Play as Warlocks! Take your overlord and a group of devout followers into the wilderness and found a tower of your own. Butcher your enemies and harvest their souls, then use their corpses and souls and bind them into dark ritual to create an army of your own.
Everything has a soul, and you know the secrets to harnessing the power of the soul for your own dark magics. Civilized races produce bright souls that can be used in advanced magics or broken into dim souls. Dim souls are the basic unit of soulmagics and are produced by non-civilized creatures. Butcher you enemies and use their souls to fuel your magics! Beware, souls will wither unattended! Trap them in gems at the Necromantic Obelisk or the Necromantic Sanctum.
What is this?This is a reboot of Meph's original
Warlock Tower mod brought up to 47.05 alongside dfhack 0.47.05-r6. All the best bits of the 44.12 mod as well as features recovered from the Old Masterwork modpack.
Metals:Use bones, ash, blood and souls to make new metals at the Corrupted Forge or its magma variant!
Bonemold: Slightly worse than iron. Made from bonemeal and ash.
Bloodsteel: Slightly worse than steel. Made from meat, ash, and bonemold.
Soulforged: Better than steel. Made from dim souls and bloodsteel.
Units:Warlocks: Your base unit, you will never get more of these than what you get at embark. Evil, mortal, and able to learn spells. Sleep and eat as normal.
Ghouls: Learn at 10% speed but have a paralytic bite. Make good cannon fodder. Sleep and need to consume meat.
Imps: Learn normally but only live a year or two! They can cast fire spells but need booze to get through the day.
Corrupted Humans: Created at the Greater Necromantic Altar from 5000 gold and a bright soul. They sleep and eat as normal and are the only other spell casters you can have.
Skeletons: Your basic cheap unit. Made from bones, leather, and a bright soul these skeletons come in three castes:
Skeleton: Basic, made of bone, 50% learn rate
Bonemold: Made of Bonemold! 75% learn rate
Bloodsteel: Made of Bloodsteel! 100% learn rate
Soulforged: Made of Soulforged! 125% learn rate
Pets: Summon Iron Men, Blood Men, Amethyst Men, and Gabbro men to stock your dungeon at the various altars!
Gargoyles! Stationary statues that make various effects that can incapacitate your enemies.
Mephits! Annoying little implike creatures that can cast minor magics.
Snakes! Use snakes for eggs or extract their poisons and apply them at the poison vat.
Prisoners! Macabre, breed in captivity, excellent source of bright souls
Spells:Learn 34 spells at the various altars and destroy your enemies!
Slade and Obsidian Factories:Generate Obsidian from blocks and generate Slade from blocks and souls, requires magma
Immortality: Seek immortality for 100 bright souls at the greatest necromantic altar
Become a vampire or werewolf! Turn a warlock into a werewolf or vampire, mutually exclusive. Done at the life and blood altars respectively.
Sacrifice souls to meet needs and keep your undead happy, done on a one by one basis at the Necromantic Obelisk or for 30 bright souls at the Sanctum and meet the needs of the whole fortress!
Bugs! Still working everything out, but the mod is stable and functioning in its barebones state. Do note, before spawning any units it is advisable to use the quicksave reaction due to some crashes when spawning in units. This is relatively rare, and only happened twice in my 3-4 dozen test forts.
Downloadv0.11 bare bones edition -Reimplemented blood extraction, requires extractable blood parts and pots and reimplemented blood requirements for bloodsteel and blood altar recipes
-Changed werewolf form to trigger on defense as opposed to fleeing
v0.1 bare bones edition -Upgraded Meph's Warlock's Tower mod to V47.05
-Upgraded dfhack version to 0.47.05-r6
-Removed TWBT for stability (not tested with the experimental TWBT versions)
-Removed all tileset references, added tile definitions for all creatures, added graphics for workshops, set default graphics to use 16x16 curses
-Reclassified souls as Bright (civ race souls) or Dim (everything else)
-Unified Skeletons, Ghouls, and corrupted warlocks to singular entries for ease of soul management
-Fixed Slade Factory and Obsidian Factory
-Changed slade reaction to cost souls & added material value to slade
-Removed Alchemy Potion and Poison workshops due to bug with brewing taking any plant as opposed to specific ones (might return this later)
-Removed blood extraction (meat wasn't being taken and used for blood post upgrade, couldn't find a fix)
-Replaced blood barrel recipes with meat stacks (bloodsteel consumes meat now)
-Added reaction to crematory to ash entire stacks of bones
-Added reaction to corrupted forge to bonemeal entire stacks of bones
-Added magma corrupted forge & removed fuel requirements for recipes therein
-Removed as many tags, defs, scripts, etc. relating to masterwork content no longer supported herein that I could find
-Added Contemplate reaction to necromantic obelisk to fillneeds, added reaction to necromantic sanctum to sacrifice souls and fillneeds for the map (circumvents undead getting distracted)
-Removed hermit mode init in favor of strict population cap set to 1 (needs more testing on if this was a good idea or not)
-Added more leather mod then immediately removed it after testing revealed way, way too much leather generation
-Fixed Prisoner's Den to function correctly
-Added fire imp abilities to imps, made imps require booze
-Updated workshop recipes to accept blocks
-Lost ~9 fortresses in the first season during testing due to fire mephits shooting first and never asking questions
-Made warlocks mortal gave them standard human appearance varieties, changed namelist to Emilovich's Language Overhaul mod's human name list
-Souls now rot unless stored in a gem. New soul-weaving reactions can be done at any necromantic altar and allow one to trap souls in gems for long term storage
-Added soul-merging in the necromantic altar, merges ten dim soul gems into a bright soul gem. Soul splitting can break a bright soul into ten dim souls
-Blood gem creation at blood altar, can be used to sate a bloodsucker for a season
-Achieve immortality at the Greater Necromantic Altar for the low cost of 100 bright souls! Vampirism, werecurse, and necromancer secrets available in Fortress mode no longer grants immortality
-Removed base pyromancer, geomancer, and necromancer classes and instead re-added individual spell learning for all warlocks and corrupted humans
-Added 34 spells to learn from the Old Masterwork spell system. Each spell costs 10 bright souls and 1000 soulforged coins, but can be learned multiple times. Spells can only be learned by warlocks and corrupted humans
-Reimplemented Skeleton castes! Upgrade your skeletons at the Necromantic Sanctum to Bonemold, Bloodsteel, and finally Soulforged for cumulative 25% increases in learning rate and tougher bones!
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Blogpost/modjournal? Compatibility:In order to grant souls to other creatures, add [EXTRA_BUTCHER_OBJECT:BY_TYPE:THOUGHT][EBO_ITEM:PLANT:NONE:PLANT_MAT:SOUL_DIM:STRUCTURAL] to civilized creatures and add [EXTRA_BUTCHER_OBJECT:BY_TYPE:THOUGHT][EBO_ITEM:PLANT:NONE:PLANT_MAT:SOUL_DIM:STRUCTURAL] to noncivilized creatures. I've bundled a hack and update of
Smakemupagus's Orc Fortress into this zip folder to give an example. They're uncontrollable by default, but go play as Orcs too if you want! It's still really good.
Credits:None of this could have been done if not for the extensive work of other modders so a huge thanks to all of them. This mod borrows extensively from the originals by Meph as well as other raws from Smakemupagus and Boltgun- and of course it relies heavily on the work of the dfhack team.