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Ale brewed will inherit the effects of reagents inside the plants. Experiment! | Ale brewed will inherit the effects of reagents inside the plants. Experiment! | ||
'''Tower cap ale is so weak that it only slows down a dwarf's thirst. Brew logs for seeds but throw the swill out in favor of stronger booze.''' | |||
=Blacksmithing= | =Blacksmithing= |
Версия от 01:12, 2 июня 2017
EXTRATERRESTRIAL | |
Lava Dwarf |
Доступ: N/A Дополнительный доступ: N/A Сложность: Hard Глава: God of Blood (not to be confused with that other Blood God.) Обязанности: Build a fort, drink obscene amounts of alcohol, protect the portal. Руководства: This is the guide Цитата: "comical dwarf-related reference here" |
You are a lava dwarf, one of many short humanoids from another world that have come through a strange portal in search of new lands, which unfortunately happen to be a hellish inferno. The land is, however, 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 an affinity for toeing 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 the basic gear necessary to survive and build. Your livestock is scarce and fragile, so try not to have them end up dead.
Migrants will come through the portal as you progress, adding onto your population or replacing lost members. Destruction of the portal, however, will cause a cessation of all future migrants and stagnate 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 creatures 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, leaving the shambling beast nearly defenceless. 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 would be able to easily kite it. Watch for its tentacular grasp, as it will attempt to trap victims for an easier beat-down.
We Noble Few
Your fortress starts with a cape, crown, and Royal Scepter, for whoever feels like becoming your fortress's Noble.
The Noble can use his Royal Scepter to designate Mandates. Click on a tile, and fill out the Mandate, to declare a mandate to all dwarves.
Unfortunately, you can only have one Mandate active at a time. Use the Scepter inhand to remove the previous Mandate.
Miasma And You
Your fortress is covered in dead bodies and everyone's throwing up and dying from it. What is it? Why is everyone dying? How can I stop this?
Miasma is a result of dead bodies and blood being left to rot in the hallways. It'll cause vomiting, sickness, and possibly death if your fortress isn't cleaned up.
There're two ways to clean up the blood.
1. Burn a Towercap Log in the Smelter and combine the resulting ashes with Water from a puddle in the fortress. This will produce Soap you can use to clean.
2. Produce a Broom with some wooden planks, and wet the broom with the puddle in order to use it.
Bodies are more difficult to deal with.
1. Creating a "dumping ground" a long distance from the fort, and moving all bodies there will prevent the miasma from reaching your fortress.
2. Destruction of the bodies, such as by gibbing, will prevent them from creating miasma.
3. Revival of the corpses will cause them to cease to rot.
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.
The still 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!
Tower cap ale is so weak that it only slows down a dwarf's thirst. Brew logs for seeds but throw the swill out in favor of stronger booze.
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.
Weapons generally require logs (not planks!), and armour generally requires leather (Obtainable from butchering animals, such as cats)
Open the Crafting Menu button, and navigate to the Blacksmithing category in order to craft an item, once you have all necessary 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 time, where a lower number indicates faster digging.
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, etc.? 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.