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Difference between revisions of "v0.34:Magic"

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'''Magic''' does not exist in Dwarf Fortress. Magic is the stuff of legends, and is associated with fanciful creatures such as [[chimera]]s, [[centaur]]s, and [[griffon]]s. These creatures are included in the game's [[Modding|raw object data]] and so they may appear on engravings, but the actual creatures will not appear in Dwarf Fortress. Two in-game [[Megabeast]]s, the [[Dragon]] and [[Bronze colossus]] are referred to as magical in their descriptions in-game.  
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'''Magic''' exists in limited form in Dwarf Fortress. It normally only shows up in the form of [[Necromancer|necromancy]] and [[ghost]]s. With [[Modding guide|modding]], however, it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.
  
''As far as magic goes, underneath, it's all the same -- like a debugging option with some in-play queue that lets you change things for no reason.  You don't need to worry so much about the implementation -- as much as we have one now, I don't really want a stock universe. The things we have now, like Blizzard Men, are mostly there to make sure that special properties are implemented. Then the random generation can begin.  We don't want another cheap fantasy universe, we want a cheap fantasy universe generator.  A lot of fiction sounds computer generated anyway.''  <sub>[http://www.bay12games.com/forum/index.php?topic=948.msg12375#msg12375 Toady, August 12, 2006]</sub>
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Necromancy is obtained in Adventurer mode by reading a [[book|slab]] that contains the secrets of life and death, traditionally obtained via necromancer [[tower]]s ({{Tile|I|5:0}}). Their towers are often packed tightly with [[undead]] and usually more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, if you can overcome the danger, the power is yours.
  
[[Main:Toady One|Toady One]] has [http://www.bay12games.com/media/df_talk_7_transcript_2.html shared a few of his thoughts] concerning how magic can or might be implemented in the game, particularly with regard to [[artifact]]s, which in a previous (possibly unreleased) version of Dwarf Fortress were actually magical and could have a selection of powers. Primary concerns appear to be for game balance on one hand and preserving the special nature and rarity of magic on the other, to avoid a sort of "industrial magic" mentality where special items lose their glamor.
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[[ru:Magic]]
 
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[[Category:v0.34:Game_mechanics]]
* '''See Also''': [[Alchemy]]
 
 
 
==Systems of Magic==
 
It is rumored that one day a full system of magic will eventually be included in Dwarf Fortress. Until that time, some fans have [[fun]] taking the bare bones or hint of magic and attempt to create their own mods.
 

Latest revision as of 22:47, 15 July 2014

This article is about an older version of DF.

Magic exists in limited form in Dwarf Fortress. It normally only shows up in the form of necromancy and ghosts. With modding, however, it is also one of the many ways that interactions can be manifested.

Necromancy is obtained in Adventurer mode by reading a slab that contains the secrets of life and death, traditionally obtained via necromancer towers (I). Their towers are often packed tightly with undead and usually more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, if you can overcome the danger, the power is yours.