Lava Dwarf: различия между версиями
imported>MMMiracles (Page for Lava Dwarves, a lavaland ghost role.) |
imported>Sirryan2002 (→Tools: improved tools table styling) |
||
(не показано 13 промежуточных версий 5 участников) | |||
Строка 1: | Строка 1: | ||
{{Important | |||
|Title=Not in game | |||
|Image=Paper.png | |||
|Note=This page documents a feature that was at one point in the codebase, but no longer. It may return at a later date. | |||
|Color=#F00 | |||
}} | |||
{{JobPageHeader | {{JobPageHeader | ||
|headerbgcolor = black | |headerbgcolor = black | ||
Строка 16: | Строка 23: | ||
}} | }} | ||
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 [[Lavaland|a hellish inferno]]. The land is bountiful in resources and loot ripe for the taking | 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 [[Lavaland|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. | |||
=latest changes= | |||
MIGRATION REWORK: Start off with 6 dwarf slots, open more by building more Dormitories. | |||
TEMPLATE CONSTRUCTION: Fort-In-A-Box capsules for quickly laying out a fortress! | |||
DURABILITY: Your swords and shit can break now make new ones, also used to balance >synthflesh shovels | |||
WARHAMMERS: hulk SMASH | |||
SHIELDS: Block shit yo | |||
CROSSBOWS: Fill your opponents with pointy things PROPERLY without it breaking for once | |||
MEGAFAUNA AND HOSTILES WILL TARGET THE SPAWNER: Defend that shit yo. | |||
DWARVEN TOOLS ARE FOR DWARVES ONLY: You'll need to be an actual dwarf to do dwarf stuff. | |||
BAR MOULDS MAKE 5 SHEETS: its sik | |||
And loads more Secret Fun Stuff! | |||
=For the underground= | =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. | 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. | |||
=Building a Fortress= | |||
You'll find in the Crafting Menu under Blacksmithing there are entries for Fort-In-A-Box. These are quick ways to expand your fortress without manually placing every wall, alongside '''protecting from ash storms'''. To use one, click on it in-hand, and throw it, much like a shelter capsule. | |||
'''Smelteries''' and '''Breweries''' are crucial and self explanatory. | |||
'''Dormitories''' allow for more migrants to arrive. You get 6 migrant slots for each dormitory constructed. Make sure to build lots of these! | |||
'''Throne Rooms''' allow you to elect new nobles. They're very expensive though, so take care when building. | |||
'''Dining Halls''' are great meeting places and ale consumption rooms. | |||
'''Farms''' provide an easy growing location alongside a source of fresh water. | |||
=You Aren't Alone= | =You Aren't Alone= | ||
You are not alone in these lands | You are not alone in these lands; both locals and similar foreign groups exist with their own ideas in mind. From the [[Ashwalkers|Scale-Ears]], [[Shaft Miner|Tall-Men]], or the [[Golems|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= | =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. | 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 | * 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. | * 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 | * 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. | |||
[[File:still.png|32px]] | |||
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= | ||
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. | 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) | |||
Weapons can '''break''' over time if used too much, make sure to have a spare sword in an emergency! | |||
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== | ==Tools of the Trade== | ||
Строка 51: | Строка 151: | ||
|- | |- | ||
![[File:Blacksmithforge.png|32px]]<br>Forge | ![[File:Blacksmithforge.png|32px]]<br>Forge | ||
|Where all raw ores are smelted into their molten variants. | |Where all raw ores are smelted into their molten variants. Each ore melts into 75 units of metal; contents may be hot. | ||
|- | |- | ||
![[File:Blacksmithhammer.png|32px]]<br>Hammer | ![[File:Blacksmithhammer.png|32px]]<br>Hammer | ||
Строка 63: | Строка 163: | ||
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. | 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 | It should be noted that a higher value is better in every case but digging time, where a lower number indicates faster digging. | ||
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable" | {| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable" | ||
! scope="col" style="background-color:orange;" width=200|Item | ! scope="col" style="background-color:orange;" width=200|Item | ||
Строка 71: | Строка 171: | ||
! scope="col" class="unsortable" style="background-color:orange;" |Sharpness | ! scope="col" class="unsortable" style="background-color:orange;" |Sharpness | ||
! scope="col" class="unsortable" style="background-color:orange;" |Blunt | ! scope="col" class="unsortable" style="background-color:orange;" |Blunt | ||
! scope="col" class="unsortable" style="background-color:orange;" |Digging | ! scope="col" class="unsortable" style="background-color:orange;" |Digging Time | ||
|- | |- | ||
![[File:Ironore.png|32px]]<br>Iron | ![[File:Ironore.png|32px]]<br>Iron | ||
Строка 134: | Строка 234: | ||
=Actually Crafting Stuff= | =Actually Crafting Stuff= | ||
You got your tools, filled molds, | You got your tools, filled molds, etc.? Good. Now we can get to actually crafting the good stuff. | ||
==Tools== | ==Tools== | ||
Standard tools for assorted manual labor. | Standard tools for assorted manual labor. | ||
{| | {| width="80%" style="background-color:#FFFFDD;" class="wikitable sortable" | ||
! | ! style="background-color:orange; width:20%;" |Item | ||
! | ! class="unsortable" style="background-color:orange; width:30%;" | Description | ||
! | ! class="unsortable" style="background-color:orange; width:30%;" | Special Attribute | ||
! | ! class="unsortable" style="background-color:orange; width:20%;" | Required Materials | ||
|- | |- | ||
![[File:Pickaxe.png|32px]]<br>Pickaxe | ![[File:Pickaxe.png|32px]]<br>Pickaxe | ||
|A dwarf's trusted tool for chiseling out the foundations for a grand fortress, you should never go anywhere without one! | |A dwarf's trusted tool for chiseling out the foundations for a grand fortress, you should never go anywhere without one! | ||
|Due to its pointed | |Due to its pointed tip for digging out rock, it also gains a 1.25 modifier on armor penetration, based on the material's base penetration. | ||
|[[File:Pickaxehead.png|32px]] | |[[File:Pickaxehead.png|32px]] 1x Pickaxe Head<br>[[File:Towercap.png|32px]] 1x Log<br>[[File:Anvil.png|32px]] Anvil | ||
|- | |- | ||
![[File:Shovel.png|32px]]<br>Shovel | ![[File:Shovel.png|32px]]<br>Shovel | ||
|Good for digging up the ground faster than a pickaxe, although that's really about it. | |Good for digging up the ground faster than a pickaxe, although that's really about it. | ||
|Gains a 1.25 modifier to its base damage if a material marked as BLUNT is used to craft it. Adds a .5 modifier to the base material's dig speed. Gotta dig FAST. | |Gains a 1.25 modifier to its base damage if a material marked as BLUNT is used to craft it. Adds a .5 modifier to the base material's dig speed. Gotta dig FAST. | ||
|[[File:Shovelhead.png|32px]] | |[[File:Shovelhead.png|32px]] 1x Shovel Head<br>[[File:Towercap.png|32px]] 1x Log<br>[[File:Anvil.png|32px]] Anvil | ||
|- | |- | ||
|} | |} | ||
Строка 165: | Строка 265: | ||
|- | |- | ||
![[File:Claymore.png|32px]]<br>Broadsword | ![[File:Claymore.png|32px]]<br>Broadsword | ||
|A standard broadsword, good for stabbing | |A standard broadsword, good for stabbing. Or slicing, either way! | ||
|Gains a 2.0 modifier on top of the base material's attack value. Use a material that adds the SHARPNESS value for dismemberment ahoy! | |Gains a 2.0 modifier on top of the base material's attack value. Use a material that adds the SHARPNESS value for dismemberment ahoy! | ||
|[[File:Bladetop.png|32px]]<br>1 Blade<br>[[File:Leather.png|32px]]<br>1 Leather<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil | |[[File:Bladetop.png|32px]]<br>1 Blade<br>[[File:Leather.png|32px]]<br>1 Leather<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil | ||
|- | |- | ||
![[File:Sledgehammer.png|32px]]<br>Warhammer | ![[File:Sledgehammer.png|32px]]<br>Warhammer | ||
|Good for swinging around and smashing skulls | |Good for swinging around and smashing skulls; should be held in two hands for full effect. | ||
|Gains a 4.0 modifier to its base damage if a material marked as BLUNT is used to craft it and wielded, or 2.0 modifier unwielded. Also applies a 3.0 modifier to a base material's armor penetration all | |Gains a 4.0 modifier to its base damage if a material marked as BLUNT is used to craft it and wielded, or 2.0 modifier unwielded. Also applies a 3.0 modifier to a base material's armor penetration at all times, making it extremely useful for bypassing armor almost entirely with ores like gold or silver. | ||
|[[File:Blacksmithhammerhead.png|32px]]<br>1 Hammer Head<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil | |[[File:Blacksmithhammerhead.png|32px]]<br>1 Hammer Head<br>[[File:Towercap.png|32px]]<br>1 Log<br>[[File:Anvil.png|32px]]<br>Anvil | ||
|- | |- |
Текущая версия от 22:30, 10 августа 2022
Файл:Paper.png | Not in game
This page documents a feature that was at one point in the codebase, but no longer. It may return at a later date. |
EXTRATERRESTRIAL ПЕРСОНАЛ | |
Файл:Lavadwarf.png Lava Dwarf Профессия (на RU) |
Доступ: N/A Дополнительный доступ При малом количестве сотрудников на станции : N/AСложность: Hard Руководители: 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 Цитаты: "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.
latest changes[править | править код]
MIGRATION REWORK: Start off with 6 dwarf slots, open more by building more Dormitories.
TEMPLATE CONSTRUCTION: Fort-In-A-Box capsules for quickly laying out a fortress!
DURABILITY: Your swords and shit can break now make new ones, also used to balance >synthflesh shovels
WARHAMMERS: hulk SMASH
SHIELDS: Block shit yo
CROSSBOWS: Fill your opponents with pointy things PROPERLY without it breaking for once
MEGAFAUNA AND HOSTILES WILL TARGET THE SPAWNER: Defend that shit yo.
DWARVEN TOOLS ARE FOR DWARVES ONLY: You'll need to be an actual dwarf to do dwarf stuff.
BAR MOULDS MAKE 5 SHEETS: its sik
And loads more Secret Fun Stuff!
For the underground[править | править код]
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.
Building a Fortress[править | править код]
You'll find in the Crafting Menu under Blacksmithing there are entries for Fort-In-A-Box. These are quick ways to expand your fortress without manually placing every wall, alongside protecting from ash storms. To use one, click on it in-hand, and throw it, much like a shelter capsule.
Smelteries and Breweries are crucial and self explanatory.
Dormitories allow for more migrants to arrive. You get 6 migrant slots for each dormitory constructed. Make sure to build lots of these!
Throne Rooms allow you to elect new nobles. They're very expensive though, so take care when building.
Dining Halls are great meeting places and ale consumption rooms.
Farms provide an easy growing location alongside a source of fresh water.
You Aren't Alone[править | править код]
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[править | править код]
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[править | править код]
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[править | править код]
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[править | править код]
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[править | править код]
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)
Weapons can break over time if used too much, make sure to have a spare sword in an emergency!
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[править | править код]
These are your tools, learn them well and keep them safe from prying outsiders. You will need these to build better weapons and armor.
Item | Description |
---|---|
Файл:Anvil.png Anvil |
The base needed for hammering filled molds. Try not to hit with the hammer without a mold too many times. |
Файл:Blacksmithforge.png Forge |
Where all raw ores are smelted into their molten variants. Each ore melts into 75 units of metal; contents may be hot. |
Файл:Blacksmithhammer.png Hammer |
Used to break open filled molds on an anvil. Makes a decent weapon in a pinch! |
Файл:Blacksmithmold.png Mold |
A basic mold used for shaping molten ore, crafted out of clay. Several variants of these molds for different weapon/tool designs. |
Ore Stats[править | править код]
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.
Item | Description | Attack Force | Armor Penetration | Sharpness | Blunt | Digging Time |
---|---|---|---|---|---|---|
Iron |
The most basic material, abundant and decent for mass-equipping dwarves with basic swords and armor. | 15 | 0 | FALSE | FALSE | 40 |
Файл:Plasmaore.png Plasma |
Slightly rarer than iron, it makes a decent pickaxe. Hitting people with a tool made of plasma adds additional fire-stacks if they're already on fire. Fun! | 10 | 0 | FALSE | FALSE | 25 |
Gold |
Shiny and soft, it doesn't hit hard but it works fairly well at bypassing armor. | 10 | 35 | FALSE | FALSE | 30 |
Uranium |
Dense and radioactive, it makes a good beating stick but not much else. | 5 | 5 | FALSE | TRUE | 30 |
Файл:Silverore.png Silver |
Gold's lesser cousin, sharing similar attributes to a lesser extent. | 7 | 25 | FALSE | FALSE | 35 |
Diamond |
Sharp and shiny, it makes a good broadsword or pickaxe alike. | 15 | 25 | TRUE | FALSE | 8 |
Файл:Shelmet.png Adamantine |
Raw Adamantine! Praise the miners! | 20 | 40 | TRUE | FALSE | 3 |
Creative Smithing[править | править код]
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[править | править код]
You got your tools, filled molds, etc.? Good. Now we can get to actually crafting the good stuff.
Tools[править | править код]
Standard tools for assorted manual labor.
Item | Description | Special Attribute | Required Materials |
---|---|---|---|
Файл:Pickaxe.png Pickaxe |
A dwarf's trusted tool for chiseling out the foundations for a grand fortress, you should never go anywhere without one! | Due to its pointed tip for digging out rock, it also gains a 1.25 modifier on armor penetration, based on the material's base penetration. | Файл:Pickaxehead.png 1x Pickaxe Head Файл:Towercap.png 1x Log Файл:Anvil.png Anvil |
Файл:Shovel.png Shovel |
Good for digging up the ground faster than a pickaxe, although that's really about it. | Gains a 1.25 modifier to its base damage if a material marked as BLUNT is used to craft it. Adds a .5 modifier to the base material's dig speed. Gotta dig FAST. | Файл:Shovelhead.png 1x Shovel Head Файл:Towercap.png 1x Log Файл:Anvil.png Anvil |
Weapons[править | править код]
Your standard weapons of war, great for keeping the pesky locals out of the fort.
Item | Description | Special Attribute | Required Materials |
---|---|---|---|
Broadsword |
A standard broadsword, good for stabbing. Or slicing, either way! | Gains a 2.0 modifier on top of the base material's attack value. Use a material that adds the SHARPNESS value for dismemberment ahoy! | Файл:Bladetop.png 1 Blade Файл:Leather.png 1 Leather Файл:Towercap.png 1 Log Файл:Anvil.png Anvil |
Файл:Sledgehammer.png Warhammer |
Good for swinging around and smashing skulls; should be held in two hands for full effect. | Gains a 4.0 modifier to its base damage if a material marked as BLUNT is used to craft it and wielded, or 2.0 modifier unwielded. Also applies a 3.0 modifier to a base material's armor penetration at all times, making it extremely useful for bypassing armor almost entirely with ores like gold or silver. | Файл:Blacksmithhammerhead.png 1 Hammer Head Файл:Towercap.png 1 Log Файл:Anvil.png Anvil |
Armor[править | править код]
Good for protecting yourself from tantrums or wildlife.
Item | Description | Special Attribute | Required Materials |
---|---|---|---|
Файл:Armorpiece.png Chestplate |
Basic chestplate, capable of protecting a dwarf's torso and arms. | Armor value based on base material's damage. | Файл:Armorpiece.png 1 Armor Plating Файл:Leather.png 4 Leather Файл:Anvil.png Anvil |
Файл:Helmetpiece.png Helmet |
A protective helmet to keep your head covered. | Armor value based on base material's damage. | Файл:Helmetpiece.png 1 Helmet Plating Файл:Leather.png 2 Leather Файл:Anvil.png Anvil |