Lava Dwarf: Difference between revisions

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(Page for Lava Dwarves, a lavaland ghost role.)
 
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=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.
If it's a weapon, it likely needs Logs. NOT planks.
If it's armor, it likely needs Leather. Get this from butchering cats.
Open the Crafting Menu button, and navigate to the Blacksmithing category.
Craft your item after you have all the needed components on you!


==Tools of the Trade==
==Tools of the Trade==

Revision as of 17:17, 28 May 2017

EXTRATERRESTRIAL STAFF

Lava Dwarf
Access: N/A
Additional Access: N/A
Difficulty: Hard
Supervisors: God of Blood (not to be confused with that other Blood God.)
Duties: Build a fort, drink obscene amounts of alcohol, protect the portal.
Guides: This is the guide
Quote: "comical dwarf-related reference here"


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 a hellish inferno. The land is 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 toe 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.

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.

Migrants come through the portal as you progress, adding onto your population or replacing lost members. Destruction of the portal will cease all future migrants and stagnant your fort's population. Protect the portal at all costs if you wish to see a future for your fortress in these lands.

You Aren't Alone

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

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 being 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 and leaves the shambling beast nearly defenseless. 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 could easily kite it. Watch for its tentacle grasp, as it will try to ground victims for an easier beat-down.

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.

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.


If it's a weapon, it likely needs Logs. NOT planks. If it's armor, it likely needs Leather. Get this from butchering cats.

Open the Crafting Menu button, and navigate to the Blacksmithing category.

Craft your item after you have all the needed components on you!

Tools of the Trade

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

Anvil
The base needed for hammering filled molds. Try not to hit with the hammer without a mold too many times.

Forge
Where all raw ores are smelted into their molten variants. Gives 75u of said ore, contents may be hot.

Hammer
Used to break open filled molds on an anvil. Makes a decent weapon in a pinch!

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

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 speed, where lower is faster.

Item Description Attack Force Armor Penetration Sharpness Blunt Digging Speed

Iron
The most basic material, abundant and decent for mass-equipping dwarves with basic swords and armor. 15 0 FALSE FALSE 40

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

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

Adamantine
Raw Adamantine! Praise the miners! 20 40 TRUE FALSE 3

Creative Smithing

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

You got your tools, filled molds, ect? Good. Now we can get to actually crafting the good stuff.

Tools

Standard tools for assorted manual labor.

Item Description Special Attribute Required Materials

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 edge for digging out rock, it also gains a 1.25 modifier on armor penetration, based on the material's base penetration.
1 Pickaxe Head

1 Log

Anvil

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.
1 Shovel Head

1 Log

Anvil

Weapons

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!
1 Blade

1 Leather

1 Log

Anvil

Warhammer
Good for swinging around and smashing skulls, requires 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-together, making it extremely useful for bypassing armor almost entirely with ores like gold or silver.
1 Hammer Head

1 Log

Anvil

Armor

Good for protecting yourself from tantrums or wildlife.

Item Description Special Attribute Required Materials

Chestplate
Basic chestplate, capable of protecting a dwarf's torso and arms. Armor value based on base material's damage.
1 Armor Plating

4 Leather

Anvil

Helmet
A protective helmet to keep your head covered. Armor value based on base material's damage.
1 Helmet Plating

2 Leather

Anvil