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* Goliaths: Lumbering beasts covered in a thick hide, although a quick-footed being could easily kite it. Watch for its tentacle grasp, as it will try to ground victims for an easier beat-down. | * Goliaths: Lumbering beasts covered in a thick hide, although a quick-footed being could easily kite it. Watch for its tentacle grasp, as it will try to ground victims for an easier beat-down. | ||
=Brewing Ale= | |||
The art of brewing a good mug of ale is the most important skill any Dwarf must learn. You need ale to survive, and will die without it. | |||
[[File:still.png|32px]] | |||
This is the most important tool you have. To brew, follow these easy steps: | |||
1. Use any number of grown items on the still. | |||
2. Use the still with an empty hand. Drink up! | |||
Brewing lets you acquire more seeds and fulfill your need for booze. | |||
Ale brewed will inherit the effects of reagents inside the plants. Experiment! | |||
=Blacksmithing= | =Blacksmithing= |
Версия от 17:45, 28 мая 2017
You are a lava dwarf, short humanoids from another world that have come through a strange portal in search of new lands, which happen to be a hellish inferno. The land is bountiful in resources and loot ripe for the taking, if you can deal with the locals that is.
You are essentially a group of manlets with severe alcoholism, an urge to build forts, and toe the line of how far you can go with a reference. Use your blacksmithing gear to make better tools and build a fort, or die trying. Most likely the latter.
For the underground
Your base of operations is small, starting with basic gear necessary to survive and build. Your livestock is scarce and fragile, so try not to have them end up dead.
Migrants come through the portal as you progress, adding onto your population or replacing lost members. Destruction of the portal will cease all future migrants and stagnant your fort's population. Protect the portal at all costs if you wish to see a future for your fortress in these lands.
You Aren't Alone
You are not alone in these lands, both locals and similar foreign groups exist with their own ideas in mind. From the Scale-Ears, Tall-Men, or the Walking Rocks, how your fortress proceeds to deal with them is up to you. Starting mutual trade pacts and exchanging goods is probably not a bad idea, but where's the fun in that?
The Wildlife
These hellish lands offer a number of horrible creatures that hate you almost as much as you hate elves. Their strengths and weaknesses should be something learned early on before finding out the hard way.
- Legions: An abomination of multiple being unified into one, it sends out its past victims to do its dirty-work. The mini-legions break easily under a good swing with your pick and leaves the shambling beast nearly defenseless. Aggressive tactics are advised when dealing with these creatures and you'll probably see to live another day.
- Watchers: Wispy bastards that shoot ice-cold stares, enough to chill even a seasoned dwarf to their very core. Attack in groups for assured victory.
- Goliaths: Lumbering beasts covered in a thick hide, although a quick-footed being could easily kite it. Watch for its tentacle grasp, as it will try to ground victims for an easier beat-down.
Brewing Ale
The art of brewing a good mug of ale is the most important skill any Dwarf must learn. You need ale to survive, and will die without it.
This is the most important tool you have. To brew, follow these easy steps:
1. Use any number of grown items on the still.
2. Use the still with an empty hand. Drink up!
Brewing lets you acquire more seeds and fulfill your need for booze.
Ale brewed will inherit the effects of reagents inside the plants. Experiment!
Blacksmithing
Blacksmithing is a sacred art to any self-respecting dwarf, accepting only the finest and high-quality craftsmanship when it comes to equipment. Learn the tools and ores that come along with the trade and maybe you'll build a true fortress in these troubled lands.
To perform this act, the process goes as following:
1. Melt an ore with the Smelter
2. Pour the ore into a Mold made from Clay.
3. Put mold on Anvil.
4. Use the Hammer to get your result.
If it's a weapon, it likely needs Logs. NOT planks.
If it's armor, it likely needs Leather. Get this from butchering cats.
Open the Crafting Menu button, and navigate to the Blacksmithing category.
Craft your item after you have all the needed components on you!
Tools of the Trade
These are your tools, learn them well and keep them safe from prying outsiders. You will need these to build better weapons and armor.
Ore Stats
The quality of your smithed gear will depend on what type of ore you used. Some are better than others at different things, so keep this list handy when looking to craft the best set of gear.
It should be noted that a higher value is better in every case but digging speed, where lower is faster.
Creative Smithing
Why stop at the normal ores? With dwarven engineering and a touch of -fun-, any reagent can be used as a base for weapons and armor! When attacking with a smithed item, it calls upon a reagent's TOUCH reaction as well as a normal attack, meaning some reagents can make up for their sub-par damage in other interesting ways! Chlorine Trifluoride broadswords and Plasma armor? Sure, why not! Experiment with different reagents for interesting results!
Actually Crafting Stuff
You got your tools, filled molds, ect? Good. Now we can get to actually crafting the good stuff.
Tools
Standard tools for assorted manual labor.
Weapons
Your standard weapons of war, great for keeping the pesky locals out of the fort.
Armor
Good for protecting yourself from tantrums or wildlife.