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Editing Adventurer mode
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:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.'' | :''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.'' | ||
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− | '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to | + | In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to play a Roguelike adventurer and explore the worlds you generated. You create a character, as one of the playable races ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc), and embark on a journey where you can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]] - you can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. |
− | + | Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 Rogue] or [http://en.wikipedia.org/wiki/Nethack Nethack] taking place in the same procedurally-generated worlds used for fortress mode. Whereas in fortress mode you are in charge of a large group (7 or more) of people in real-time, restricted to a small parcel of land, in adventurer mode, you control a single character (or the party leader in 47.01) in a turn-based manner, roaming the entire world freely. | |
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==World selection== | ==World selection== | ||
− | You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[ | + | You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], [[elf]], and [[goblin]], as well as one of the varieties of [[animal people]]{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress, elves inhabit [[forest retreat]]s, dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and "hill dwarves" who inhabit a loose collection of [[hillock|mounds]] built into hillsides, and goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and [[town]]s, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it, but, if you have selected to "retire" the fortress, rather than abandon it, you will likely be able to encounter all the inhabitants from the year of retirement in fortress mode - however, they will likely not have the same level of activity as they would in a bustling fortress-mode fort. |
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− | Human cities and [[town]]s, and dwarven fortresses | ||
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== Character creation == | == Character creation == | ||
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=== Race and civilization === | === Race and civilization === | ||
− | [[Adventurer_mode_gameplay#Party_members| | + | You create either a single adventurer or a [[Adventurer_mode_gameplay#Party_members|party]]. In most standard games, playable races are dwarves, elves, and humans - all three races can complete the same quests. |
− | * '''Dwarves''' can | + | * '''Dwarves''' can start with steel weapons and enter a [[martial trance]] when fighting multiple foes at once. They wear "small"-sized clothing, which means that they're unable to wear human clothes and armor. |
− | * '''Elves''' have higher natural speed | + | * '''Elves''' have higher natural speed and a notably sharper sense of smell, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear small-sized clothing. |
− | * '''Humans''' begin with copper | + | * '''Humans''' begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. |
− | * '''Intelligent Wilderness Creatures''', | + | * '''Intelligent Wilderness Creatures''' are playable wild animals, of which most are [[animal people]], therefore, they will not start with armor (''in pre-47.05 versions''), or be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). As they come in various sizes, shapes and abilities, a short description cannot be given. |
− | * ''' | + | * You can also play as an '''Outsider''' - they can begin at any site; however, only humans can currently be outsiders in vanilla. Playing as an outsider has many initial limitations - they possess no pre-existing relationships or cultural knowledge such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc. This includes cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer) skills may be available than would otherwise be if they were part of a civilization. You will also have access to all possible pets (although some are above the vanilla points 'starting budget') and weapons and armor made from every metal available, including ones you cannot normally use. Be aware that outsiders can't [[claim]] sites unless they somehow become a member of a civilization. |
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=== Destiny === | === Destiny === | ||
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it. | *'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it. | ||
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills. | *'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills. | ||
− | *'''Endurance''': Reduces the rate at which the adventurer becomes | + | *'''Endurance''': Reduces the rate at which the adventurer becomes exhausted - exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness. |
*'''Recuperation''': Increases the rate of wound healing. | *'''Recuperation''': Increases the rate of wound healing. | ||
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.) | *'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.) | ||
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*'''Focus''': Affects Archer, Ambusher, Observer. | *'''Focus''': Affects Archer, Ambusher, Observer. | ||
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation. | *'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation. | ||
− | *'''Creativity''': This influences quality of poems, songs, dances | + | *'''Creativity''': This influences quality of poems, songs, and dances and crafts. |
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents. | *'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents. | ||
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. | *'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. | ||
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*'''Musicality''': Influences the adventurer's ability to perform music and song well. | *'''Musicality''': Influences the adventurer's ability to perform music and song well. | ||
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing. | *'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing. | ||
− | *'''Empathy''': Affects social skills | + | *'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode. |
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. | *'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. | ||
− | *'''Memory''': Increases how much local area information you can maintain before it begins to be | + | *'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes. |
− | + | There is also '''Patience''', which has no known effect in Adventurer Mode.* | |
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+ | :*as of the newest updates to adventure mode, the '''Patience''' attribute (as a base stat) determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them. | ||
=== Starting skills === | === Starting skills === | ||
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==== Weapon ==== | ==== Weapon ==== | ||
− | Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user | + | Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. |
Each skill enables the character to use the appropriate weapon more effectively. | Each skill enables the character to use the appropriate weapon more effectively. | ||
− | Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an | + | Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords. |
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected. | Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected. | ||
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==== Defence skills ==== | ==== Defence skills ==== | ||
− | Including [[ | + | Including [[Shield User]], [[Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised. |
==== Unarmed combat and improvised weapons ==== | ==== Unarmed combat and improvised weapons ==== | ||
− | Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]] | + | Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]. |
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+ | While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower. | ||
==== Movement and awareness ==== | ==== Movement and awareness ==== | ||
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==== Other ==== | ==== Other ==== | ||
− | Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] | + | Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]], [[Butcher]] and [[Wordsmith]]. |
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+ | A Novice level of Reading is required in order to become a [[Necromancer]]. | ||
==== [[Personality]] ==== | ==== [[Personality]] ==== | ||
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=== [[Adventurer mode gameplay#Moving around|Moving around]] === | === [[Adventurer mode gameplay#Moving around|Moving around]] === | ||
− | You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast | + | You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel - press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress - of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode. |
=== Status and information === | === Status and information === | ||
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==== Looking around ==== | ==== Looking around ==== | ||
− | If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command | + | If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command. |
− | Move the cursor to the tile you want to look at | + | Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode. |
==== Messages ==== | ==== Messages ==== | ||
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==== Saving the game ==== | ==== Saving the game ==== | ||
− | Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game | + | Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu. |
=== Searching and manipulating === | === Searching and manipulating === | ||
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|} | |} | ||
− | The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well | + | The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. {{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures. |
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] === | === [[Adventurer mode gameplay#Managing equipment|Managing equipment]] === | ||
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|- | |- | ||
| {{k|I}} | | {{k|I}} | ||
− | | Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.) | + | | Interact with an object in an advanced way. (unstick a [[weapon]], refill a [[waterskin]], etc.) |
|- | |- | ||
| {{k|q}} | | {{k|q}} | ||
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|} | |} | ||
− | Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the | + | Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list - it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item. |
− | You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their | + | You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands - this often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up. |
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). | Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). | ||
− | There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] | + | There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground - you can remove any number of items from your backpack and equip them all in the same hand.) |
The {{k|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects. | The {{k|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects. | ||
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=== [[Adventurer mode gameplay#Time and weather|Time and weather]] === | === [[Adventurer mode gameplay#Time and weather|Time and weather]] === | ||
− | You can see | + | You can see current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night. |
=== [[Adventurer mode gameplay#Sleep|Sleep]] === | === [[Adventurer mode gameplay#Sleep|Sleep]] === | ||
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Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. | Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. | ||
− | As of 0.47.01, bogeymen are restricted to | + | As of 0.47.01, bogeymen are restricted to certain evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair). |
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] === | === [[Adventurer mode gameplay#Eat and drink|Eat and drink]] === | ||
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− | To find water, you must find a [[river]] | + | To find water, you must find a [[river]], stream, or a [[well]] in a town and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears. |
=== Combat === | === Combat === | ||
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Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys. | Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys. | ||
− | Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. | + | Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. |
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+ | Attacking some creatures will require confirmation, given using {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge. | ||
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks. | With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks. | ||
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{{main|Talking}} | {{main|Talking}} | ||
− | You can talk with | + | You can talk with people - to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc. |
− | ('''Note that you can press {{k|Esc}} to not choose | + | ('''Note that you can press {{k|Esc}} to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''') |
=== Companions === | === Companions === | ||
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=== [[Adventurer mode gameplay#Personal finance|Personal finance]] === | === [[Adventurer mode gameplay#Personal finance|Personal finance]] === | ||
− | In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them. | + | In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing. |
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− | Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing | ||
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− | On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take. | + | You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as "theft" in legends or rumors, but if the item isn't marked as for sale, nobody cares). It is punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take. |
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. | Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. | ||
− | Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking | + | Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them - some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light. |
− | If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to | + | If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim. |
=== Quest log === | === Quest log === | ||
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* '''Sites''' — A list of various sites around the world. | * '''Sites''' — A list of various sites around the world. | ||
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice. | * '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice. | ||
− | * '''Agreements''' | + | * '''Agreements''' - Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements. |
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses. | * '''Regions''' — A list of regions. The additional information will list the biomes a region possesses. | ||
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them. | * '''Bestiary''' — A list of creatures, their characteristics, and where you could find them. | ||
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|} | |} | ||
− | Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their | + | Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down. Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete. In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc - a site must have a name and at least one zone to become functional. |
=== Retirement === | === Retirement === | ||
− | If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. | + | If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. |
− | + | After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid''' retiring in a region of the world '''where people constantly mention armies on the march'''). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement. | |
==See also== | ==See also== | ||
− | *[[Adventure mode quick reference]] | + | *[[Adventure mode quick reference]] |
+ | *[[Adventure mode quick start]] | ||