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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 tutorial see the [[Adventure mode quick start]]. | + | :''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial see the [[Adventure mode quick start]]. |
:''See [[Adventure mode quick reference]] to quickly look up key commands. | :''See [[Adventure mode quick reference]] to quickly look up key commands. | ||
− | 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]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned | + | 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]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, 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 | + | 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 of people in real-time restricted to a small parcel of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely. |
==World selection== | ==World selection== | ||
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===Race and civilization=== | ===Race and civilization=== | ||
− | Any race | + | Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, adventure mode cannot be played. |
− | *''' | + | * '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size. |
− | *''' | + | * '''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 are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing. |
− | *''' | + | * '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns. |
− | *''' | + | * '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. |
− | *''' | + | * '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live. |
− | *''' | + | * '''Kobolds''' are not playable, but it can be allowed with [[kobold#Playing as kobolds|modding]]. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races and it is next to impossible to find a fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}} |
− | + | ====Outsider==== | |
+ | Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be an outsider by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required. | ||
− | + | Outsiders will always try to begin in a populated site. Caves and even lairs with [[megabeast]]s will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site immediately as soon as the game starts to avoid an instant death. | |
+ | |||
+ | Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms. | ||
=== Status === | === Status === | ||
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Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions. | Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions. | ||
− | If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. | + | If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to <s>perform music, preferably playing guitar</s> stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. |
It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent Bogeyman attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying. | It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent Bogeyman attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying. | ||
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==== Melee attacks ==== | ==== Melee attacks ==== | ||
− | Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or | + | Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complicatedly interacting with the weapon. |
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}. | Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}. | ||
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Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled. | Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled. | ||
− | There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but | + | There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks. |
− | In addition to aimed attacks pressing {{k|A}} also allows for the three defensive maneuvers blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected. | + | In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected. |
==== Ranged attacks ==== | ==== Ranged attacks ==== | ||
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|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask to become a hearthperson}} | | style="text-align:right;" | {{DFtext|Ask to become a hearthperson}} | ||
− | | Only appears when talking to a lord/lady who you aren't under the command of. Allows to become one the leader's guards. | + | | Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}} | | style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}} | ||
− | | Only appears when you are a leader. Allows to become one | + | | Only appears when you are a leader. Allows the listener to become one of your guards. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask to become a lieutenant}} | | style="text-align:right;" | {{DFtext|Ask to become a lieutenant}} | ||
− | | Only appears when talking to a bandit leader who you aren't under the command of. Allows to become one the leader's lieutenants. | + | | Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Invite listener to become a lieutenant}} | | style="text-align:right;" | {{DFtext|Invite listener to become a lieutenant}} | ||
− | | Only appears when you are a bandit leader. Allows to become one | + | | Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}} | | style="text-align:right;" | {{DFtext|Ask to be made a performer for group}} | ||
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|- | |- | ||
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a lieutenant}} | | style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a lieutenant}} | ||
− | | Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not | + | | Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}} |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Bring up the journey together}} | | style="text-align:right;" | {{DFtext|Bring up the journey together}} | ||
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|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}} | | style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}} | ||
− | | Takes to a menu of various | + | | Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}} | | style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}} | ||
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|- | |- | ||
| style="text-align:right;" | {{DFtext|State your values (new menu)}} | | style="text-align:right;" | {{DFtext|State your values (new menu)}} | ||
− | | Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument your opposition's [[Personality_trait|values]] will change to match yours | + | | Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing. {{version|0.42.01}} |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Comment on weather}} | | style="text-align:right;" | {{DFtext|Comment on weather}} | ||
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|- | |- | ||
| style="text-align:right;" | {{DFtext|Brag about your past violent acts}} | | style="text-align:right;" | {{DFtext|Brag about your past violent acts}} | ||
− | | Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least severely less | + | | Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}} |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Say goodbye}} | | style="text-align:right;" | {{DFtext|Say goodbye}} | ||
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==== Trading (barter) ==== | ==== Trading (barter) ==== | ||
− | In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at | + | In human towns (not hamlets or castles), you can find shops, in Elven Trading trees you can find markets and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, 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. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted all of the items you offered will be on the floor underneath you. |
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. | After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. | ||
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* Gold Coin == 15☼ | * Gold Coin == 15☼ | ||
− | To receive the maximum amount of gold coins from that merchant, make sure the amount | + | To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold. |
Alternatively, 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. | Alternatively, 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. | ||
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At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each. | At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each. | ||
− | You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After | + | You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. |
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop. | Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop. | ||
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* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options. | * '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options. | ||
− | * '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object. | + | * '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object. |
==== Butchery ==== | ==== Butchery ==== | ||
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|} | |} | ||
− | As of version 43.01, adventurers can chop down trees for resources, and build their own personal sites to claim as their own. Neither of these can be performed on existing sites like towns. | + | As of version 43.01, adventurers can chop down trees for resources, and build their own personal sites to claim as their own. Neither of these actions can be performed on existing sites like towns. |
− | + | Building currently needs wooden logs, acquired by chopping down trees. With an axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down. | |
As of version 43.03, wooden axes will not work to chop down trees. | As of version 43.03, wooden axes will not work to chop down trees. | ||
− | Any object that is being used in the construction process | + | Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode). |
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay) After building your structure, you can designate zones for {{DFtext|Mead Hall}}, {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. | Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay) After building your structure, you can designate zones for {{DFtext|Mead Hall}}, {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. | ||
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==== Faction management ==== | ==== Faction management ==== | ||
− | After you create a mead hall zone you can claim it like you can claim any mead hall, you will get a text popup telling you you are in control now and your title will change to lord, you may then start hiring guards and assigning them to your | + | After you create a mead hall zone, you can claim it like you can claim any mead hall, you will get a text popup telling you that you are in control now and your title will change to lord, you may then start hiring guards and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. |
− | Note: If they are not your companions they will not build for you. | + | Note: If they are not your companions, they will not build for you. |
As with owning a town, you can force the leaders of nearby villages to pay you tribute via the | As with owning a town, you can force the leaders of nearby villages to pay you tribute via the | ||
− | {{DFtext|submit and pay tribute}} demand if you create a site and claim its mead hall. However they are unlikely to submit under non-strenuous circumstances. | + | {{DFtext|submit and pay tribute}} demand if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances. |
== Sites == | == Sites == | ||
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===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} ===== | ===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} ===== | ||
− | These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in | + | These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. |
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones. | Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones. | ||
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===== Necromancers' towers {{Raw Tile|I|5:0:0}} ===== | ===== Necromancers' towers {{Raw Tile|I|5:0:0}} ===== | ||
− | [[Necromancer]]s' Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, | + | [[Necromancer]]s' Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, necromancers cannot be elves or goblins because elves and goblins lack a [MAXAGE] token. |
===== Lairs {{Raw Tile|•|0:0:1}}===== | ===== Lairs {{Raw Tile|•|0:0:1}}===== | ||
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Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. | Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. | ||
− | Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary | + | Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before. |
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things. | You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things. | ||
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You basically have four different choices. | You basically have four different choices. | ||
− | Firstly, you can become a [[necromancer|'''necromancer''']] | + | Firstly, you can become a [[necromancer|'''necromancer''']]: |
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand. | * That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand. | ||
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions. | * You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions. | ||
− | * Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are however an easy way to gain manpower for construction. | + | * Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are, however, an easy way to gain manpower for construction. |
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm. | * To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm. | ||
− | Secondly, you can become a [[vampire|'''vampire''']] | + | Secondly, you can become a [[vampire|'''vampire''']]: |
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared. | * That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared. | ||
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}. | * You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}. | ||
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. | * Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. | ||
− | * Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions where companions would only care if you drained someone they cared about. | + | * Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions, where companions would only care if you drained someone they cared about. |
* To become a vampire, defeat one in combat and drink his blood. | * To become a vampire, defeat one in combat and drink his blood. | ||
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}} | * In version 0.42.01, it is now possible to be "cursed" by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}} | ||
− | Thirdly, you can become a [[werebeast|'''werebeast''']] | + | Thirdly, you can become a [[werebeast|'''werebeast''']]: |
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon. | * This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon. | ||
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more. | * There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more. | ||
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed. | * Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed. | ||
− | * You don't show any | + | * You don't show any abnormality outside of beast form. You are still mortal. |
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes. | * When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes. | ||
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage. | * One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage. | ||
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* You cannot be a werebeast and a vampire at the same time. | * You cannot be a werebeast and a vampire at the same time. | ||
− | And finally, you can become a mist [[zombie|'''zombie''']] | + | And finally, you can become a mist [[zombie|'''zombie''']]: |
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have. | * This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have. | ||
* You become permanently hostile to everyone except other undead. | * You become permanently hostile to everyone except other undead. | ||
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* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it. | * To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it. | ||
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine. | * You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine. | ||
+ | |||
+ | === What does it mean to be cursed? === | ||
+ | After suffering a mummy's curse you will critically fail 20% of all skill checks, so you miss attacks, fail when reciting poetry etc. | ||
+ | |||
+ | === Can zombie companions build for me? === | ||
+ | Yes, they can build just like any other companion | ||
==See also== | ==See also== |
Revision as of 14:33, 12 August 2018
This article or section may need to be updated due to recent changes. |
v50.12 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
- This is a detailed reference guide for Adventurer Mode. For a beginner tutorial see the Adventure mode quick start.
- See Adventure mode quick reference to quickly look up key commands.
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 quests to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find caves, shrines, lairs, abandoned towers, and other towns and settlements. You can even visit your previously abandoned/retired fortresses and take all the precious items you yourself once created.
Unlike Fortress mode, Adventurer Mode is a sort of advanced open world RPG version of rogue or 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 of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.
World selection
You can play Adventurer mode in any world that has a civilization with the ADVENTURE_TIER token (which are elves, dwarves, humans, and goblins, as well as animal peoplev0.42.01). 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, Fortresses which are built into the surface and almost always connect to the underground 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 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. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all 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.
Character creation
Race and civilization
Any race from an [ALL_MAIN_POPS_CONTROLLABLE]
civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an [ALL_MAIN_POPS_CONTROLLABLE] civilization never existed, adventure mode cannot be played.
- Dwarves have the advantage of being able to go into a martial trance when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
- 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 are
[AT_PEACE_WITH_WILDLIFE]
, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a[SMELL_TRIGGER]
of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
- Humans begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
- Intelligent Wilderness Creaturesv0.42.01 are playable wild animals. Any creature with
[LOCAL_POPS_CONTROLLABLE]
fits into this category. A wilderness creature can be played as long as a population exists in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. Most wilderness creatures are animal people. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills.
- Goblins are only playable when a population is present in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
- Kobolds are not playable, but it can be allowed with modding. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races and it is next to impossible to find a fitting armor for them, unless you are absurdly lucky and run into armored kobolds.[Verify]
Outsider
Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be an outsider by default. Other races can be played as outsiders if [OUTSIDER_CONTROLLABLE]
is added to the creature's raws. At least one [ALL_MAIN_POPS_CONTROLLABLE] civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required.
Outsiders will always try to begin in a populated site. Caves and even lairs with megabeasts will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site immediately as soon as the game starts to avoid an instant death.
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.
Status
Determines the number of starting skill and attribute points, which does not change based on race:
- 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
Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
Body
- Strength: Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.
- Agility: This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.
- Toughness: Reduces physical damage inflicted on you. Also relates to defensive combat skills.
- 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 unconsciousness.
- 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.)
Soul
Some of these are demonstrated 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 a list of skills organized by attributes..
- 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.v0.42.01
- 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.
- Creativity: This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.v0.42.01
- Intuition: Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
- Patience: May have some effect on dealings with others as a result of the new conversation system.[Verify]
- 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 communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
- Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.v0.42.01
- 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.v0.42.01
- 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 skills, as well as ones not available at character creation, can be improved through use in game.
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.
Weapon
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.
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.
- Axeman: allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.
- Bowman: skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.
- Crossbowman: allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.
- Hammerman: allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.
- Knife user: allows characters to use large daggers and knives more effectively. Useful for stabbing things.
- Lasher: allows characters to use whips and scourges more effectively. Very deadly weapons.
- Maceman: allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.
- Pikeman: allows characters to use pikes more effectively. Like spears, but much bigger.
- Spearman: allows characters to use spears more effectively. Useful for stabbing things.
- Swordsman: allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.
General combat
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the best available weapon is beyond your control or prediction.
- Fighter: This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
- Archer: This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on increasing your skills and attributes for information on raising bowman/marksman skills.
Defensive
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.
- Shield user: Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.
- Armor user: A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirety) as your skill rises and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.
- Dodger: Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented or at least close to it.
Unarmed combat and improvised weapons
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.
- Wrestler: Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See #Wrestling and Unarmed Attacks for details. Can be raised very easily in-game.
- Striker: Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
- Kicker: Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
- Biter: Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
- Thrower: Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
- Miscellaneous object user: Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.
A well written article on martial arts "Kisat Dur" can be found on the forums here.
Movement and awareness
- Observer: Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.
- Swimmer: Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, starting out as an Adequate swimmer is advisable. If you don't, at least start as Novice and go get some swimming practice right away.
- Ambusher: The skill of Sneaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.
- Climber: The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.
- Tracker: The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.
- Crutch-walker: The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.
Crafting
These allow your character to create things:
- Knapper: The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
- Bone carver: The art of making knick-knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same quality as dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.
- Writer: Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.
- Carpenter: Your adventurer's ability to craft wooden objects and create wooden buildings and displays.
Social
Almost all of these are only used in arguments.
- Persuader: Increases your ability to convince people of your view.
- Judge of intent: Allows you to tell how the opponent is arguing, unknown if higher levels change anything.
- Flatterer: Increases your ability to flatter your way out of the argument.
General performance skills
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.
- Musician: Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.
- Speaker: Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments[Verify].
Performance skills
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.
- Poet: Increases the quality of poems you create and read out loud.
- Singer: Increases quality of all songs your character sings.
- Dancer: Increases quality of dances you choreograph and perform.
- Stringed Instrumentalist: Increases quality of all performances using stringed instruments.
- Wind Instrumentalist: Increases quality of all performances using wind-based instruments.
- Percussionist: Increases quality of all performances using percussion instruments.
- Keyboardist: Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others)
Note, if your civilization does not have access to a type of instrument you will not be able to choose that skill at character generation time.
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization and cannot be chosen at character generation, but can be leveled in play.
Other
- Reader: Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a Necromancer. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.
- Butcher: The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.
- Wordsmith: It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.
Character appearance and preferences
As of 42.01 you are able to customise your adventurer's appearance, needs and preferences. Just like with any citizen in fortress mode, the needs will have to be fulfilled or else the character suffers from distraction.
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: Focused Focused!
In the current version, some of these are unable to be fulfilled in adventurer mode.
Gameplay
Common UI concepts
About key symbols
This wiki uses symbols that look like t or t to indicate what keys or interface buttons are used for an operation. Note that keys are case sensitive and to save space, Shift+t is shown as T. So t means "press the 't' key without the shift key" and T means "hold down shift and press the 't' key". Lowercase and uppercase keys will often perform different functions, so it is important to use the correct key. Sequences of keys will be in separate boxes, so abC means "press 'a', then press 'b', then hold shift and press 'c'"; while bT means "press 'b', then hold shift and press 'T'. A plus sign '+' between the boxes means to press them all together, so Shift+Enter means to hold shift and press 'Enter'. Other separators, such as ',' or '-', might be used but mean the same as no separator: to press the keys in sequence.
Keybindings can be seen and changed on the Keybindings tab in the Settings menu.
Esc or right mouse | Go back to the previous screen/menu |
Mouse wheel | Scroll menu one line |
Shift+mouse wheel | Scroll menu one page |
Left mouse | Select menu option |
Esc or right mouse will almost always return to the previous screen until you get to the top level of the UI, at which point Esc will display the options menu.
Moving around
Local movement
8 2 4 6 7 9 1 3 | Move |
↑ ↓ ← → | Move |
Alt and a direction key | Move carefully / Deliberately enter dangerous terrain |
Shift+< or Shift+5 (num lock off) | Ascend |
Shift+> or Ctrl+5 (num lock off) | Descend |
. | Wait for 10 instants |
, | Wait for 1 instant |
s | Stand or lie down |
S | Open Movement Speed/Sneak Menu |
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset the @ sign is your character.
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
Use Alt+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.
If you hit j, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.
Hitting . allows you to stay in one place and wait for other things to move. , does the same but with a tenth of the time it takes for ..
Use s to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit s to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.
Sneak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the Sneak screen, such as light level and weather.
If you hold onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.
Fast travel
T | Fast Travel |
d | Exit fast travel mode |
K | Display detected tracks and odors |
c | Toggle display of clouds on region map |
s | Walk around in sneak mode. Exiting fast travel starts you in sneak mode. |
m | Cycle through maps and significant structures |
Q | View Quest Log |
Z | Bring up sleep menu |
h | Hide parts of the bottom bar |
> and < | Enter/exit tunnel |
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.
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general.
If you are not near any sites, the m key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then m cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.
The c key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.
The h key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:
- 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.
- 2 presses: hide most local name, reducing the bar to one line of text.
- 3 presses: hide less local name, eliminating the bar entirely.
- 4 presses: shows all information
Status and information
l | Look around |
Space | Advance/Clear Messages |
a | View Announcements |
z | Status |
Looking around
If you're not sure what a tile is, the look 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 using direction keys and Shift+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the < and > keys. This, for example, allows you to find out if any flying creatures are above you. Hit Esc to exit look mode and go back to movement mode.
Messages
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use Space to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing a.
Status Screen
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.
Saving the game
Hit the Esc key at any time and select Save Game to save your game. You can then come back to it later by using the Continue Playing option in the main menu.
Searching and manipulating
u | Interact with building, furniture, or mechanism |
L | Search the nearby area very carefully |
The u key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.
L will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
Managing equipment
i | Show Inventory |
d | Drop an item |
g | Get (pickup) an item off the ground |
p | Put an item into a container |
r | Remove an item you are wearing or from a container |
w | Wear an item |
I | Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.) |
q | Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing) |
Inventory
Press i to display a list of what you are currently carrying. Press - + * / to scroll the list. This list will show you if items are being worn, held in 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.
Getting/dropping things
You can drop items out of your inventory, as well as get 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 - + * / to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use 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.
g will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.
Containers
Items can be placed into containers with p and removed with r.
Wearing
Items can be worn using w and removed using r (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try removing items in that location and then wear them again in order of priority.
Note that "large" or "small" clothing items are too big / small for your race (e.g. a large giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then wear it, granted you don't already have too much on that equipment slot already. You can remove or drop inferior equipment as necessary.
See Armor for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.
Wielding
There is no command for wielding items such as weapons in specific hands. Instead, they are automatically equipped when you either get them from the ground or remove them from your backpack - provided the hand that would wield them is free. So in order to change weapons or shields you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the remove command and the put into container command.
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.Bug:9817 This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.
Once equipped, weapons and shields can be quickly drawn and sheathed with q, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually removed for use, and stowed again without occupying other inventory containers.
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and shield in hands you yourself would not hold them in.
During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing a will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.
Advanced interaction
The I key allows "complex interaction" with objects in your inventory.
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.
Advanced interaction can also be used to steal enemy equipment. Use wrestling to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.
This command is particularly useful for getting water. When standing next to a well you press the u key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the I key to fill your waterskin from the full bucket (alternatively you can press the e key to drink directly from the bucket).
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well
Sheathing
The q key lets you strap your weapons to your back.
This is useful because you can't climb or wrestle with your hands unless your hands are free.
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.
Keep in mind that while strapping will put away everything you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to remove them manually to use them again.
Time and weather
D | Date |
P | Temperature |
W | Weather/Time |
The game has a day/night cycle with time passing as various actions take place.
When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day.
In local travel mode you'll have to use the W command to learn the position of the sun, when you're in a place where the sun is visible.
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.
The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice.
Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold.
Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.
Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and Interact with your waterskin to heat it over the fire and melt the ice.
Sleep
Z | Sleep |
Eventually your character will become Drowsy and this will get worse until you get sufficient sleep.
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by Bogeymen. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use k to talk to a human, and ask for permission to stay the night. Next press Z to sleep, d to sleep until dawn, then Enter to confirm. (NOTE: If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using advanced world generation and setting "Number of Bogeymen" to 0)
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then Bogeymen won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety.
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to perform music, preferably playing guitar stand up and lie down s repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.
It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent Bogeyman attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.
Food and drink
e | Eat or drink something |
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst.
Note that drinking vampire blood will turn you into a vampire instantly.
You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v 43.03,) though the hunger and thirst timers are still satisfied by consumption.
If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.
If the temperature is low enough you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with g and then performing an advanced interaction with I on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground.
Announcements when eating
When eating or drinking, the following announcements will be displayed:
- (nothing): You can eat or drink more, no problem.
- You are starting to feel full: You can eat or drink one more time, but any more than that will cause problems.
- You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.
- It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely vomit.
Combat
8 |