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Difference between revisions of "User:Valos/Adventurecraft"

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(Somehow misplaced my editing. :V)
(Threadsplosion foiled yet again. Product dimension bugs still linger on.)
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{{Modification
 
{{Modification
 
| name = Adventurecraft
 
| name = Adventurecraft
| version = 43.05-1.1
+
| version = 43.05-1.2
 
| df version = 0.43.05
 
| df version = 0.43.05
| last update = 7/24/2016
+
| last update = 8/9/2016
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
| download = http://www.bay12forums.com/smf/index.php?topic=153036.0
 
}}
 
}}

Revision as of 18:09, 9 August 2016

Modification
Adventurecraft
Version 43.05-1.2
Updated August 9, 2016
For DF Version 0.43.05
Out of date for current version
Download

Adventurecraft, yet another Wanderer's Friend Derivative, is an adventure-mode-focused mod that adds reactions, in addition to material changes and creature changes, much of it geared toward fleshing out the options provided to adventurers. Various features have been added to it over time, not all geared toward crafting.

Existed in unreleased form since the DF2012 days, with the first release being not long before .42.01 was released. Features and changes listed are thus specific to the most recent version, assuming this page remains up-to-date (don't count on it), derived from the forum post.

Features

Fun Material Tweaks

  • Stone has been buffed due to bone normally being infinitely superior, and the max edge has been beefed up a bit, though not enough to push it past the "sharp enough for Fortress Mode" threshold. Certain stones are just sharp enough for Fortress Mode, based mostly on any sources I could find suggesting which stones were used for prehistoric tools. Chert is second only to obsidian in sharpness.
  • Scales and chitin can be tanned. Scales are more or less superior to leather, while chitin is better still. To avoid oddities like chitin flasks, only leather is usable in Fortress Mode and world-gen.
  • Different tiers of body materials. In addition to all semi-megabeasts and megabeasts, various select animals have improvements too. This includes tougher skin/leather, raw/tanned scales, bone, tooth, nail, horn, and hoof. It's only about a 5% boost for toughened animals, and 10% for megabeast tier.
  • The idea of making potions from megabeast and semi-megabeast hearts has been carried over, with some differences. Each type of beast's essence has a different effect, for you to experiment with (or be spoiled in the appendices).
  • Found out how to tweak generated creatures to allow extracting from their hearts as well. If the creature has a valid poison, it should be extractable from their heart. If they DON'T have a valid poison, you'll instead get a fallback "failed extract" that has no use.

Creature Tweaks

  • Joint definitions have to moved to various body definitions instead of using the "humanoid joints" body token, allowing for things like quadrupeds and other abnormal creatures to have joints. Huge creatures generally are less vulnerable to joint-breaks though.
  • Neck-snapping. While mundane damage to the upper spine doesn't always have any effect, putting a joint lock on it definately will. Unless the creature is stupidly huge.
  • Venomous creatures yield a venom sac when butchered. Sadly there's still no way to apply poison to weapons and get it to work. Instead an alchemical reaction allows you to process the venom sac into a sample of venom, modified to act as a contact poison.
  • Joint edits have been applied to generated creatures. Normal joints tend to be more common than breakable necks.
  • Thread can be made from catgut. No, not just literal cat gut catgut. This proved simpler than adding harvestable sinews.
  • Because DF2015 broke cannibal adventurers, intelligent semi-megabeasts/megabeasts are currently non-sentient. To make up for this, they gain natural skills.

New Creatures

  • Gargoyles as flying semi-megabeasts. They have a shell-like surface resembling stone instead of skin, making them biological creatures instead of yet another inorganic foe.
  • Did you know that tree monsters were a planned feature early in the first releases of DF, that were then dummied out before being deleted entirely? Added my own attempt at treants. Tough but not at bronze-colossus levels. Slay one and its wood might prove useful. But think twice before you try lighting one on fire!
  • Two H.P. Lovecraft references via the mi-go and shoggoth. Mi-gos have a delightfully alien body structure, while shoggoths are acidic blobs.

Plant Tweaks

  • More plants can be picked in adventurer mode, with seasonal growths depending on the type. You can pick a couple of the berry-providing plants, thread-bearing plants, and extract-bearing plants.
  • Dwarven syrup is simply delicious. Gnomeblight remains only useful for melting gnomes. Golden salve has been given medicinal properties. Muck root, whip vine, and sliver barb have been given situationally-useful extracts.
  • Brewable plants can be made into delicious booze. If it isn't brewable by picking the plant itself (assuming it's in season), try brewing fruit instead.
  • Hardtack is now a thing. It has some oddities to it, but the correct plants can be ground into coarse flour for making food.

Civilization Tweaks

  • All of the five main races are playable in Adventurer Mode, whether as civ members or as outsiders. Subterranean animal people are once again playable as outsiders.
  • All civilizations have been given access to large daggers. This is because the damn thing shows up in every adventurer's inventory, even though they're normally unavailable to most civilizations.
  • Humans and goblins have been given slings and sewing needles, for the hell of it.
  • Kobold civ was tweaked some. Gave them sewing needles, cloaks, socks, slings, blowguns, bucklers, needles, and nest boxes (makes sense, they lay eggs). Utterances tag as been supplemented, not replaced, with the ability to speak. Still allows gibberish names while fixing a few potentially-lingering AI bugs. Also gave them access to leather and a chieftain position, causing some (duty-bound, sadly) kobolds to spawn around the otherwise empty cave.
  • Goblins need food and water, so remember that.
  • Outsiders start of with wooden weaponry to encourage actually upgrading your gear.

New Uses For Existing Items (and Changes)

  • As of .42.06, any sharp item can be used for carving wood, bone, etc. Not just daggers anymore.
  • Mortars and pestles are used for plant processing and alchemy. A pair can be crafted from stone.
  • A few reactions use blunt small rocks for hammering instead of just knapping.
  • If you somehow get ahold of full logs, a battle axe can be used to split it into usable branches pieces.
  • Stone axes have been changed to allow metal versions to show up in human and goblin sites.
  • Helves have been given the same weapon uses as staves in older versions of this mod, and renamed to staves to reflect this.

New Items

  • Needles, required for sewing. In addition to wood you can carve them from bone, tooth, nail, hoof, or horn.
  • Clubs, as a crude mace-equivalent as suggested by a friend.
  • Slings and sling stones. Slings are made from leather or cloth, use the throwing skill at range, and make rather weak lashing weapons. Sling stones are obviously crafted from stone. More forceful than throwing small rocks by hand, but not sharp.
  • Cooking pots, for making certain items. Currently limited to brewing.
  • Coarse flour, used to make hardtack. Due to glorious bugs, real flour can't be used for this.
  • Animal glue, which the recent combat changes have made useful.

Dismantling Items

  • Boulders and logs can be split into small rocks and pieces of wood, respectively.
  • Crude cloth can be unraveled if needed.
  • Cloth items can be cut apart for cloth, leather items can be cut apart, and metal items can be broken down for metal. Note that nothing's stopping you from being a lunatic and trying to dismantle the end result into itself, which will eventually waste it.

Bugs and Issues

  • No gauntlets due to the gauntlet bug. The workaround I originally devised tends to break more things than it fixes.
  • Just like whips, civs will likely generate metal slings because derp.
  • No way to apply poison to weapons or ammo. Every mod I've seen uses the broken reaction from Wanderer's Friend. Crafting contact poison will have to suffice.
  • The amount of usable leather, bone, etc can be increased by lopping off limbs.
  • Any plants you can pick in adventurer mode are nigh-infinite sources when they're in season. No amount of tweaking growth density has proven effective.
  • Kobold adventurers won't be able to recruit the troops surrounding their home.
  • Goblin adventurers will find their home to be an immense pain in the ass to leave, as dark forts/pits block fast travel even if the inhabitants are friendly.
  • Nothing's stopping you from being a lunatic and trying to dismantle cloth, tanned hides, or metal bars. This will eventually waste it due to the odds not being 100%.
  • Thread, cloth, bars, and sheets obtained from towns instead of player-made are a nigh-endless source of crafting material, due to reactions set to only produce and use product dimensions of 1.
  • The addition of faked oak for outsiders adds an unusable material to the forge in fortress mode. It also reverses the anomaly of elven adventurers having copper daggers, to NON-elven adventurers having wooden daggers.

Appendix A, The Full List of New Reactions

Basic Reactions

  • Tan a raw hide, raw scales, or raw chitin. Produces tanned leather/scale/chitin.
  • Dry and spin gut into catgut thread.
  • Spin hair or wool into thread.
  • Process thread-bearing plant into thread.
  • Weave cloth. Uses hair/wool, plant-based, or silk thread.
  • Make glue. Uses raw hide, raw scales, bone, skull, horn, or hoof. Requires a cooking item.
  • Repair cloth item. Uses cloth and thread, requires a needle.
  • Repair leather/scale/chitin item. Uses any of said materials plus thread, requires a needle.
  • Repair wood/bone/skull/shell/tooth/nail/horn/hoof item. Uses animal glue, requires a sharp object.

Tools

  • Carve wooden sewing needle. Uses a wooden branch, and requires a sharp object.
  • Carve bone/tooth/nail/hoof/horn needle. Uses any of said materials, requires a sharp object.
  • Carve wooden stave. Uses a wooden branch, and requires a sharp object.
  • Carve bone stave. Uses bones, and requires a sharp object.
  • Craft stone axe. Uses a sharp rock and a stave, requires a sharp object.
  • Craft metal axe. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft stone mortar and pestle. Uses 2 blunt small rocks, and requires a third.
  • Craft metal mortar and pestle. Uses metal, and requires a third.
  • Craft stone cooking pot. Uses any small rock, and requires a blunt small rock.
  • Craft metal cooking pot. Uses metal, and requires a blunt small rock.

Ammunition

  • Craft sling stones. Uses a blunt small rock, and requires a second.
  • Carve wooden arrows. Uses a wooden branch, and requires a sharp object.
  • Carve bone arrows. Uses bones, and requires a sharp object.
  • Craft stone arrows. Uses any small rock and a stave, requires a sharp object.
  • Craft metal arrows. Uses metal and a stave, requires a sharp object and a blunt small rock.
  • Carve wooden darts. Uses a wooden branch, and requires a sharp object.
  • Carve bone/tooth/nail/hoof/horn darts. Uses any of said materials, requires a sharp object.

Weapons (Wood/Bone/Misc)

  • Carve wooden dagger. Uses a wooden branch, and requires a sharp object.
  • Craft bone/tooth/nail/hoof/horn dagger. Uses any of said materials, and requires a sharp object.
  • Carve wooden spear. Uses a wooden branch, and requires a sharp object.
  • Carve bone/tooth/nail/hoof/horn spear. Uses any of said materials plus a stave, requires a sharp object.
  • Carve wooden club. Uses a wooden branch, and requires a sharp object.
  • Carve bone club. Uses bones, and requires a sharp object..
  • Craft leather whip. Uses leather, and requires a sharp object.
  • Craft bow. Uses a stave and thread, requires a sharp object.
  • Carve blowgun. Uses a stave, and requires a sharp object.
  • Craft leather sling. Uses leather, and requires a sharp object.
  • Craft cloth sling. Uses cloth, and requires a sharp object.

Weapons (Stone)

  • Knap stone dagger. Uses any small rock, and requires a blunt small rock.
  • Craft stone spear. Uses a sharp rock and a stave. No need to cut the stave to size.
  • Craft stone battle axe. Uses a sharp rock and a stave, requires a sharp object.
  • Craft stone great axe. Uses a sharp rock and a stave, requires a sharp object.
  • Craft stone short sword. Uses a sharp rock and a stave, requires a sharp object.
  • Craft stone long sword. Uses a sharp rock and a stave, requires a sharp object.
  • Craft stone mace. Uses any small rock and a stave, requires a blunt small rock and a sharp object.
  • Craft stone war hammer. Uses any small rock and a stave, requires a blunt small rock and a sharp object.
  • Craft stone maul. Uses any small rock and a stave, requires a blunt small rock and a sharp object.

Weapons (Metal)

  • Craft metal dagger. Uses metal, and requires a blunt small rock.
  • Craft metal spear. Uses metal and a stave, requires a blunt small rock. Uses the stave as-is.
  • Craft metal battle axe. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal great axe. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal short sword. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal long sword. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal mace. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal war hammer. Uses metal and a stave, requires a blunt small rock and a sharp object.
  • Craft metal maul. Uses metal and a stave, requires a blunt small rock and a sharp object.

Shields

  • Carve wooden buckler. Uses a wooden branch, and requires a sharp object.
  • Carve wooden shield. Uses a wooden branch, and requires a sharp object.
  • Craft leather/scale/chitin buckler. Uses any of said materials, and requires a sharp object.
  • Craft leather/scale/chitin shield. Uses any of the said materials, and requires a sharp object.
  • Craft metal buckler. Uses metal, and requires a blunt small rock.
  • Craft metal shield. Uses metal, and requires a blunt small rock.

Armor (Bone)

  • Craft bone/shell helm. Uses either material, and requires a sharp object.
  • Craft skull helm. Uses a skull, and requires a sharp object.
  • Craft bone/shell armor. Uses either material and requires a sharp object.
  • Craft bone/shell leggings. Uses either material, and requires a sharp object.
  • Craft bone greaves. Uses bones, and requires a sharp object.

Armor (Metal)

  • Craft metal helmet. Uses metal, also requires a blunt small rock.
  • Craft metal cap. Uses metal, also requires a blunt small rock.
  • Craft metal breastplate. Uses metal, also requires a blunt small rock.
  • Craft metal greaves. Uses metal, also requires a blunt small rock.
  • Craft metal low boots. Uses metal, also requires a blunt small rock.
  • Craft metal high boots. Uses metal, also requires a blunt small rock.

Armor (Leather/Scale/Chitin)

  • Sew leather/scale/chitin helm. Uses any of said materials plus thread, requires a needle.
  • Sew leather/scale/chitin armor. Uses any of said materials plus thread, requires a needle.
  • Sew leather/scale/chitin leggings. Uses any of said materials plus thread, requires a needle.
  • Sew leather/scale/chitin low boots. Uses any of said materials plus thread, requires a needle.
  • Sew leather/scale/chitin high boots. Uses any of said materials plus thread, requires a needle.

Clothing (Leather)

  • Sew leather backpack. Uses leather and thread, requires a needle.
  • Sew leather waterskin. Uses leather and thread, requires a needle.
  • Sew leather quiver. Uses leather and thread, requires a needle.
  • Sew leather cap. Uses leather and thread, requires a needle.
  • Sew leather hood. Uses leather and thread, requires a needle.
  • Sew leather cloak. Uses leather and thread, requires a needle.
  • Sew leather tunic. Uses leather and thread, requires a needle.
  • Sew leather loincloth. Uses leather and thread, requires a needle.
  • Sew leather trousers. Uses leather and thread, requires a needle.
  • Sew leather sandals. Uses leather and thread, requires a needle.
  • Decorate object with leather. Uses leather and thread, requires a needle.

Clothing (Cloth)

  • Sew cloth backpack. Uses cloth and thread, requires a needle.
  • Sew cloth quiver. Uses cloth and thread, requires a needle.
  • Sew cloth cap. Uses cloth and thread, requires a needle.
  • Sew cloth hood. Uses cloth and thread, requires a needle.
  • Sew cloth cloak. Uses cloth and thread, requires a needle.
  • Sew cloth tunic. Uses cloth and thread, requires a needle.
  • Sew cloth loincloth. Uses cloth and thread, requires a needle.
  • Sew cloth trousers. Uses cloth and thread, requires a needle.
  • Sew cloth socks. Uses cloth and thread, requires a needle.
  • Sew cloth sandals. Uses cloth and thread, requires a needle.
  • Decorate object with cloth. Uses cloth and thread, requires a needle.

Cooking and Alchemy

  • Mill plant into coarse flour. Uses valid plant, requires a mortar and pestle.
  • Cook hardtack. Uses coarse flour, requires a cooking pot.
  • Brew alcohol from plant. Uses valid plant, requires a cooking pot.
  • Brew alcohol from fruit. Uses valid plant growth, requires a cooking pot.
  • Extract from plant. Uses extractable plant, requires a mortar and pestle plus an empty waterskin.
  • Refine venom into toxin. Uses a venom sac, requires a mortar and pestle plus an empty waterskin.
  • Extract from (semi)megabeast heart, requires a mortar and pestle plus an empty waterskin.
  • Extract from generated creature heart, requires a mortar and pestle plus an empty waterskin.

Paper/Parchment Crafting

  • Press pulpable plant into paper. Uses a valid plant, requires a mortar and pestle.
  • Dry skin into parchment. Uses a raw hide, and requires a sharp object.
  • Carve wooden scroll rollers. Uses a wooden branch, and requires a sharp object.
  • Assemble a scroll. Uses a sheet and a scroll roller.
  • Craft a quire. Uses a sheet.

Item Dismantling

  • Split wooden log into branches. Also requires a sharp object. Ignore the absurdity.
  • Split large stone into small rocks. Also requires a blunt small rock.
  • Unravel cloth into thread.
  • Dismantle cloth item. Requires a sharp object.
  • Dismantle leather/scale/chitin item. Requires a sharp object.
  • Dismantle metal item. Requires a blunt small rock.

Item Dismantling

  • Carve wooden crutch. Uses wooden branch, and requires a sharp object.
  • Carve wooden cup. Uses a wooden branch, and requires a sharp object.
  • Carve wooden figurine. Uses wooden branch, and requires a sharp object.
  • Carve wooden ring. Uses wooden branch, and requires a sharp object.
  • Carve wooden earring. Uses wooden branch, and requires a sharp object.
  • Carve wooden scepter. Uses wooden branch, and requires a sharp object.
  • Carve wooden amulet. Uses wooden branch, and requires a sharp object.
  • Carve wooden bracelet. Uses wooden branch, and requires a sharp object.
  • Carve wooden crown. Uses wooden branch, and requires a sharp object.
  • Carve wooden cabochan. Uses wooden branch, and requires a sharp object.
  • Decorate object with wood. Uses a wooden branch, and requires a sharp object.

Crafts (Bone/Shell/Tooth/Horn)

  • Carve bone crutch. Uses bones, and requires a sharp object.
  • Carve skull goblet. Uses a skull, and requires a sharp object.
  • Carve bone/shell/tooth/horn figurine. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn ring. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn earring. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn scepter. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn amulet. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn bracelet. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn crown. Uses any of said materials, and requires a sharp object.
  • Carve bone/shell/tooth/horn cabochan. Uses any of said materials, and requires a sharp object.
  • Craft skull totem. Uses a skull, and requires a sharp object.
  • Decorate object with bone/shell/tooth/nail/hoof/horn. Uses said materials, requires a sharp object.

Crafts (Stone)

  • Craft stone mug. Uses a blunt small rock, and requires a second.
  • Craft stone figurine. Uses a blunt small rock, and requires a second.
  • Craft stone ring. Uses a blunt small rock, and requires a second.
  • Craft stone earring. Uses a blunt small rock, and requires a second.
  • Craft stone scepter. Uses a blunt small rock, and requires a second.
  • Craft stone amulet. Uses a blunt small rock, and requires a second.
  • Craft stone bracelet. Uses a blunt small rock, and requires a second.
  • Craft stone crown. Uses a blunt small rock, and requires a second.
  • Craft stone cabochan. Uses a blunt small rock, and requires a second.
  • Decorate object with stone. Uses a blunt small rock, and requires a second.

Crafts (Metal)

  • Craft metal goblet. Uses metal and requires a blunt small rock.
  • Craft metal figurine. Uses metal and requires a blunt small rock.
  • Craft metal ring. Uses metal and requires a blunt small rock.
  • Craft metal earring. Uses metal and requires a blunt small rock.
  • Craft metal scepter. Uses metal and requires a blunt small rock.
  • Craft metal amulet. Uses metal and requires a blunt small rock.
  • Craft metal bracelet. Uses metal and requires a blunt small rock.
  • Craft metal crown. Uses metal and requires a blunt small rock.
  • Craft metal cabochan. Uses metal and requires a blunt small rock.
  • Decorate object with metal. Uses metal and requires a blunt small rock.

Appendix B, List of More Useful Stones

  • Andesite
  • Basalt
  • Chert (in-between other sharp stones and obsidian)
  • Dacite
  • Diorite
  • Native aluminum (same as aluminum)
  • Native copper (same as copper)
  • Native gold (same as gold)
  • Native platinum (same as platinum)
  • Native silver (same as silver)
  • Obsidian (deliciously sharp and deadly)
  • Quartzite
  • Raw adamantine (same as adamantine)
  • Rhyolite
  • Schist
  • Slade (good luck obtaining that one!)

Appendix C, List of Monsters With Improved Body Materials

Tier 1

  • Alligator (and variants, alligator men are currently unusable)
  • Anaconda (and variants, anaconda men are currently unusable)
  • Armadillo (and variants, armadillo men are currently unusable)
  • Black bear (and variants, black bear men are currently unusable)
  • Blind cave bear
  • Blind cave ogre (currently unusable)
  • Cave crocodile
  • Cave dragon
  • Coelacanth
  • Elephant (and variants, elephant men are currently unusable)
  • Giant cave spider
  • Giant desert scorpion (re-added due to Toady removing them ;w;)
  • Giant Mantis (normal version is a non-butcherable vermin, mantis men are currently unusable)
  • Gigantic squid (normal version is a non-butcherable vermin, squid men are currently unusable)
  • Great white shark
  • Grizzly bear (and variants, grizzly bear men are currently unusable)
  • Hippo (and variants, hippo men are currently unusable)
  • Ogre (currently unusable)
  • Ocra (and variants, orca men are currently unusable)
  • Polar bear (and variants, polar bear men are currently unusable)
  • Rhinoceros (and variants, rhinoceros men are currently unusable)
  • Saltwater crocodile (and variants, saltwater crocodile men are currently unusable)
  • Sea monster
  • Sea serpent
  • Troll (currently unusable)
  • Voracious cave crawler
  • Walrus (and variants, walrus men are currently unusable)
  • Wild boar (and variants, wild boar men are currently unusable)

Tier 2

  • Cyclops
  • Dragon
  • Ettin
  • Giant
  • Hydra
  • Minotaur
  • Roc
  • Gargoyle
  • Mi-go
  • Treant (wood)

Appendix D, List of Monsters That Yield Venom Sacs

  • Giant adder (normal version is a too small to butcher, mantis men are currently unusable)
  • Giant bark scorpion (normal version is a non-butcherable vermin, mantis men are currently unusable)
  • Black mamba (and variants, black mamba men are currently unusable)
  • Giant brown recluse spider (normal version is a non-butcherable vermin, mantis men are currently unusable)
  • Bushmaster (and variants, bushmaster men are currently unusable)
  • Giant copperhead snake (normal version is a too small to butcher, mantis men are currently unusable)
  • Giant desert scorpion
  • Giant cave spider
  • Gila monsters (and variants, gila monster men are currently unusable)
  • Helmet snake
  • King cobra (and variants, king cobra men are currently unusable)
  • Platypus (and variants, platypus men are currently unusable)
  • Rattlesnake (and variants, rattlesnake men are currently unusable)
  • Serpent man (currently unusable)

Appendix E, List of Plant and Misc Craftable Extracts

Extract-bearing Plants

  • Dwarven syrup. Delicious but does nothing.
  • Gnomeblight. Still only deadly to gnomes.
  • Golden salve. Major boost to recuperation, brief effect.
  • Marshmend, from muck root. Boosts recuperation somewhat, also causes numbness.
  • Whiplash, from whip vine. Boost agility and speed some, side effects of dizzness and nausea.
  • Barbed haze, from sliver barb. Assorted stat boost, penalties, and other Fun.

Megabeast and Semi-megabeast Hearts

  • Aetherbreath, from mi-gos. Grants immunity to suffocation.
  • Draconic fury, from dragons. Boosts willpower, inspires martial trances.
  • Giant's might, from giants. Boosts strength.
  • Insight, from ettins. Boosts assorted mental stats.
  • Relentlessness, from minotaurs. Grants immunity to stunning, exertion, and pain.
  • Transmutation, from hydras. Temporary transformation into a hydra.
  • Stoneskin, from gargoyles. Hardens you against attacks.
  • Swiftness, from rocs. Boost agility, increases speed somewhat.
  • True seeing, from cyclopes. Grants extravision and creature-sensing.

Other

  • Failed extract. If a generated titan/demon/etc doesn't have a valid poison (or has poison blood instead), this will be the result. Does nothing.
  • Shoggoth slime, readily obtained from shoggoths (obviously). Causes localized pain, blistering, bleeding, and necrosis. Drinking it is exactly as stupid an idea as you'd expect it to be.