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 12: Line 12:
  
 
===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.

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)