Version 0.36d (Save Compatible with .36c)
- Re-fixed ash output for crematory and firepit
Version 0.36c (Not Save Compatible)
- Fixed gypsum-calcium reaction
- Fixed diamond lens magma reaction
- Edited entity and creature files to prevent crash on caravan arrival
- Map descriptor tokens added to golem and homunculi body materials
- Fixed doubled nymph grass trample tokens, added [AMPHIBIOUS] (thanks swampwater!)
- Fixed doubled social awareness token for wizards and sorcereres (thanks Black_Legion!)
- Removed the fire plant definition, blank file left for overwrites
Version 0.36b
- Some changes to Centaur and Grave Cat tags (I suspect their involvement in some crashing)
Version 0.36 (Probably Save Compatible)
- Fixed tissue rot for zombies
- More adjustments to manticore lair hunter text
- Certain modded metals no longer show up as yellow
- Assorted changes to magic syndromes and creature raws
- Modified and removed from play buggy uranium toxin
- Removed creature mat magic products from polymorph reaction
- Fixed Wand of Blasting, Capacitor, Lithium Battery reactions
- Added missing bracket in Wand of Piercing raws
- Many thanks to OrionKale for pointing out many of the above problems
For earlier changes please see Wizard_Tower_changelog.txt in the archive.
Welcome to
Wizard Tower, the Dwarf Fortress mod that lets you guide seven intrepid wizards as they toil to create a monument worthy of their nation. Wizards are each born with certain unique powers and are capable of manipulating matter in ways the others races cannot.
Download Link:
Here!Alternate Versions:
Genesis Compatible version (outdated)Installation: Extract the .zip file to the Dwarf Fortress folder.
Uninstalling: Delete all files in the raw/objects folder that end in '_wizard.' Also delete any files that end in "_resource" and "_ff" unless you are using other mods that use these files.
Installing this mod makes no changes to original files or pre-existing saved games. You can install the mod, generate a world, then uninstall the mod without adversely affecting the modded world's playability. If updating the mod from a version earlier than .19 you should uninstall the older version first to prevent duplicate entries (some filenames are changed).
WizardsHuman-like creatures, shrouded in mystery and endowed with incomprehensible powers. They are oft considered pernicious, covetous and greedy, though the average wizard is no worse a sort than that of any other people. They often have trouble getting along with one another, and so Wizard Towers generally cope poorly with unrest and chaos. They tend to be isolated from most of the worlds, coming out to trade only rarely and even then usually only amongst themselves. Their cities and Universities, while sometimes quite vast, only rarely entertain visitors.
SorcerersBad wizards. They are pernicious, covetous and greedy, with the morals of demons. They have a distinct language but share most of the abilities that wizards have, excelling, to say, in different areas. They can usually be found by following the stench of death to the nearest conspicuous obsidian tower jutting out of the mountainside like a sore-covered thumb.
Wizards and Sorcerers are fully playable in Fortress Mode along with Dwarves. Use Tab on the embark screen to cycle to the civilizations menu and use the +/- keys to scroll through the available civilizations. The Neighbors tab will show the creatures inhabiting your selected nation at the top of a list. Wizard settlements show on the map as a blue '#' symbol (if they survived well), while Sorcerers and their fortresses show up as circles and '∏' symbols.
- Interesting Social Dynamics: For whatever reason, Wizards often and easily form grudges. That Sorcerers also have this problem is less mysterious.
- Survival of the Fittest: The Wizard caravan won't arrive until an entire year has passed, so until then, you are on your own.
- Cutting Edge Science: Wizards don't break the laws of physics, they merely bend them in a liberal manner. Diamond towers a distinct possibility.
- Almost Balanced Gameplay: Despite their powers, wizards are as frail as any other hyper-intelligent magical person.
- Unique Noble Structure: The Wizards and Sorcerers both take unique approaches to the processes they refer to as "government."
- Demanding Aristocracy: Overseers of Sorcerer lairs are more than happy to personally see to the executions of insubordinate minions, and the candy hammer will only extend the suffering.
- Willful Underlings: All wizards know how to magically open a locked door, even as a child. More cunning devices are needed to keep them put.
- Animated Matter: Golems and homunculi, two separate cultures' solutions to a common problem.
- Undead Humanoids: Where the zombies come from, no one is sure, but the children the Sorcerers kidnap are seldom seen as adults.
- Proud Hunters: Whether or not a Wizard is considered prey may vary from centaur to centaur.
- New Artwork: Marvel at this masterful engraving of two kobold musicians and kegs.
- New Items and Monsters: Put on your titanium mail robe and phoenix leather pointed hat.
- New Buildings and Reactions: Invent needlessly complicated and expensive ways to set massive fires.
ALCHEMY
all reactions but Soap require fuel
Basics
Make Soap: 1 barrel of lye + 1 tallow
Make Vitriol: 1 brimstone + 1 saltpeter + 1 empty flask
Make Salt Acid: 1 rock salt + 1 vial of vitriol + 1 empty flask
Make Salt Ash Solution: 1 bar of lime salt + 1 bar of soda ash + 1 empty flask
Make Fortified Water from Alum: 1 alum + 1 saltpeter + 1 empty flask
Make Fort. Water from Salt Acid: 1 vial of salt acid + 1 saltpeter + 1 empty flask
Make Royal Water from Salammoniac: 1 salammoniac + 1 vial of fortified water
Make Alum from Alunite: 1 alunite + 1 vial of vitriol
Make Alum from Bauxite: 1 bauxite + 1 vial of vitriol
Make Alum from Cryolite: 1 chalk + 1 cryolite + 1 vial of vitriol
Make Soda Ash / Lime Salt: 1 limestone + 1 rock salt
Extract Soda Ash from Trona: 1 trona
Make Raw Clear Glass: 1 microcline/orthoclase, 1 soda ash, 1 lime salt
Make Clear Glass Window: 1 microcline/orthoclase, 1 soda ash, 1 lime salt
Synthesize graphite from charcoal: 1 bar of charcoal
Make Philosopher's Stone: 1 raw adamantine + 1 vial of royal water
Metallurgy
For metals smelted by alchemy.
Metals are listed followed by their ore(s), but most are only useful for alchemy or tinkering
Cobalt: Cobaltite
Titanium: Rutile, Ilmenite
Aluminum: Bauxite
Lithium: Petalite
Magnesium: Periclase
Tungsten: Wolframite, Scheelite
Potassium: Sylvite
Zirconium: Zircon (any kind)
Quicksilver: Cinnabar
Uranium: Yellowcake (extracted from Pitchblende with Potassium)
Silver Zinc: 1 bars of silver + 2 bars of zinc
There are many more...
Master Alchemy
these reactions require use of a philosopher's stone
Transmute Wood into Food: 1 log
Petrify Wood: 1 log
Woodify Stone: 1 boulder
Make Stone Cheese: 1 boulder
Transmute Copper into Silver: 1 copper bar
Transmute Lead into Gold: 1 lead bar
GEMSHAPING
All reactions require a certain number of gemstones
Complex constructions (such as furnishings) require an unused Wand of Cutting (which is preserved)
TINKERING
These reactions use the Mechanics skill with the exception of lens cutting
Cut Lens (uses Gem Cutting): 1 rough clear glass or clear diamond
Construct Silver Zinc Battery: 1 bar of silver zinc + 1 vial of ash water + 1 barrel of lye
Construct Lithium Battery: 1 bar of lithium + 1 graphite + 1 vial of ash water
Construct Uranium Charge: 1 bar of uranium + 1 bar of zirconium + 1 vial of ash water
Construct Capacitor: 2 conductors + 1 vial of ash water + 1 mechanism
Construct Conductor: 1 bar of zirconium + 1 bar of titanium
Construct Conduit: 1 bar of iron + 1 mechanism
Construct Diode: 1 raw glass + 2 conductors
Construct Reactor: 1 bar of uranium + 1 capacitor + 2 conduits + 2 diodes
Construct Wand: 1 metal bar + 1 lens
WANDMAKING
Construct Wand of Blasting / Shredding / Striking: 1 lithium battery + 1 diode + 1 wand + 1 lens
Construct Wand of Cutting / Digging / Piercing: 1 silver zinc battery + 1 diode + 1 wand + 1 lens
Construct Wand of Slaying / Smiting: 1 uranium charge + 1 diode + 1 wand + 1 lens
MISCELLANEOUS
Stone Circle
Commune with Nature: Trains Druid skill
Meditate: Trains Discipline
Crystal Ball
Scry Surroundings: Trains Observer
Sanctum
Practice Throwing Magic: Trains Throwing skill
Practice with [wand]: Trains Concentration (requires combat wand)
Fire
Ignite Fire: 1 logs of wood
Ignite Large Fire: 3 logs of wood
Ignite Massive Fire: 6 logs of wood
Podium
Deliver Lecture: Trains Teaching
Deliver Speech: Trains Speaking
Deliver Flattering Speech: Trains Flatterer
Deliver Intimidating Speech: Trains Intimidation
Deliver Public Apology: Trains Pacifier
Deliver Public Eulogy: Trains Consolation
Perform Comedy: Trains Comedian
Demonstrating the firepower of these fully armed and operational battlemages.
Sorcerers in forest settings are predictably destructive. Wizards show more restraint.
Use this to make scrolls.
Cobalt is a fine choice for making overpriced junk like bolts and mail, things no wizard should ever need.
Just a short while after embarking with a remarkably bitter medical wizard.
Dwarves know little about Centaurs save their exceptionally nasty attitudes.
Nothing livens up the place like a horde of undead.
Q: The workshops don't have any tasks available when I select them.
A: You don't have the necessary regents. It might be fuel, which the alchemy and gemshaper furnaces both require. Check the cheat sheet included in the zip file for a list of reactions and their required reagents.
Q: Where do wizards make soap?
A: An Alchemist's Laboratory.
Q: Can I use these wizards/buildings/reactions in my mod?
A: Certainly.
Thanks and CreditsThe Adams brothers for Dwarf Fortress, their incredible work and inspiring dedication
Deon, who provided Wizard/Sorcerer tiles when the mod first began,
Mike Mayday for his tileset, which I used as a base to learn and make graphics
Warlord255 for his bonfire mod which was a base for the fire
Adultratedhydra and forsaken1111 for suggestions used for golems and homunculi
kaypy for the Display Case and Lazureus for the Crematory
D_E for bringing [SKILL_LEARN_RATE] to my attention
Rask for reporting arena mode, wand testing and other problems
forsaken1111 for the deflecting orb and numerous other suggestions
OrionKale for finding and helping correct a number of post .25 issues
The contributors of MagmaWiki, especially concerning custom buildings and reactions
Thanks everyone!