v50 Steam/Premium information for editors
  • 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.
This notice may be cached—the current version can be found here.

Editing v0.31:Quest

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional|22:21, 10 May 2013 (UTC)}}
+
=Quests=
{{av}}
+
Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest.  
Quests offer direction to adventure, and are the best way to locate [[cave]]s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest.  
 
 
==Obtaining a quest==
 
==Obtaining a quest==
 
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.
 
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.
Line 9: Line 8:
 
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.
 
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.
 
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.
 
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.
* Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.
+
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.
  
 
===Civilization governments===
 
===Civilization governments===
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.
+
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.
 
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.
 
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.
 
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.
 
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.
 
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.
 
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.
* Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.
+
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.
  
 
===Priesthoods===
 
===Priesthoods===
[[Priest]]s in are commonly referred to any offer of 'Service' and can be found in their [[Temple]]s, but do not currently offer quests. More details in their respective articles.
+
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.
 
 
[[ru:v0.31:Quest]]
 

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)