Dwarf Fortress

Dwarf Fortress

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Sif Muna's Sorcerous Secrets
   
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Tags: mod, magic
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27.354 KB
9 Dec, 2022 @ 5:45pm
25 Dec, 2022 @ 5:34pm
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Sif Muna's Sorcerous Secrets

Description
This mod adds new secret type interactions to spice up the evil wizards who show up and raise hell at your fort/camp/elven forest retreat. I'll be steadily adding more secrets as I knock out interesting and varied types of sorcerers to ruin your day. These can also be learned by your own citizens if you get your hands on the source material, beware! If you want to get your hands on these secrets, you're going to have to either get lucky and have one of them migrate to your fort or go out and raid their towers for secret knowledge.

Current Secrets:

Secret of Inner Flame
Turns the aspirant into a Pyromancer, an immortal individual with immunity to all sources of heat.
Raw destructive power is the name of the game, with several fire-related attacks and the ability to have an elemental Fire Man as a minion/bodyguard.

Secret of Deep Earth
Turns the aspirant into a Geomancer, an immortal individual with fire resistance.
Geomancers can fling conjured stones, shards of obsidian, and once per day they can launch a solid chunk of slade to annihilate one victim of their choosing.
Geomancers can roll up with a retinue of four different element men to protect them and maim their enemies, ranging from the rather pitiful mud man to the tough and dangerous iron man.

Secret of Primordial Beasts
Turns the aspirant into a Bestiomancer, an immortal individual who is at peace with all natural wildlife (animals belonging to foe civilizations will still attack!)
Bestiomancers can most notably become a monstrous hybrid of man and animal for a time, making short work of their foes.
They can also create a retinue including a grizzly bear, moose and giant eagle.
24 Comments
Kyler Underwood 17 Jul, 2024 @ 1:07pm 
Any word on if this works in adventure mode?
Sif Muna  [author] 27 Apr, 2023 @ 6:42pm 
Oh, I can't really fix the huge log of dead pets with temporary summons unfortunately.
Zamaza 27 Apr, 2023 @ 12:47pm 
Ah okay. They still show as pets on the pyromancer even after they vanish - so one I've had for like 16 years has a lot of them. Thanks though I thought I was doing something wrong :)
Sif Muna  [author] 26 Apr, 2023 @ 12:25am 
They're not meant to last more than an in-game day to keep pyromancers from simply constantly resummoning them. It should be a day of uptime with two ingame days of down time, which is rather quick in DF.
Zamaza 25 Apr, 2023 @ 10:19pm 
My Fire men spawned by my pyromancers seem to vanish instantly.
Sif Muna  [author] 14 Jan, 2023 @ 10:27pm 
Yep.
Lizy_Sticks 14 Jan, 2023 @ 8:00pm 
this works like necro slabs ?
Millie(let) 2 Jan, 2023 @ 2:06pm 
Loving the funny little cutebold icon, ehehe.
Sif Muna  [author] 30 Dec, 2022 @ 9:55pm 
I don't know whether or not it weights the amount of secrets total compared to the amount of secrets desired when you generate a world. It's kind of fiddly, because lots of secrets may go for a very long time without getting discovered. Having a high amount of secrets and a world with a long history seems to be the best way to encourage that magical knowledge is discovered and spread.
acymetric 30 Dec, 2022 @ 9:19pm 
Awesome mod. Would adding "duplicates" of each of these types increase their frequency relative to the game generated necromancy ones? Which tags have to be unique across the new modded secrets?