So far no demons have risen up to encourage further sacrifices or escorting flying trade caravans, but hope springs eternal (except for the dumped creatures, that is). Caged dwarves dumped into the glowing pit generate a "- died in a cage" message, and caged goblins pass without comment. The "glowing pit" designation and # symbol radiate upward from the bottommost level of the mine - if a hatch is placed on a square there, the open squares on levels above it will become "open space" whenever it is closed. The squares actually labeled "glowing pit" work like a chasm for draining water and magma, and can be floored and provided with a lever-controlled hatch to the underworld if you please. Of course, you'll have to deal with the inhabitants first. Remember that a level of only 4/7 (but no less) is needed for operation, and ordinary arithmetic works when it spreads into newly channeled spaces, preferably on diagonals from the original deposit. The lower pits contain a very small amount of magma, usually only enough for a handful of smelters or forges, but sometimes enough small deposits for a good-sized industry. ![]() Each upper chamber is home to 10 demon minions, and all upper chambers will be of the same type. ![]() Those unlucky enough to discover plain chambers filled with charcoal and ashes and surrounded by pools of magma will soon be confronted by the dreaded spirits of fire. Muddy chambers filled with vermin and surrounded by pools of water are inhabited by frog demons, while filthy chambers decorated with depraved engravings and filled with additional humanoids are the lairs of tentacle demons. The bottom chamber itself is home to a single Demon leader, though he is not alone.Ībove this chamber will be 2-3 additional rooms, varying depending on what type of demons happen to inhabit it. If you do not take drastic measures such as immediately rewalling the chamber to seal it, the glowing pits will unleash a horde of demons upon your fortress. In the bottom chamber, there will be chained and caged humanoids, corpses and body parts, upright spears and pikes, bones and skulls, pools of blood, and horrifying masterwork engravings of death and suffering. The veins of adamantine radiate straight outward from the pit, and can be used to triangulate its position - it is much safer to have a disposable miner trapped in a walled space look for it on purpose than to risk running into it by accident.īecause pre-existing architecture shows up as an asset of your outpost, you can check the z status screen as soon as you strike the earth demon pits will typically show up as 4000☼ of total wealth. If you dig deep enough in the right place, perhaps following that vein of glorious adamantine, you might break into a peculiar chamber with strange glowing pits at the bottom. They are surrounded by mysterious rooms, and are dangerous enough to lead to the destruction of even a well-prepared fortress. There is at most one glowing pit per Local Embark map tile (that is, any game map, even 16x16, cannot have more than one), appearing only within Mountain biomes, and can be located by searching for 'other features' in the site finder. ![]() But there is one gift so great that we must pay the ultimate price."Ī glowing pit is a small impassable chasm found in the center of adamantine deposits deep in the earth. By the toil of our miners we are granted metal ores, and by the toil of our metalsmiths we are granted armor, weapons and *Platinum Statue*s. "Listen well, young Urist! Mighty Armok demands compensation for the goods he grants us. If you do not wish to have your game experience spoiled, do not scroll down!
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