and high boot. However, since these items are "large," they cannot be worn if they are taken from an invasion force. Dwarves can, howe ver, produce similar dwarf-sized items in strange moods. [AR5] Helms: Dwarves can produce the "great helm," a helm that is much larger than the typica l helmet. This helmet is meant to be an indicator of military authority, and to better protect the head of an important military dwarf. This helm requires three bars of armor-grade metal to forge. A new civilization uses two new types of helm that are statistically identical t o the dwarven helm. However, since these items are "large," they cannot be worn if they are taken from an invasion force. Dwarves can, howe ver, produce similar dwarf-sized items in strange moods. [AR6] Clothing: Two of the new civilizations use unique articles of clothing. Similar clothing may be produced my dwarves in strange moods. This clothing is meant to add diversity to civilizations, and should not have a significant effect on c ombat.

----[CV0] CIVILIZATIONS With armor and weapons augmented, civilizations seemed the next logical aspect t o expand upon. These new civilizations borrow some ideas both original and from other fantasy universes and attempt to weave them t ogether into a world of societies which is both unique and diverse. [CV1] The Meowkin: The meowkin are inspired by four concepts. They are, in no particular order, ki ttens, mittens, weird japanese anime, and crossdressing, The meowkin are a friendly (albeit slightly perverse) humanoi d race with feline ears, paws, tails, and whiskers. They will trade with your civilization and have a particular affinity for toys and cages - and they are not always clear on the distinctions between the two. More on the meowkin in the lo re_meow.txt file, which is included with this mod. NOTE: I did not make a "yarn ball" toy for the meowkin. My own cat nearly died from playing with a yarn ball at a young age, so I refuse to make one on principle. If you REALLY want a yarn ball, I think the guys over

on the S.L.A.D.E. mod ought to be able to help you, just remember to add it to the entity file. [CV2] The Bog Trolls: The bog trolls are a subspecies of troll that live independantly from the goblin s. They are large, muscular creatures who love to fight and have caused considerable disruptions to civilizations and trade routes in the past. More on the bog trolls in the lore_bog_troll.txt file, which is included with this mod. [CV3] The Voidwalkers: An ancient civilization that predates the dwarves, the voidwalkers compose a sec retive race that, for unexplained reasons, is motivated to perform periodical brief and brutal displays of power. Voidwalkers are hybrid insect-humanoid creatures with extremely powerful weapon technology. They are meant to test the new technologies of the dwarves and push them to their limits. More on the voidwalkers can be found in the lore _void.txt file, which is included with this mod. [CV4] The Lizardmen: Lizardmen are a young race of bipedal reptiles. They are a primitive society, a nd are highly xenophobic. The lizardmen perform ambushes and raids on other civilizations, but avoid open or prolonged conflicts, as they are badly outgeared by the organized militaries of other civilizations. Lizardman settlements are conquered frequently, but seem to spri ng up anew within a few years of their destruction. As these conquests yield little in the way of riches, most civilizations fight them defensively, repelling their ambushes and keeping watch over the borders of their lands. More on the lizardmen in the lore_lizard men.txt file, which is included with this mod. [CV5] The Nephilim: "Nephilim" is a hebrew word roughly meaning "the fallen." As a race, the nephil im resemble the angels of Christianity - pale humanoid beings with feathered wings and long, flowing hair. Nephilim are hostile to mos t of the more depraved races of the world, and are bound by their religion to exterminate those who are morally inferior to them. The ne philim are decent fighters, with the knowledge of both the production of steel and flight. More on the nephilim in the lore_nep hilim.txt file, which is included with this mod. [CV6] The Moroii: ----[FC0] FRIENDLY CREATURES "Friendly" is a relative term. These creatures are relatively harmless, and man y of them have practical uses. Some are annoying, but not by any means dangerous under normal circumstances. [FC1] - Tortoises:

Tortoises are large but harmless reptiles that can be tamed as pets or used as m ounts by some civilizations. They graze infrequently, and move slowly, making them relatively ineffective in combat. Tortoise shells are somewhat valuable, and tortoises are the only breeding (non-vermin) source of shells in the game. [FC2] - Pegasoi (by elf-fondling human): Before any debate begins, pegasoi is, in fact, the correct Greek spelling of the plural of pegasus. Pegasoi are creatures that can be found in some good forest and shrubland biomes. They are large, winged horses with the abilit y to fly. Some civilizations use them as mounts. Pegasoi do not graze or trample grass. Concept, statistics, and graphics for this creature wer e done by elf-fondling human of the bay12 forums. Because permission has been graciously given to use this in LFR, this creature uses its own creature file (m odularity - it's a theme here). [FC3] - Cave Oysters: Originally developed for an odd forum request, I've decided that the flying cave oyster, ridiculous though it may be, belongs in this mod because it brings the pearl - a legendary material coded, but never seen in Dwarf Fortre ss - out of the shadows and into the game. Flying cave oysters are, for lack of a better word, flying cave oysters. They are shelled creatures who have evolved a pair of small wings to escape from predators in the caverns. Flying cave oysters can be shot down by marksdwarves, and while their shell typi cally breaks upon contact with the ground, they are known to drop "flying cave oyster pearls," which fulfill the requirements for the "decorate wi th pearl/ivory" reaction. They can be found in the first cavern level. [FC4] - Will O' Wisps: Benign spirits that hum softly and inhabit the deep caverns. The air around the m is chilly, hovering at a temperature just above freezing. Will o' wisps have a small chance of dropping a "will o' wisp heart," which can be used in an alchemical reaction. Cheers, darkflagrance, for this idea. [FC5] - Pigeons: Pigeons are common above-ground birds. They are fairly insignificant, but exist for immersion purposes (DF has a distinct lack of birds). There is a highly amusing easter egg related to pigeons that will not significantly affect gamepla y. For this reason, pigeons are located in the creature_easter_egg.txt file. [FC6] - Carbuncles: Small, rabbit-sized creatures with outward-pointing ears. They are considered t o be good luck by several civilizations. Breed them in proximity of a nest box, and maybe you'll find out why. [FC7] - Jackalopes: An alternative to cats, jackalopes are domestic horned rabbits that hunt small c reatures, but do not adopt their owners and leave vermin remains where they are. [FC8] - Sabre-toothed Tigers sabre-toothed tigers, once thought to be extinct, were recently rediscovered in the first and second cavern levels, and their domestication by the dwarves for h unting and war purposes swiftly

followed. They make excellent war animals. [FC9] - Dwarven Savants Very occasionally, a dwarf will be born with a learning disability. While this hinders the dwarf's skill acquisition rates, these dwarves often have a single, extremely high nautral skill. These "savants" are physically identical to norma l dwarves, but have natural specializations. Finding a child with an extremely high natural weaponsmithing skill is not unheard of. Checking descriptions shou ld give a clue as to when you've found a savant. [FCA] - Zingers Zingers are benign, simple creatures found in the shallow caverns that have been captured and bred by the Dwarves. Zingers explode violently when killed, and s o are often used as walking bombs for defensive purposes. They must be bred and handled carefully. ----[DC0] DEADLY CREATURES Not all creatures are civilized, and this mod would not be complete without due attention to the forms of life not bound into organized civiliations. Some of these creatures (from the previous section) are docile, but many of them are anything but. This section describes the creatures of nightmares that dwarven legends are made of. Hunting them can bring great risk or great reward. [DC1] - The Devourer of the Depths: Below the dwellings of the cave spiders and giant cave spiders are larger and ev en more dangerous arachnids. These creatures live for over a hundred years, and are roughly ten times the size of the average giant cave spider. Dubbed "devourers of the depths," colossal arachnids such as these spin webs of death and biologically sy nthesize deadly poisons in the dark and forbidden caverns just above the magma sea. Devourers of the depths are formiddable foes, but rarely are seen in significant numbers. Their webs are highly prized, as they are used in production of the finest silk in the known world. Devourers avoid traps (sorry, you'll have to get creative if you want to farm their silk). A note - these things are TOUGH. Tough enough to be evenly matched with as many as three or four damascus sentinels, or an entire squadron of military dwarves. It is advisable, if you must fight one, to do so at range and try to incapacitate it quickly before it has time to tear the limbs off of your legendary axedwarf. [DC2] - Wyverns: Wyverns are a new type of megabeast. They are brilliant red winged serpents, milar in size to dragons. They also breathe dragonfire, and are immune to pain, fear, nausea, traps, and paralysis. Unlike their puny dragon usins, wyverns can fly. Wyverns are meant to be more challenging than regular dragons - because of their immunities to pain, fear, and nausea, lucky opening strike will not be as effective at stopping their rampage. Befitting of their legendary status, items made from the parts of a si co a sl

ain wyvern are extremely valuable. [DC3] - Leviathans: Leviathans are rare creatures that inhabit the dark underwater abyss. They are sometimes brought to the surface by violent storms or volcanism. Though they are not seen very often, leviathans are extremely dangerous foes that are c apable of surviving for periods of time without water. Many ships have been dragged down to a watery grave by these beasts. Like those of wyverns, a leviat han's body parts are extraordinarily valuable. [DC4] - Damascus Sentinels: Scattered throughout the dark caverns of the world are isolated structures of un known origin. Though most of these structures are so ancient that they are near ly indistinguishable from natural features, they are sometimes guarded by mysteriou s living statues of damascus steel, which fervently defend the ruins of their ma sters. Nameless, ageless, and deathless, these constructs are oblivious to the fact tha t their purpose has long since been lost to time. Periodically, these construct s will wander about the deep caverns, searching for enemies or resources that no longer exist. If encountered, these creatures will fight tirelessly until their enemi es are dead or until they no longer have the structural integrity to continue fighting. As these sentinels are made of a high-strength steel alloy, destroying or disa bling them is incredibly difficult. They know no thought, no pain, no fear, no weakne ss, and no remorse. Damascus sentinels are quite powerful, and vulnerable only to weapons made from the highest quality of metals, or creatures of extraordinar y strength (i.e. devourers). Damascus sentinels are stronger and larger than iron men and are only found in t he deepest cavern levels. Like iron men, they emit gases when their outer shell is punctured, but these gases do not carry a syndrome. A single sentinel will demo lish anything without enough power to penetrate its shell, and a pair of these constructs is a match for even an adept and well-geared squadron of soldiers. D amascus Sentinels leave masterwork damascus steel clockwork pendants upon death, which is the only way that this unusual trade good can be obtained. There is a hidden feature related to these creatures, but I don't want to spoil too much of the fun. Suffice to say, if you see a modified damascus sentinel wi th an unusual name, remember that great risk comes with great reward. [DC5] - Deep Wolves: A strange subspecies of wolf that lurks in the first and second cavern levels. Deep wolves are small and weak individually, but attack and travel in large pack s. Their sheer numbers are enough to overwhelm most trap systems or individual dwar ves, though they are not immune to traps. Deep wolves are easily frightened if their numerical advantage starts to dissipate. A half-decent militia with full sets o f mid-level equipment will easily dispatch a pack of these creatures, but they c an cause mass hysteria if they catch dwarves off guard. Deep wolves are not found

on the third cavern level, presumably because they have no defense against damas cus sentinels or devourers. [DC6] - Behemoths: Behemoths are megabeasts nearly as large as dragons. The earth shakes as they w alk. The first recorded sightings of these creatures were been in the deserts, but some have been known to wander great distances. In addition to their powerful p hysical strength, behemoths give off a terrible stench under duress, which sicke ns the stomach of most affected creatures. These four-legged titans live for eons, unless slain. [DC7] - Aatxes: Aatxes (pronounced ah-chays) are bulls corrupted and twisted into enormous, pseu do-humanoid forms by malevolent spirits. They are much larger than minotaurs, a nd much more massive and deadly. They are semi-megabeasts that inhabit the gloomy caves of the world. Aatxes are prone to mad rampages across vast territories, destroying anything in their path. [DC8] - Masters of Locusts: Humanoid creatures with bat-like wings, masters of locusts are a disorganized sp ecies without any known culture or settlements. They are able to speak and lear n to equip weapons and items, but seem to have no desire to do anything other than wander their desert homelands. Masters of locusts are named for the great swar ms of biting insects they bring with them. If attacked in combat, a master of locu sts will use this cloud of insects to obscure, bite, and otherwise hinder attack ers while the creature uses the commotion to mount its defense. Locust bites are pa inful and can draw some blood. While these creatures are able to sometimes over whelm unprepared dwarves, they are vulnerable to ranged weapons, as the swarms of locu sts do not stray far from their masters. [DC9] - Banshees: Banshees are very rare creatures that roam rits who have lost most of their influence round, shrieking, in search of forgotten enemies. an ectoplasmic remnant, which is discussed . [DCA] - Land Movers: Massive turtles the size of small islands, land movers carry all sorts of plant and small animal life around on their backs. Though non-lethal on its own, thei r blood carries a syndrome that makes them difficult to fight in direct combat. [DCB] - Incubi: Though unrelated to demons, these nightmarish creatures nevertheless resemble th savage biomes. They are vengeful spi over the material world, and wander a Putting a banshee to rest will yield in more detail in the alchemy section

em. It is said that the incubi once formed an advanced society in a time before time, but they have since devolved into feral creatures who attack in small groups. I ncubi only appear in evil biomes. They avoid traps, can fly, and are quite dang erous in numbers to unarmed or untrained dwarves. Incubi are divided into several cas tes based on size. [DCC] - Manticores: A massive lion-like predator with the wings of a bat. Manticores are a dangerou s new type of megabeast. Fortunately, they won't bother you until your populati on hits 80, or if you generate a disproportionate amount of wealth before then. [DCx] - Other Creatures: There are a few other creatures included in this mod which are not listed in thi s manual, though some are hinted at in the lore files. Most of these creatures are extremely rare, "easter egg" type creatures deemed unneeded, overly unrealistic, or game-breaking if they were anything other than isolated encounters. However , since some of these creatures were quite amusing, I have included them in a seperate f ile named creature_easter_egg.txt. If you do not wish to include these creature s, this file can be safely removed without any effect on the rest of the mod. However, if you do choose to include this file, all it does is allow for the possibility of encountering one of these extremely rare creatures from time to time, which shou ldn't affect gameplay much, if at all.

----[NP0] PLANTS These are a variety of new plants aimed at broadening the spectrum and providing the always-desirable new forms of alcohol, food, thread, and wood. Many of the se plants are aimed at providing high-value materials and food, but carry inherent drawbacks or risks to offset these gains. [NP1] - Bluebells and Dwarven Whiskey: Bluebells are small, bright blue mushrooms that grow above ground year-round in most climates. They can be eaten raw, cooked, or brewed into a special dwarven alcoholic delicacy: Uncle Urist's Old N umber Nine whiskey - a relatively valuable type of booze. [NP2] - The Thyme Has Come: I couldn't resist that pun. Thyme is another above-ground plant. It grows year -round in most climates, but is considerably rarer than bluebells. Thyme cannot be eaten raw or brewed, but has a very high material value for a pl ant (10) and can be ground at a quern or millstone, tripling its value and making it an excellent cooking ingredient. Thyme is the

first of the new "advanced cooking" ingredients that I plan to introduce. [NP3] - Widow's Tear: Widow's tear is an extremely dense underground tree, found starting in the secon d cavern level. Its wood, when cut, reveals intricate and mystifyingly complex patterns. This wood makes unusually effectiv e ammunition, considering that it is organic. [NP4] - Tonicbriar: Tonicbriar is an underground plant found on all cavern levels. It cannot be eat en raw or cooked due to its foul taste, but brews into a mid-value form of alcohol known as bubbly briar tonic. It grows in all seasons except for summer. [NP5] - Voracious Maw and Atrophic Bliss: Voracious maw is the anti - sun berry. It can only be found in terrifying (SAVA GE and EVIL) biomes. Though its growth cycle is 3 times longer than most plants, it does grow year-round. Voracious maw petals can be c ooked, or the plant can be brewed into a strong liquor, equal in value to sunshine: "atrophic bliss." However, despite its appe al to the senses, brewers of this spirit should be very careful with fire. Boiling atrophic bliss, when inhaled, causes intense internal bleeding known as "atrophic aftershock," which is named for the dwarves and other mortals whose lives have wasted away from addiction to the drink or from inhalation of its dangerous vapors. It is uncommon for a d warf or other creature struck by atrophic aftershock to survive long enough to be diagnosed or treated - death is typicall y swift, messy, and excrucitating. Very bold dwarves have even considered weaponizined this drink, but have encount ered staunch resistance from the legions of others who find its consumption value more appealing than its prospective defens ive capabilities. [NP6] - Winding Spire: Winding spires are tall and twisted, but otherwise unremarkable mushrooms found on all cavern levels. They can be eaten raw, cooked, or brewed into "spire draught," a low value alcoholic drink. Winding sp ires can be "unwound" into thread, but this thread is rough in texture and less valuable than many other common textile crops. Win ding spires grow year-round. They are extremely versatile, able to be eaten raw or used in, cooking, thread, and alcohol, but sa crifice value for this versatility. [NP7] - Tatterstone's Buckle: Named for Avuz Tatterstone, the dwarven spelunker who is credited with its disco very, this plant grows only in the darkest depths of the world, far away from the warmth of the sun. The square heads of this unusual plant giv e off a faint light in the depths. Tatterstone made his fortune selling samples of these plants to dwarves, elves, men, and any others who would buy them. The thread produced from the careful dissection of these plants is softer than velvet and cloth made from these fibers repels water, but allows air to pass through. Because of its comfort, clothing made

from Tatterstone's buckle fiber is extremely valuable - more so than any other p lant-derived textile. Garments and crafts of this cloth are considered lucky among some dwarves - though such luck did not seem to rub off on Tattersto ne himself, who squandered away his fortune and died without a silver coin to show for his discovery. [NP8] - Pygmy Lime: A miniature lime tree that grows in most above-ground regions. Its small fruits can be cooked or brewed into the mid-value spirit called "lime vodka." The tree is too small to yield any useable wood, but the fruits can be processed into pygmy lime zest, which is a valuable cooking ingredient in the kitchens of the wealthy. Pygmy limes, mostly because of their size, are an easy food source to many wandering herbavores. As a result, undisturbed pygmy limes are uncommon in the wild, but can sometimes be found in small cluste rs during spring and summer months. Once their seeds are obtained and cultivated, they become a much more viable resource. [NP9] - Prism Star: A rare plant that grows in savage biomes. Prism star is a summer vine with larg e, white flowers which reflect and bend sunglight. This unusual color can be made into a high-value dye called "prismatic essence," which will transfer so me of this unusual lustre to a piece of cloth. Prismatic essence is much more valuable than any other dye. Prism stars do not have seeds. [NPA] - Shankweed: A knife-shaped plant that collects dew in wet biomes. Shankweed can be brewed i nto "moonshine," which is perhaps better described as "piss in a barrel." Moons hine is the alcohol of the underbelly of Dwarven society. If not brewed, shankweed c an also be eaten raw, cooked, or ground into a fern green dye. Shankweed grows very fast - three times faster than most other plants. If you grow shankweed, y ou'll never run out of it - but if you have other plants, you might wish you did . [NPB] - Vine and Drops of Xanadu: The vine of xanadu is a plant of legends. It can be found in savage-good biomes , and is quite rare, but has a striking yellow color which is hard to miss. Thi s rare plant brews into "drops of xanadu," the game's most valuable alcohol by an order of magnitude. This plant takes many months to reach maturity. Be very careful not to trample these, as their growth cycle is ten times longer than the average plant. They can be grown in farms, but acquiring the seeds necessary for such an operation is quite a task. [NPC] - Herald's Horn: Herald's horn is another plant, which is also a high value but faster-growing ve rsion of the vine of xanadu. It is still very rare, but does not require a savage-good biome, and is instead found on the bottom cavern level. Instead, it cannot be grown on farms - in order to get a hold of it, you'll have to go into the deepest caverns and get it yourself. With great risk comes... you get the idea. Herald's horns are a brilliant light blue color. [NPD] - Courage Oak: A tree that seems to defy logic, flourishing only in biomes where animated corps

es walk the earth. This plant is slightly more valuable than other types of woo d. [NPE] - Mousebulb: Mousebulb is a plant that was created as a joke and slipped into the raw folder of a friend to surprise (and confuse) them when brightly-colored mushrooms start ed popping up everywhere. Because I couldn't bear to leave it out of a mod that in cludes just about everything I've ever made for Dwarf Fortress, mousebulb is included in this mod. It is identical to bluebells in everything but color and rarity (it's slightly less common), and produces a mid-value spirit called "rodent rum." ----[NB0] NOBILITY CHANGES A few tweaks to Dwarven nobility.

[NB1] - the Champion: The champion is now appointed by the mayor. He is no longer exempt from menial labors. He also can now command a squad of "honor guards." [NB2] = the Dungeon Master: The dungeon master is, like the champion, now appointed by the mayor. [NB3] - the Local Legend: This new position is appointed as needed/desired by the player. Dwarves in this position require only a bedroom and a cabinet. The intention here was to make specific dwarves, like legendary craftsmen and fighters, easier to f ind without having to use the cluttered units page. No duties, mandates, or demands are attached to this position. Local legend title holders are export ed into legends mode. If you don't like this feature, there is no downside to not appointing anyone to this position. It is, however, available from the start.

----[SC0] - DWARVEN SCIENCE AND CONSTRUCTION The principles of !!SCIENCE!! have been applied to new workshops with new reacti ons. Now, your dwarves can do !!SCIENCE!! in your fortresses. [SC1] - the Alchemy Lab: The alchemy lab is a new building designed by the finest dwarven scientists. Th

e alchemy lab can be built with SHIFT+L in the workshop menu, and requires a bucket and any building material. It is probably best if you build this works hop somewhere secluded. You've been warned. [SC2] - Random Synthesis: The alchemy lab can be used to conduct alchemical experiments. In these experim ents, an alchemist takes ten stones and a single unit of fuel, and goes to the alchemy lab. The resulting experiment has a plethora of possible results. It c an produce bars of gold, silver, copper, pig iron, mithril, or the extremely rar e ethereal sphere, and new metal only available through melting this item at a sme lter. Ectoplasmic residue is also known to sometimes come out of these reaction s. However, as great risk comes with great reward - great reward also comes eat risk. Alchemy is the most dangerous job a dwarf can perform, as the ents can go very wrong, producing anything from fairly harmless foul-smelling potentially lethal clouds of energy and radiation. Your alchemists will ur healthcare industry busy during times of peace. [SC3] - Reverse Engineering: Reverse engineering is currently composed of two reactions. "Salvage clockwork pendant" will produce between one and three damascus steel (magma-safe) mechanisms from a clockwork pendant, which is dropped by damascus sentinels. Un like all other reactions at the alchemy lab, this one does not require fuel. "Conduct sentinel core research" requires something much rarer, related to the s pecial variant of the damascus sentinel mentioned in the deadly creatures sectio n. This reaction is much riskier, and can produce a beautiful weapon of a unique de sign, or a highly dangerous byproduct. [SC4] - Other Alchemy Reactions: Transmutation consumes 10 plants to produce a random number of random plants. T his reaction is the only way to get rare plants that do not grow in your biome o nto the map. It is strongly advised that you do not set this reaction to repeat, as dwarves tend to grab the products of the most recent transmutation reaction if not allowed time to move them out of the alchemy lab - this can result in the frustr ating situation where you produce a rare bundle of vines of xanadu, only to see your alchemist grab them and produce a bundle of plump helmets from them. Trans mutation has a new set of three possible "accidental" outcomes of increasing sev erity and rarity. Transmutation does not require fuel. Documentation and tool creation are other reactions which rely on mechanical adv ances to function. This will be discussed at length in section SC8. Will o' wisp hearts can be used in the "conduct wisp heart research" reaction, w hich has a high chance of yielding an ectoplasmic remnant, and a low (but substa ntially higher than alchemical experiment's) chance of producing ethereal spheres. with gr experim gas to keep yo

There are two other alchemical reactions that can be conducted at the alchemy la b, which aren't nearly as dangerous. The first is to turn ten worthless stones into a single bar of gold (95% success rate - alchemy isn't a perfect science). The second involves ectoplasmic residue left by banshees when they die, or very rarely created in a random synthesis reaction. By returning the drained so ul of a banshee to the ether, the freed spirit will reward a successful alchemist with a highly valuable token of its thanks. NOTE: as of 0.14a, this s econd reaction has been moved to the altar. See the section on dwarven ritual and spirituality for details on that building. [SC5] - the Foundry: Another new workshop aimed at making megaprojects easier. Since the mason's wor kshop does not allow you to choose which stones are used for blocks (at least without mucking around with permissions), the foundry contains custom reactions for each type of stone blocks. Note that the list of reactions is quite extensive, so it is probably easier to simply order the blocks you want via the manager. The foundry is built with SHIFT+F in the workshop menu. Kipi from the Bay12 forums provided the idea, permission, and reaction raws for this building. [SC6] - the Display Case: Another Kipi original, the display case is a building that is constructed with b locks, a clear glass box, and any item (to be displayed). This building can be used to display an artifact. [SC7] - the Metal Caster: A building that requires two fireproof build materials. This workshop is used t o cast javelins for the javelin thrower using the smelter skill. [SC8] - Dwarven Mechanical Advances: The first installation or "tier" of the "tech tree." The "advanced mechanics wo rkshop" requires preicison tools to build. Precision tools can only be acquired in two ways (well, technically three if you count random artifacts, but this is unr eliable and won't be discussed here). The first is by striking orichalcum and forming the first precision tools out of it at the alchemy lab. The second is by reverse-engineering the dropped item from a damascus sentinel, which also takes place at the alchemy lab. Once built, the advanced mechanics lab can create more precision tools (for more workshops), or can create advanced mechanisms out of certain metals. Advanced mechanisms are used in the construct ion of a number of mechanical-themed "training workshops." The "medical training dummy" is the first of these workshops. It trains all med ical skills except for diagnosis. Training suturing and wound dressing requires cloth and thread, respectively, but does not consume them. The "morgue" trains the diagnosis skill by performing an autopsy on a vermin cor pse (which is consumed). The "mechanical obstacle course" trains the dodge, armor, and ambusher skills.

The "mechanical sparring partner" trains any non-ranged weapon skill. It should be noted that because weapon skills are not permitted labors, use of this works hop should be controlled with permitted workers in the workshop profile (the same ap plies to the obstacle course). The "orrery" requires something special from documentation to construct, but beh aves like any other training workshop, training student, teacher, and observer s kills. Training workshops output a "slab of accreditation" each time training takes pla ce. These slabs certify the training course, allowing the skill to advance (the reason for this is technical - reactions without products do not advance skills) . As these slabs tend to pile up quickly, the alchemy lab has a reaction to get rid of them nine at a time (takes ten, outputs one) which trains the organiz ation skill. This "document alchemical research" reaction has a small chance of outputting a number of interesting, valuable items, some of which will be used i n future "second tier" tech tree workshops. [SC9] - the Crematorium: Not related to the tech tree, the crematorium is a fun little workshop which can be used to burn vermin remains, creating a single bar of ash. If wood is unavailable or scarce, this workshop can be used to effectively replace it fo r the soap or fertilizer industries. [SCA] - the Lustrum Extractor The first "tier two" mechanical building. A strange, glowing form of shale which constantly leaks energy. After numerous technological advances, it is possible for dwarves to create a workshop that uses a mundane stone to harness this power in the form of fuel. This react ion has a slight risk of going horribly wrong. [SCB] - Advanced Casters A "tier two" mechanical building. Advanced casters behave identically to the metal and magma casters, but require less metal for the same number of javelins. They must be unlocked through technical advances. [SCC] - the Experimental Materials Workshop A "tier two" mechanical building. A workshop unlocked by making a major breakthrough in dwarven material science, this building can be used to craft hadrine blocks from mithril, steel, tungsten, ash, and fuel. Hadrine blocks must be processed into strands and then woven int o "hadrine mesh" before they can be used, along with some advanced mechanisms, in the production of extremely protective (though very heavy) armor at the advan ced mechanics workshop.

[SCD] - the Weapons Concept Laboratory A "tier two" mechanical building, This building, once unlocked, will take three bars of a weapons-grade metal and create a random, new, exotic weapon. The number of weapons (and the quality of those weapons) produced can vary greatly, though the probabilities tend to yield one t o three weapons on average, with a possibility or zero or a few more than three. This is the only way (besides strange moods) to acquire a large number of the weapons added in LFR, some of which are extremely exciting and powerful. [SCE] - the Crystal Growth Tank This is a "tier three" mechanical building. Requiring a somewhat common byprodu ct of hadrine synthesis to construct, this workshop can "grow" opaque blocks and transparent crystals from any type of rock. It is useful for creating stones and windows of a desired col or, with slightly higher value than regular stone. [SCF] - the Trash Compactor This building exists to remove excess "unlock" items lready been unlocked. It requires three of a single two, assuring that at least one backup item is preserved at all times. A successful gle stone of "amalgamite," a unique but unremarkable ----[RT0] DWARVEN RITUAL AND SPIRITUALITY Not to be outmatched by dwarven !!SCIENCE!!, dwarven ties to the spirit world co ntinue to evolve over time. Your fortress can choose to invoke the blessings of the Old Gods through sacrifice, but risk their displeasure as well. [RT1] - the Altar The altar is the only building in the ritual tree that is devoted equally to all of the Old Gods. A variety of sacrifices can be performed here, to win favor ( or disfavor) of the higher powers. Rituals can be performed to honor the powers that govern various spheres. The rituals of shelter appeal primarily to the goddess of mercy, Visthel. In ex change for a portion of your harvest, Visthel may bestow wooden construction mat erials or some basic military equipment to help your dwarves survive their most vulnerable years. The rituals of power appeal to the god Armok and his subordinates. Armok likes nothing more than to see the mutilated corpses of the weak, so an offering of sk ull totems will often draw a response - for better or worse. Armok's blessings include bloodstone gems, bo ne bolts, metal bolts, and a few weapons to get your dwarves started on a path t o slaughter. More lavish sacrifices to Armok can yield more powerful weapons, though their qu once their buildings have a type of item to dispose of reaction will produce a sin stone.

ality will not be able to match that of dwarven steel (this is a base level reac tion, after all). The rituals of wealth appeal to the god Voruk, who sits upon a throne of white g old and jewels. Sacrificing coins to Voruk can invoke his blessings of foreign ammunition, gems, white gold bars, or a few other surprises. The rituals of sustinence appeal to a small variety of Old Gods, including Teman at, the goddess of water and ice, and Kogut, the god of revelry and alcohol. Th e ritual is conducted by offering a bucket to the altar, which the gods may fill with water for your dwarves. Off ering a captive vermin to Kogut increases the chance of a favorable result, but both reactions carry the risk of drawing the jealousy of Zalkor, the god of fire, who may find it fitting to igni te your bucket and/or your priest. Finally, the rituals of knowledge appeal to Pel, the goddess of mysteries. Pel' s rituals accept various amounts of cloth, and can yield magma-proof mechanisms or insulated, fireproof containers well beyond the ability of the dwarves to replicate. A bucket bestowed by Pel w ill never be burned up by Zalkor's wrath in the ritual of sustinence, though the same can not be said for the unfortunate soul performing the rite. Bins and barrels of similar design are al so possible results. As of v0.14a, the altar also hosts the "perform banshee funeral rite" reaction t o convert an ectoplasmic remnant to something very special (this reaction was pr eviously found at the alchemy lab). [RT2] - the Temple Component Foundry The only other "base level" building in the ritual tree (besides the altar), thi s building is a specialized foundry designed to gather the resources necessary f or more extravogant rituals and religious venues. Unlike in the mechanical tech tree, where advances are "unloc ked" by research reactions, ritual advances are brought about by gathering enoug h resources to forge the necessary pieces of a larger ritual complex. The Temple Component Foundry, hereafter refe rred to as the TCF, is the site of this consolidation of resources. All special ized components for ritual tree buildings are created at the TCF. [RT3] - the Shrines Shrines are the "tier two" buildings of the ritual tree. Currently, there are t hree shrines, but this is subject to change. The "shrine of victory" is a shrine built to honor the gods who govern conflict, including Visthel, Armok, and Pharis, the goddess of darkness. Construction of this shrine requires some building material, as well as a few special components made at the TCF. These components, the "candelabras of conquest," are forged from silver bars and jewels. The "shrine of nature" is a shrine built in the style of Temanat and Gethir, her husband, the god of light. This shrine requires abasic building material and f our "overgrown pedestals," which can be created at the TCF from stone and plants.

In stark contrast, the "shrine of prosperity" is a shrine built to the causes of Kogut, Pel, and Voruk (don't worry about Zalkor, he gets his turn later on). T his shrine requires some enormous golden goblets, which can be forged at the TCF using an ample amount of gold. As of version 0.14a, these shrines contain only placeholder reactions, which hav e no function. These buildings will see a significant revision with the next ve rsion of DF (post-0.31.25), as the syndrome and creature/undead systems are greatly expanded. You can build them t o get a feel for how ritual advancement will work, but there isn't much reason t o do so more than once or twice.

[RT4] - the Temples/Chapels Placeholder entry. [RT5] - the Cathedrals Placeholder entry. ----[HB0] HYBRID BUILDINGS Hybrid buildings are structures that require an advancement in both the ritual a nd mechanical tech trees to unlock. [HB1] - the Fishing Pond The first "hybrid" building between the two trees, this building is quite large and requires a component from both the ritual and mechanical lines. In order to keep the pond permanently stocked, an automatic feeding device must be installed in the form of a few adva nced mechanisms. To actually feed and supply the fish, you'll need "Kogut's mag ical fish food," which requires a special sacrifice at the altar. Once the ritual and mechanical items are obta ined, the pond can be constructed (it does not require water - this would have b een a real pain in the ass for both myself and for players. If that's bothering you, you can imagine that Kogut provides the water as part of his magical fish food starter kit). The fis h pond contains three reactions: fishing, lure-making, and fishing for the "big one." Fishing has no requirement . It is a reagent-free reaction with a low chance of producing a fish and it us es probability to emulate the variable amount of time required to catch a fish - better fisherdwarves will bur n through the low-chance reactions faster, and will usually find a fish sooner t han novices. This reaction is designed to be left on repeat once the natural fish run out (the downside: only one fisherdwarf can use it at a time). The lure-making reaction uses the stonec rafting skill and takes a boulder and some thread to produce a lure. The lure is used when fishing for "the big o ne," which consumes the lure and is not always successful (line break!), but lan ds a monster of a fish as a reward.

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[RC0] MANUAL COMPATABILITY FIXES ONLY use this guide if you cannot overwrite your entity_default or item_weapon f iles due to pre-existing modifications. If you have used this mod's replacement versions of these files, these changes h ave already been done for you. This section contains minor spoilers about a small number of mood weapons. [RC1] required changes to entity_default.txt NOTE: If you are upgrading from any previous version to 0.14a, the reaction "ECT O_ALCHEMY_M" should be removed from the entity_default file (no longer exists). Add to dwarves ([ENTITY:MOUNTAIN]): [AMMO:ITEM_AMMO_ARROWS] [AMMO:ITEM_AMMO_BLOWDARTS] [SHIELD:ITEM_SHIELD_TOWER] [HELM:ITEM_HELM_GREAT:COMMON] [WEAPON:ITEM_WEAPON_JAVELIN_THROWER] [WEAPON:ITEM_WEAPON_AXE_GREAT] [WEAPON:ITEM_WEAPON_MAUL] [WEAPON:ITEM_WEAPON_GLAIVE] [WEAPON:ITEM_WEAPON_SWORD_LONG] [SELECT_SYMBOL:REMAINING:BADASS_LFR] [PERMITTED_REACTION:REFINE_MITHRIL] [PERMITTED_REACTION:SMELT_MITHRIL] [PERMITTED_REACTION:SMELT_UNBIHEXIUM] [PERMITTED_REACTION:MAKE_DAMASCUS] [PERMITTED_BUILDING:ALCHEMY_LAB_LFR] [PERMITTED_REACTION:GOLD_SYNTHESIS] [PERMITTED_REACTION:RANDOM_SYNTHESIS] [PERMITTED_REACTION:ECTO_ALCHEMY] [PERMITTED_REACTION:SALVAGE_CLOCKWORK] [PERMITTED_REACTION:CORE_RESEARCH] [PERMITTED_BUILDING:DISPLAY_CASE] [PERMITTED_BUILDING:BLOCK_FACTORY] [PERMITTED_REACTION:SANDSTONE_BLOCK] [PERMITTED_REACTION:SILTSTONE_BLOCK] [PERMITTED_REACTION:MUDSTONE_BLOCK] [PERMITTED_REACTION:SHALE_BLOCK] [PERMITTED_REACTION:CLAYSTONE_BLOCK] [PERMITTED_REACTION:ROCK_SALT_BLOCK] [PERMITTED_REACTION:LIMESTONE_BLOCK] [PERMITTED_REACTION:CONGLOMERATE_BLOCK] [PERMITTED_REACTION:DOLOMITE_BLOCK] [PERMITTED_REACTION:CHERT_BLOCK] [PERMITTED_REACTION:CHALK_BLOCK] [PERMITTED_REACTION:GRANITE_BLOCK]

[PERMITTED_REACTION:DIORITE_BLOCK] [PERMITTED_REACTION:GABRO_BLOCK] [PERMITTED_REACTION:RHYOLITE_BLOCK] [PERMITTED_REACTION:BASALT_BLOCK] [PERMITTED_REACTION:ANDESITE_BLOCK] [PERMITTED_REACTION:DACITE_BLOCK] [PERMITTED_REACTION:OBSIDIAN_BLOCK] [PERMITTED_REACTION:QUARTZITE_BLOCK] [PERMITTED_REACTION:SLATE_BLOCK] [PERMITTED_REACTION:PHYLLITE_BLOCK] [PERMITTED_REACTION:SCHIST_BLOCK] [PERMITTED_REACTION:GNEISS_BLOCK] [PERMITTED_REACTION:MARBLE_BLOCK] [PERMITTED_REACTION:TALC_BLOCK] [PERMITTED_REACTION:JET_BLOCK] [PERMITTED_REACTION:PUDDINSTONE_BLOCK] [PERMITTED_REACTION:PETRIFIED_WOOD_BLOCK] [PERMITTED_REACTION:GRAPHITE_BLOCK] [PERMITTED_REACTION:KIMBERLITE_BLOCK] [PERMITTED_REACTION:REALGAR_BLOCK] [PERMITTED_REACTION:ORPIMENT_BLOCK] [PERMITTED_REACTION:STIBNITE_BLOCK] [PERMITTED_REACTION:MARCASITE_BLOCK] [PERMITTED_REACTION:SYLVITE_BLOCK] [PERMITTED_REACTION:CRYOLITE_BLOCK] [PERMITTED_REACTION:PERICLASE_BLOCK] [PERMITTED_REACTION:ILMENITE_BLOCK] [PERMITTED_REACTION:RUTILE_BLOCK] [PERMITTED_REACTION:CHROMITE_BLOCK] [PERMITTED_REACTION:PYROLUSITE_BLOCK] [PERMITTED_REACTION:PITCHBLENDE_BLOCK] [PERMITTED_REACTION:BAUXITE_BLOCK] [PERMITTED_REACTION:BORAX_BLOCK] [PERMITTED_REACTION:OLIVINE_BLOCK] [PERMITTED_REACTION:HORNBLENDE_BLOCK] [PERMITTED_REACTION:KAOLINITE_BLOCK] [PERMITTED_REACTION:SERPENTINE_BLOCK] [PERMITTED_REACTION:ORTHOCLASE_BLOCK] [PERMITTED_REACTION:MICROCLINE_BLOCK] [PERMITTED_REACTION:MICA_BLOCK] [PERMITTED_REACTION:CALCITE_BLOCK] [PERMITTED_REACTION:SALTPETER_BLOCK] [PERMITTED_REACTION:ALABASTER_BLOCK] [PERMITTED_REACTION:SELENITE_BLOCK] [PERMITTED_REACTION:SATINSPAR_BLOCK] [PERMITTED_REACTION:ANHYDRITE_BLOCK] [PERMITTED_REACTION:ALUNITE_BLOCK] [PERMITTED_BUILDING:CASTER] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_COPPER] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_COPPER] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_COPPER] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_IRON] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_IRON] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IRON] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_STEEL] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_STEEL] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_MITHRIL] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_MITHRIL] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_STEEL] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_DAMASCUS]

[PERMITTED_REACTION:MAKE_JAVELINS_TWO_DAMASCUS] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_DAMASCUS] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_LEAD] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_SILVER] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_TUNGSTEN] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IOVIUM] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_GOLD] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_PLATINUM] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BISMUTH_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BISMUTH_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_BRONZE] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH] [PERMITTED_BUILDING:ALCHEMY_LAB_MAGMA_LFR] [PERMITTED_REACTION:RANDOM_SYNTHESIS_M] [PERMITTED_REACTION:GOLD_SYNTHESIS_M] [PERMITTED_REACTION:SALVAGE_CLOCKWORK_M] [PERMITTED_REACTION:CORE_RESEARCH_M] [PERMITTED_REACTION:TRANSMUTE_PLANTS_M] [PERMITTED_BUILDING:CASTER_MAGMA_LFR] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_COPPER_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_COPPER_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_COPPER_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_IRON_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_IRON_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IRON_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_STEEL_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_STEEL_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_MITHRIL_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_MITHRIL_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_STEEL_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_DAMASCUS_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_DAMASCUS_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_DAMASCUS_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_LEAD_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_SILVER_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_TUNGSTEN_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IOVIUM_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_GOLD_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_PLATINUM_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BISMUTH_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BISMUTH_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_BRONZE_M] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_M] [PERMITTED_REACTION:MAKE_WHITE_GOLD_LFR] [PERMITTED_BUILDING:ADVANCED_MECHANICS_LFR] [PERMITTED_REACTION:ORICHALCUM_TOOLS] [PERMITTED_REACTION:ADVANCED_MECHANISMS_GOLD] [PERMITTED_REACTION:ADVANCED_MECHANISMS_COPPER] [PERMITTED_REACTION:ADVANCED_MECHANISMS_SILVER] [PERMITTED_REACTION:ADVANCED_MECHANISMS_STERLING_SILVER] [PERMITTED_REACTION:ADVANCED_MECHANISMS_STEEL] [PERMITTED_REACTION:ADVANCED_MECHANISMS_STEEL_DAMASCUS] [PERMITTED_REACTION:ADVANCED_MECHANISMS_IRON] [PERMITTED_REACTION:ADVANCED_MECHANISMS_BRASS]

[PERMITTED_REACTION:ADVANCED_MECHANISMS_ROSE_GOLD] [PERMITTED_REACTION:ADVANCED_MECHANISMS_MITHRIL] [PERMITTED_REACTION:UNLOCK_TOOLS_IRON] [PERMITTED_REACTION:UNLOCK_TOOLS_STEEL] [PERMITTED_REACTION:UNLOCK_TOOLS_DAMASCUS] [PERMITTED_REACTION:UNLOCK_TOOLS_MITHRIL] [PERMITTED_BUILDING:CORONER_LFR] [PERMITTED_REACTION:TRAIN_DIAGNOSIS] [PERMITTED_BUILDING:MEDICAL_DUMMY_LFR] [PERMITTED_REACTION:TRAIN_SURGERY] [PERMITTED_REACTION:TRAIN_SUTURE] [PERMITTED_REACTION:TRAIN_DRESSING] [PERMITTED_REACTION:TRAIN_SETTING] [PERMITTED_BUILDING:CREMATORIUM_LFR] [PERMITTED_REACTION:BURN_VERMIN_REMAINS_LFR] [PERMITTED_BUILDING:OBSTACLE_COURSE_LFR] [PERMITTED_REACTION:TRAIN_DODGE] [PERMITTED_REACTION:TRAIN_ARMOR] [PERMITTED_REACTION:TRAIN_NINJA] [PERMITTED_BUILDING:SPARRING_PARTNER_LFR] [PERMITTED_REACTION:TRAIN_SPEAR] [PERMITTED_REACTION:TRAIN_AXE] [PERMITTED_REACTION:TRAIN_SWORD] [PERMITTED_REACTION:TRAIN_STRIKER] [PERMITTED_REACTION:TRAIN_KICK] [PERMITTED_REACTION:TRAIN_WHIP] [PERMITTED_REACTION:TRAIN_HAMMER] [PERMITTED_REACTION:TRAIN_PIKE] [PERMITTED_REACTION:TRAIN_MACE] [PERMITTED_REACTION:TRAIN_DAGGER] [PERMITTED_BUILDING:LUSTRUM_REFINERY_LFR] [PERMITTED_REACTION:LUSTRUM_EXTRACTION] [PERMITTED_REACTION:DOCUMENTATION_ALCH] [PERMITTED_REACTION:DOCUMENTATION_ALCH_M] [PERMITTED_REACTION:ECTO_WISP] [PERMITTED_REACTION:ECTO_WISP_M] [PERMITTED_REACTION:UNLOCK_EFFICIENT_JAVS_IRON] [PERMITTED_REACTION:UNLOCK_EFFICIENT_JAVS_STEEL] [PERMITTED_REACTION:UNLOCK_EFFICIENT_JAVS_DAMASCUS] [PERMITTED_REACTION:UNLOCK_EFFICIENT_JAVS_MITHRIL] [PERMITTED_REACTION:UNLOCK_EFFICIENT_JAVS_ORICH] [PERMITTED_BUILDING:METAL_CASTER_ADV_LFR] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_COPPER_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_COPPER_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_COPPER_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_IRON_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_IRON_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IRON_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_STEEL_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_STEEL_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_MITHRIL_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_MITHRIL_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_STEEL_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_DAMASCUS_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_DAMASCUS_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_DAMASCUS_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_LEAD_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_SILVER_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_TUNGSTEN_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IOVIUM_ADV]

[PERMITTED_REACTION:MAKE_JAVELINS_THREE_GOLD_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_PLATINUM_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BISMUTH_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BISMUTH_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_BRONZE_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_ADV] [PERMITTED_REACTION:UNLOCK_ADV_CASTERS] [PERMITTED_BUILDING:METAL_CASTER_ADV_LFR_M] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_COPPER_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_COPPER_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_COPPER_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_IRON_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_IRON_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IRON_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_STEEL_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_STEEL_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_MITHRIL_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_MITHRIL_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_STEEL_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_DAMASCUS_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_DAMASCUS_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_DAMASCUS_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_LEAD_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_SILVER_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_TUNGSTEN_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_IOVIUM_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_GOLD_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_PLATINUM_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_ONE_BISMUTH_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_TWO_BISMUTH_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_BRONZE_M_ADV] [PERMITTED_REACTION:MAKE_JAVELINS_THREE_BISMUTH_M_ADV] [PERMITTED_REACTION:UNLOCK_ADV_CASTERS_M] [PERMITTED_BUILDING:EXMAT_LFR] [PERMITTED_REACTION:UNLOCK_EXMATS] [PERMITTED_REACTION:CREATE_HADRINE] [PERMITTED_REACTION:EXTRACT_HADRINE_STRANDS] [PERMITTED_REACTION:CREATE_HADRINE_MESH] [PERMITTED_REACTION:CRAFT_HADRINE_PLATE] [PERMITTED_REACTION:CRAFT_HADRINE_HELM] [PERMITTED_BUILDING:EXWEP_LFR] [PERMITTED_REACTION:UNLOCK_EXWEPS] [PERMITTED_REACTION:COPPER_EXWEP_LFR] [PERMITTED_REACTION:BRONZE_EXWEP_LFR] [PERMITTED_REACTION:BISMUTH_BRONZE_EXWEP_LFR] [PERMITTED_REACTION:SILVER_EXWEP_LFR] [PERMITTED_REACTION:STEEL_EXWEP_LFR] [PERMITTED_REACTION:DAMASCUS_EXWEP_LFR] [PERMITTED_REACTION:MITHRIL_EXWEP_LFR] [PERMITTED_REACTION:ADAMANTINE_EXWEP_LFR] [PERMITTED_REACTION:TUNGSTEN_EXWEP_LFR] [PERMITTED_REACTION:IOVIUM_EXWEP_LFR] [PERMITTED_REACTION:IRON_EXWEP_LFR] [PERMITTED_REACTION:VOIDSHARD_EXWEP_LFR]

[PERMITTED_REACTION:ETHER_EXWEP_LFR] [PERMITTED_BUILDING:EXWEP_LFR_M] [PERMITTED_REACTION:UNLOCK_EXWEPS_M] [PERMITTED_REACTION:COPPER_EXWEP_LFR_M] [PERMITTED_REACTION:BRONZE_EXWEP_LFR_M] [PERMITTED_REACTION:BISMUTH_BRONZE_EXWEP_LFR_M] [PERMITTED_REACTION:SILVER_EXWEP_LFR_M] [PERMITTED_REACTION:STEEL_EXWEP_LFR_M] [PERMITTED_REACTION:DAMASCUS_EXWEP_LFR_M] [PERMITTED_REACTION:MITHRIL_EXWEP_LFR_M] [PERMITTED_REACTION:ADAMANTINE_EXWEP_LFR_M] [PERMITTED_REACTION:TUNGSTEN_EXWEP_LFR_M] [PERMITTED_REACTION:IOVIUM_EXWEP_LFR_M] [PERMITTED_REACTION:IRON_EXWEP_LFR_M] [PERMITTED_REACTION:VOIDSHARD_EXWEP_LFR_M] [PERMITTED_REACTION:ETHER_EXWEP_LFR_M] [PERMITTED_BUILDING:ORRERY_LFR] [PERMITTED_REACTION:TRAIN_TEACHER] [PERMITTED_REACTION:TRAIN_OBSERVER] [PERMITTED_REACTION:TRAIN_STUDENT] [PERMITTED_REACTION:UNLOCK_ORRERY] [PERMITTED_BUILDING:TRASH_COMPACTOR] [PERMITTED_REACTION:COMPACT_SLAB1] [PERMITTED_REACTION:COMPACT_SLAB2] [PERMITTED_REACTION:COMPACT_SLAB3] [PERMITTED_REACTION:COMPACT_SLAB4] [PERMITTED_REACTION:COMPACT_SLAB5] [PERMITTED_REACTION:COMPACT_SLAB6] [PERMITTED_BUILDING:CRYSTAL_TANK_LFR] [PERMITTED_REACTION:MAKE_CRYSTAL_RED] [PERMITTED_REACTION:MAKE_CRYSTAL_BLUE] [PERMITTED_REACTION:MAKE_CRYSTAL_WHITE] [PERMITTED_REACTION:MAKE_CRYSTAL_GREEN] [PERMITTED_REACTION:MAKE_CRYSTAL_YELLOW] [PERMITTED_REACTION:MAKE_CRYSTAL_BLACK] [PERMITTED_REACTION:MAKE_CRYSTAL_PURPLE] [PERMITTED_REACTION:ETHER_SPHERE_MELT] [PERMITTED_BUILDING:ALTAR_LFR] [PERMITTED_REACTION:SAC_BASE_ONE] [PERMITTED_REACTION:SAC_BASE_TWO] [PERMITTED_REACTION:SAC_BASE_THREE] [PERMITTED_REACTION:SAC_BASE_FOUR] [PERMITTED_REACTION:SAC_BASE_FIVE] [PERMITTED_REACTION:SAC_BASE_SIX] [PERMITTED_REACTION:SAC_BASE_SEVEN] [PERMITTED_REACTION:SAC_BASE_EIGHT] [PERMITTED_REACTION:SAC_BASE_NINE] [PERMITTED_REACTION:SAC_BASE_TEN] [PERMITTED_BUILDING:TEMPLE_CONSTRUCT_LFR] [PERMITTED_REACTION:SHRINE_COMP_ONE] [PERMITTED_REACTION:SHRINE_COMP_TWO] [PERMITTED_REACTION:SHRINE_COMP_THREE] [PERMITTED_BUILDING:SHRINE_VICTORY_LFR] [PERMITTED_BUILDING:SHRINE_NATURE_LFR] [PERMITTED_BUILDING:SHRINE_PROSPERITY_LFR] [PERMITTED_REACTION:RITUAL_VICTORY_LFR] [PERMITTED_REACTION:RITUAL_NATURE_LFR] [PERMITTED_REACTION:RITUAL_PROSPERITY_LFR] [PERMITTED_BUILDING:FISH_POND_LFR] [PERMITTED_REACTION:FISH_IN_POND_LFR]

[PERMITTED_REACTION:FISH_BIG_ONE_LFR] [PERMITTED_REACTION:MAKE_LURE_LFR] [PERMITTED_REACTION:KOGUT_FISH_RITUAL] In the dwarven noble position raws, locate and change the following values: Under [POSITION:CHAMPION] ... Delete the [MENIAL_WORK_EXEMPTION] tag. Delete all of the the [APPOINTED_BY:DUKE/COUNT/BARON] tags, and in their place add the following lines: [SQUAD:3:honor guard:honor guards] [APPOINTED_BY:MAYOR] ... Leave the other tags alone. Under [POSITION:DUNGEON_MASTER]... Delete all of the the [APPOINTED_BY:DUKE/COUNT/BARON] tags, and in their place add the following line: [APPOINTED_BY:MAYOR] ... Once again, leave the other tags alone. Somewhere directly before a [POSITION] tag, or at the end of these listi ngs, add the following lines: [POSITION:LOCAL_LEGEND] [NAME:local legend:local legends] [SITE] [NUMBER:AS_NEEDED] [ACCOUNT_EXEMPT] [APPOINTED_BY:EXPEDITION_LEADER] [APPOINTED_BY:MAYOR] [PRECEDENCE:150] [EXPORTED_IN_LEGENDS] [DO_NOT_CULL] [CHAT_WORTHY] [COLOR:5:0:0] [REQUIRED_BEDROOM:1] [REQUIRED_CABINETS:1] ... Now you can move on to the next step.

Add to the elves ([ENTITY:FOREST]) [WEAPON:ITEM_WEAPON_BOW_GREAT] [WEAPON:ITEM_WEAPON_BOW_RECURVE]

Add to the humans ([ENTITY:PLAINS]) [WEAPON:ITEM_WEAPON_CLUB] [WEAPON:ITEM_WEAPON_MALLET] [SHIELD:ITEM_SHIELD_TOWER] [PANTS:ITEM_PANTS_PLATE_SKIRT] Add to the goblins ([ENTITY:EVIL]) [WEAPON:ITEM_WEAPON_PITCHFORK] Feel free to add weapons to any race you like, including other custom or mod rac es. There are over 50 "mood weapons" to choose from, some of which are much more powerful than others. The changes above, however, are the only ones I have included in the mod so far.

[RC2] required changes to item_weapons.txt Locate the entries for... [ITEM_WEAPON:ITEM_WEAPON_MAUL] [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H] [ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT] ...under each of these entries, change [MINIMUM_SIZE:62500] to [MINIMUM_ SIZE:#####] In this entry, "#####" should be replaced by a number less than 60000 (I used 52500). This will allow dwarves to wield these weapons, as an adult dwarf's size is 60000. If you want to enable the wielding of other two-handed weapons as well ( which I did), also make this change for... [ITEM_WEAPON:ITEM_WEAPON_HALBERD] [ITEM_WEAPON:ITEM_WEAPON_PIKE]

[RC3] required changes to creature_standard.txt ...Under [CREATURE:DWARF], locate the [CASTE:MALE] and [CASTE:FEMALE] to kens and subtokens. Replace them with the following: [CASTE:FEMALE] The gender tag lets it know how breeding works. [FEMALE] [MULTIPLE_LITTER_RARE] To add beards, put square brackets around the following: BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS [POP_RATIO:100] [CASTE:MALE] [MALE] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] [POP_RATIO:100] [CASTE:WEAP_SAVANT_MALE]

[MALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . He is a bit simple-minded, but has a natural gift for creating weapons.] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] [POP_RATIO:1] [NATURAL_SKILL:FORGE_WEAPON:12] [CASTE_PROFESSION_NAME:WEAPONSMITH:weapon prodigy:weapon prodigi es] [SLOW_LEARNER] [SKILL_LEARN_RATE:FORGE_WEAPON:150] [CASTE:WEAP_SAVANT_FEMALE] [FEMALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . She is a bit simple-minded, but has a natural gift for creating weapons.] [MULTIPLE_LITTER_RARE] [CASTE_PROFESSION_NAME:ARMORER:weapon prodigy:weapon prodigies] [POP_RATIO:1] [NATURAL_SKILL:FORGE_WEAPON:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:FORGE_WEAPON:150] [CASTE:ARMOR_SAVANT_MALE] [MALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . He is a bit simple-minded, but has a natural gift for creating armor.] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] [CASTE_PROFESSION_NAME:ARMORER:armor prodigy:armor prodigies] [POP_RATIO:1] [NATURAL_SKILL:FORGE_ARMOR:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:FORGE_ARMOR:150] [CASTE:ARMOR_SAVANT_FEMALE] [FEMALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . She is a bit simple-minded, but has a natural gift for creating armor.] [MULTIPLE_LITTER_RARE] [CASTE_PROFESSION_NAME:ARMORER:armor prodigy:armor prodigies] [POP_RATIO:1] [NATURAL_SKILL:FORGE_ARMOR:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:FORGE_ARMOR:150] [CASTE:BOW_SAVANT_MALE] [MALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . He is a bit simple-minded, but has a natural gift for creating ranged weapons. ] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] [CASTE_PROFESSION_NAME:BOWYER:bowyer prodigy:bowyer prodigies] [POP_RATIO:1] [NATURAL_SKILL:BOWYER:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:BOWYER:150] [CASTE:BOW_SAVANT_FEMALE] [FEMALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . She is a bit simple-minded, but has a natural gift for creating ranged weapon s.] [MULTIPLE_LITTER_RARE] [CASTE_PROFESSION_NAME:BOWYER:bowyer prodigy:bowyer prodigies] [POP_RATIO:1] [NATURAL_SKILL:BOWYER:12]

[SLOW_LEARNER] [SKILL_LEARN_RATE:BOWYER:150] [CASTE:ALCHEMY_SAVANT_MALE] [MALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . He is a bit simple-minded, but likes to experiment and constantly mutters the word "enchantment."] Dragon Age reference, for great justice. [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] [CASTE_PROFESSION_NAME:ALCHEMIST:savant:savants] [POP_RATIO:1] [NATURAL_SKILL:ALCHEMY:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:ALCHEMY:150] [CASTE:ALCHEMY_SAVANT_FEMALE] [FEMALE] [DESCRIPTION:A short, sturdy creature fond of drink and industry . She is a bit simple-minded, but likes to experiment.] [MULTIPLE_LITTER_RARE] [CASTE_PROFESSION_NAME:ALCHEMIST:savant:savants] [POP_RATIO:1] [NATURAL_SKILL:ALCHEMY:12] [SLOW_LEARNER] [SKILL_LEARN_RATE:ALCHEMY:150] [CASTE:FERTILE_FEMALE] [FEMALE] [LITTERSIZE:1:3] [POP_RATIO:5] [CASTE:SHEEN_MALE] [MALE] [POP_RATIO:1] [DESCRIPTION:A short, sturdy creature fond of drink, industry, a nd WINNING.] [NATURAL_SKILL:LYING:5] [NATURAL_SKILL:BLOWGUN:5] [CASTE_PROFESSION_NAME:STANDARD:bum:bums] [SKILL_LEARN_RATE:COMEDY:0] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

...Under [CREATURE:KOBOLD], paste the following: [NO_EAT][NO_DRINK]

...under [CREATURE:DRAGON], replace the line: [BODY_DETAIL_PLAN:STANDARD_TEMPLATE] ...with the line: [BODY_DETAIL_PLAN:ENHANCED_BONE_STANDARD_TEMPLATE] Assuming you moved all of the other text files with non-conflicting names into y our RAWs, the mod should now function properly.

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[PQ0] Potential confusion section. This section contains some spoilers about mood weapons in order to clarify what attributes these weapons use. As some of these weapons seem to encompass multiple attributes, the attributes s elected for weapons that do not clearly fit into Dwarf Fortress' categories are listed below.

Scroll down if you still want to see.

To dispell any pending confusion: -The halberd, while not a new weapon, still uses its default axe skill. It is a default weapon in item_weapon, and has not been modified apart from [MINIMUM_SI ZE]. -The lance is the only new pike. The default pike has had its [MINIMUM_SIZE] re duced. All other pike-like weapons use the spear skill. -The lucerne polehammer uses the spear skill - NOT the hammer skill, as its name would suggest. -The butterfly knives and khukri use the dagger skill. -The machete uses the sword skill. -The only new mining weapon should be VERY obvious when it shows up. It is not the battle pick. -The battle pick uses the mace skill - NOT the mining skill. -The jitte, as previously mentioned, uses the sword skill. -The club uses the hammer skill. -The kusari-gama uses the whip skill. -The claws use the dagger skill. -The arbalest uses regular bolts and the crossbow skill. Its melee attack uses the hammer skill. -The urumi uses the whip skill - it's technically a sword, but its use is more a kin to a whip, and I have too many swords already. -The keris uses the sword skill. -The cudgel uses the mace skill. -The mallet uses the hammer skill. -The cinquedea uses the dagger skill. -The giant fork uses the spear skill. -The giant spoon uses the hammer skill. -The gastraphetes uses the crossbow skill and arrows for its ranged attack, and the hammer skill for its melee attack. -The repeating crossbow (chu ko nu) is identical to the crossbow, but fires blow darts. -The crowbar uses the mace skill. -The rake uses the spear skill.

-The felling axe uses the axe skill and is two-handed. -The hurlbat uses the axe skill. -The knuckles are a two-handed weapon and use the striker skill. They are curre ntly the only weapon to do so. -The new bows, without exception, have "bow" in their name, use the bow skill, a nd use arrows. If it doesn't have "bow" in the name, it isn't a bow. -The melee attacks for the new bows use the mace skill, except for the great bow which uses the spear skill instead. -The staff, quarterstaff, and the void hurling staff all use the spear skill. T he void hurling staff uses the spear skill for its ranged attack as well. -The void energy projector and the void hurling staff both use a new type of amm unition, which the dwarves cannot produce. -If the voidwalkers are removed from the game, your moody dwarves might still pr oduce a void hurling staff or void energy projector. These will still function properly, but the dwarves will not be able to acquire ammunition for them.

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