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Difference between revisions of "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.''
  
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[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]]
  
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].
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'''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).
:''See [[Adventure Mode quick reference]] to quickly look up key commands.
 
  
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You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).
  
In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on [[quest|quests]] to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave|caves]], shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress|fortresses]] and take all the precious items you yourself once created.
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As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.
  
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] 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 of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.
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==World selection==
  
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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 [[elf]]).
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Each species has its own preferred style of settlement:
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* Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of [[hillock|mounds]] built into hillsides).
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* Elves inhabit [[forest retreat]]s.
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* Humans inhabit cities, towns, and the occasional above-ground fortress.
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* Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]].
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* Lastly, animal people can live with any civilization, in virtually any location.
  
=World Selection=
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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. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it:
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* If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
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* If abandoned, the fortress will be considered deserted (''which pretty much means'' "'''don't abandon, if you were planning to have any further interaction whatsoever'''").
  
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns are currently the only sites with shops and other places to officially buy goods.
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== Character creation ==
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{{main|Adventurer mode character creation}}
  
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all of the inhabitants from 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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=== Race and civilization ===
  
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[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
  
=Character Creation=
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* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
  
==Race and Civilization==
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* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
 
  
*'''Humans''' Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
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* '''Humans''' begin with copper, bronze, 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, but that also means they are slightly better in combat.
  
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
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* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not 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]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
  
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits a viable source of armor; if you're up for it, you could also just rob some dwarves. They can start with almost all of the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
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* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some 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.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.
  
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing and will have the same problem finding suitable armour.
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* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves. Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.
  
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.
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=== Status ===
  
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given.  
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Determines the number of starting skill, attribute points, and equipment points which do not change based on race:
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*'''Peasant:''' 15 attribute, 35 skill, 55 equipment
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*'''Hero:''' 35 attribute, 95 skill, 255 equipment
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*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment
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The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.
  
If no civilization for a given race exists in a world you can only play as an outsider.
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=== Starting attributes ===
  
== Status ==
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:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes
  
Determines the number of starting skill and attribute points, which does not change based on race:
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A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
*'''Peasant:''' 15 attribute, 35 skill
 
*'''Hero:''' 35 attribute, 95 skill
 
*'''Demigod:''' 105 attribute, 161 skill
 
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.
 
  
== Starting Attributes ==
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==== Body ====
  
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
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*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
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*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.
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*'''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.
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*'''Recuperation''': Increases the rate of wound healing.
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*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
  
=== Body ===
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==== Soul ====
  
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
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Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
*'''Agility''': This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.
 
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.
 
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out.
 
*'''Recuperation''': Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.
 
*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.
 
 
 
=== Soul ===
 
 
 
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.
 
 
 
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}
 
  
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*'''Analytical Ability''': Useful for Tracker, Knapping and Student.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
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*'''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 is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
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*'''Creativity''': This influences quality of poems, songs, dances, and crafts.
 
 
*'''Creativity''': Unknown at the moment what Creativity does in 42.01, early !Science! seems to have found that this influences quality of poems, songs, and dances. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}
 
 
 
 
*'''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.
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*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
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*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
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*'''Musicality''': Influences the adventurer's ability to perform music and song well.
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*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing.
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*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
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*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
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*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate fortresses and underground mazes.
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*'''Patience''', which determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.
  
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
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=== Starting skills ===
 
 
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.
 
 
 
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communication both thoughts and feelings to listeners. Likely also required for 'eloquent speech'. {{Verify}}
 
 
 
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}
 
 
 
*'''Musicality''': Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}
 
 
 
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing
 
 
 
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
 
 
 
*'''Social Awareness''': Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.
 
 
 
=== Attribute Advancement Cap ===
 
 
 
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.
 
 
 
== Starting Skills ==
 
  
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.
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:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.
  
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.
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Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).
  
=== Weapon ===
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This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].
  
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.
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==== Weapon ====