- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "Adventurer mode"
m |
m (→FAQ) |
||
(11 intermediate revisions by the same user not shown) | |||
Line 6: | Line 6: | ||
:''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, be they | + | In '''Adventurer mode''' (also called "adventure mode") you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start 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 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== | ||
− | You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|forest retreats]]. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[Fortress| | + | You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|forest retreats]]. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[Fortress|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 fortress|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== | ==Character creation== | ||
Line 36: | Line 36: | ||
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. | 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'' === |
Determines the number of starting skill and attribute points, which does not change based on race: | Determines the number of starting skill and attribute points, which does not change based on race: | ||
Line 44: | Line 44: | ||
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. | 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 === | + | === ''Starting attributes'' === |
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode. | [[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode. | ||
Line 202: | Line 202: | ||
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials. | *'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials. | ||
− | === Character appearance and preferences === | + | === ''Character appearance and preferences'' === |
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction. | As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction. | ||
Line 576: | Line 576: | ||
|} | |} | ||
− | Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner. While this is less entertaining, it can sometimes be useful. To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity or you can even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories or dancing and is very important if you want to be a bard. | + | Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner. While this is less entertaining, it can sometimes be useful. To begin a conversation or performance, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or you can even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories or dancing, and is very important if you want to be a bard. |
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}. | Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}. | ||
Line 652: | Line 652: | ||
|- | |- | ||
| style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}} | | style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}} | ||
− | | This option allows you to stake a claim on the site you are in. You need to retire or be | + | | This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider. |
|- | |- | ||
| style="text-align:right;" | {{DFtext|Ask for permission to stay a day}} | | style="text-align:right;" | {{DFtext|Ask for permission to stay a day}} | ||
Line 848: | Line 848: | ||
|} | |} | ||
− | As of version 43.01, adventurers can chop down trees for resources, and build their own personal sites to claim as their own | + | 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 currently 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. |
− | 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 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). | 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. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction(the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction). | + | 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. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction). |
− | ==== ''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 that you are in control now and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} 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. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the | + | 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 (by {{DFtext|Invite listener to become a hearthperson}} 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. 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. | ||
Line 871: | Line 870: | ||
==== ''Human sites'' ==== | ==== ''Human sites'' ==== | ||
− | ===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} ===== | + | ===== ''Towns'' {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} ===== |
− | Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. | + | Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article. |
− | + | ===== ''Hamlets'' {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} ===== | |
− | + | Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls. | |
− | |||
− | |||
− | ===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} ===== | ||
− | Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. | ||
− | |||
− | Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls. | ||
==== ''Dwarven sites'' ==== | ==== ''Dwarven sites'' ==== | ||
− | ===== 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 [[ | + | These are the randomly generated equivalent of the sites you build in [[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. | ||
− | ===== Mountain halls {{Raw Tile|Ω|0:0:1}} ===== | + | ===== ''Mountain halls'' {{Raw Tile|Ω|0:0:1}} ===== |
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges. | [[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges. | ||
− | ===== Hillocks {{Raw Tile|Ω|7:0:0}} ===== | + | ===== ''Hillocks'' {{Raw Tile|Ω|7:0:0}} ===== |
− | [[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]]. | + | [[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]]. |
==== ''Elven sites'' ==== | ==== ''Elven sites'' ==== | ||
− | ===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ===== | + | ===== ''Forest retreats'' {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ===== |
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them. | Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them. | ||
==== ''Goblin sites'' ==== | ==== ''Goblin sites'' ==== | ||
− | ===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} ===== | + | ===== ''Dark fortresses'' {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} ===== |
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]]. | These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]]. | ||
− | ===== Dark pits {{Raw Tile|º|5:0:0}}===== | + | ===== ''Dark pits'' {{Raw Tile|º|5:0:0}}===== |
These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them. | These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them. | ||
==== ''Kobold sites'' ==== | ==== ''Kobold sites'' ==== | ||
− | ===== Caves {{Raw Tile|•|0:0:1}}===== | + | ===== ''Caves'' {{Raw Tile|•|0:0:1}}===== |
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead. | [[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead. | ||
==== ''Beast and night creature sites'' ==== | ==== ''Beast and night creature sites'' ==== | ||
− | ===== 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, necromancers cannot be elves or goblins because elves and goblins lack a [MAXAGE] token. | + | [[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}}===== |
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them. | [[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them. | ||
− | ===== Minotaurs' labyrinths {{Raw Tile|#|0:7:0}}===== | + | ===== ''Minotaurs' labyrinths'' {{Raw Tile|#|0:7:0}}===== |
− | A [[ | + | A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you. |
− | ===== Shrines {{Raw Tile|Å|7:0:0}} ===== | + | ===== ''Shrines'' {{Raw Tile|Å|7:0:0}} ===== |
− | + | [[Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them. | |
== FAQ == | == FAQ == | ||
− | === How do I cut down a tree? === | + | === ''How do I cut down a tree?'' === |
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included). | To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included). | ||
− | Then walk up to the tree and press "g" select the fell tree option. {{version|0.43.01}} | + | Then walk up to the tree and press "g", select the "fell tree" option. {{version|0.43.01}} |
− | === How do I find an entrance to the underworld? === | + | === ''How do I find an entrance to the underworld?'' === |
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else. | Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else. | ||
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns. | Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns. | ||
− | Method 3: You can start a [[ | + | Method 3: You can start a [[fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer. |
− | The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer. | + | The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer. Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground. |
− | + | === ''I keep getting maimed! How can I fight without getting seriously hurt?'' === | |
− | |||
− | === I keep getting maimed! How can I fight without getting seriously hurt? === | ||
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually. | The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually. | ||
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt. | * Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt. | ||
Line 953: | Line 942: | ||
* Follow the advice under [[#Combat Preferences|Combat Preferences]]. | * Follow the advice under [[#Combat Preferences|Combat Preferences]]. | ||
− | === How can I obtain armor as quickly as possible? === | + | === ''How can I obtain armor as quickly as possible?'' === |
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something. | * The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something. | ||
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware. | ** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware. | ||
Line 964: | Line 953: | ||
** If you choose to abandon the "fortress" instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the "fortress" if they have a walkable path from an edge of the map (see [[Abandon]]). | ** If you choose to abandon the "fortress" instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the "fortress" if they have a walkable path from an edge of the map (see [[Abandon]]). | ||
− | === How do I increase my skills and attributes? === | + | === ''How do I increase my skills and attributes?'' === |
− | |||
− | |||
− | |||
− | |||
− | Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list. | + | Here are some techniques for raising your skills; very rapidly in some cases.Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier. Increasing skills increases associated attributes, which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping, which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list. |
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p> | *'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p> | ||
Line 982: | Line 967: | ||
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these. | *'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these. | ||
− | === I managed to escape but my limbs are chopped off. Now what? === | + | === ''I managed to escape, but my limbs are chopped off. Now what?'' === |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | 'Tis but a scratch! 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. 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, though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, but if you lose both legs, then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle. | |
− | + | === ''What creatures of night can I become?'' === | |
− | Firstly, you can become a [[necromancer|'''necromancer''']]: | + | You basically have four different choices. 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. | ||
Line 1,014: | Line 989: | ||
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 | + | * There's a fixed list of animals on which the wereform 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 abnormality outside of beast form. You are still mortal. | * You don't show any abnormality outside of beast form. You are still mortal. | ||
Line 1,020: | Line 995: | ||
* 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. | ||
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield. | * Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield. | ||
− | * Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons. | + | * Also, some werebeasts are truly gigantic — the weremammoth has a size of 9000000, on par with demons. |
− | * To become a werebeast, make one bite you | + | * To become a werebeast, make one bite you - it has to be in the beast form. |
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a werebeast 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 werebeast 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}} | ||
* 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 the health point limit that raised zombies have. |
* You become permanently hostile to everyone except other undead. | * You become permanently hostile to everyone except other undead. | ||
* Your strength and toughness are tripled and fixed. Train beforehand. | * Your strength and toughness are tripled and fixed. Train beforehand. | ||
Line 1,033: | Line 1,008: | ||
* 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? === | + | === ''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. | + | 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? === | + | === ''Can zombie companions build for me?'' === |
− | Yes, they can build just like any other companion | + | Yes, they can build just like any other companion. |
==See also== | ==See also== |
Revision as of 14:55, 21 November 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, be they dwarf, human, elf, goblin, or one of the varieties of animal people, who start 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.