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Editing v0.31 Talk:Adventurer mode

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It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is "swelling", and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)
 
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is "swelling", and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)
  
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in v0.31. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane
+
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane
 
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)
 
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)
  
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(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)
 
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)
 
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)
 
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)
 
*  Perhaps the many kinds of doctors/surgeons within the cities could treat wounds. Testing is needed, as whenever I manage to escape from a losing battle all of my wounds and bruises heal and scar. But I never manage to escape when a bone is broken. Sometimes when bones are broken they can read as "Needs Setting", so that implies that there are people that can cure broken bones.
 
  
 
== Don't know where he lives ==
 
== Don't know where he lives ==
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'''subtypes'''
 
'''subtypes'''
 +
*large dagger*
 +
Short sword
 +
long sword
 +
scimitar
 +
two-handed sword
  
large dagger: Short sword long sword scimitar two-handed sword
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large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill.
  
large dagger: small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill.  
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Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.
  
Short swords: are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.
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Long sword it's longer and so it cuts deeper and dismembers more.
  
Long sword: it's longer and so it cuts deeper and dismembers more.
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Scimitar, ok this is just as good as the short sword.
  
Scimitar: ok this is just as good as the short sword but with the ability to slap with the side of the blade.
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Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords
 
 
Two-handed: sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords
 
  
 
'''Axes'''
 
'''Axes'''
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'''subtypes'''
 
'''subtypes'''
 +
battle axe
 +
great axe
 +
halberd
  
battle axe:  a bigger and heavier axe.
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battle axe on par with the long sword a good weapon over all.
 
 
great axe: bigger and better than the battle axe.
 
 
 
halberd: the oddball of the axes it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.
 
 
 
 
 
 
 
 
 
  
 +
great axe bigger and better.
  
 +
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.
  
 
'''Spears'''
 
'''Spears'''
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'''subtypes'''
 
'''subtypes'''
 +
spear
 +
*pike*
  
spear: a poor anti-group weapon but a great single enemy weapon as it is extreamly fast and can each successful hit has a large chance to stun the enemy and sense it is a piercing weapon it slides through armor like a hot arrow through a tub of lard therefor  giving you an essentially unstoppable weapon .
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spear a poor anti-group weapon for the love of Armok use a different weapon.
  
pike: it stabs a little deeper and uses pike skill but is the same thing essentially.
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pike ok it stabs a little deeper and uses pike skill, still use a different weapon.
  
 
+
'''Blunts'''
 
 
 
 
'''hammers'''  
 
 
good at smashing stuff and fighting armor.
 
good at smashing stuff and fighting armor.
for blunt weapons their weight is the main factor.  
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for blunt weapons there weight is the main factor.  
  
 
'''subtypes'''
 
'''subtypes'''
war hammer: with skill to can put nice holes in heads.
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war hammer
 +
mace
 +
maul
 +
flail
 +
morningstar
  
mace: has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising.  
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war hammer with skill to can put nice holes in heads.
  
maul: a bigger mace,now hit stuff harder.
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mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising.  
  
flail: mace on a chain,hit them not you.
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maul a bigger mace,now hit stuff harder.
  
morning star: spiked ball on a chain cuts as it smashes.
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flail mace on a chain,hit them not you.
 +
 
 +
morningstar spiked ball on a chain cuts as it smashes.
  
 
'''other weapons'''
 
'''other weapons'''
 
the odd one.
 
the odd one.
  
whip: shatters the bone,bruise the flesh.
+
whip
 +
pick
 +
scourge
  
pick: goes in deep,rips organs ,shatters bones. fear the miners.
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whip shatters the bone,bruise the flesh.
  
scourge: tears muscle,breaks bones.
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pick goes in deep,rips organs ,shatters bones.fear the miners.
  
--[[User:Funk|Funk]] edited by nightwatcher
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scourge tears muscle,brakes bones.
 +
--[[User:Funk|Funk]]
  
 
== Worldgen for Adventurers ==
 
== Worldgen for Adventurers ==
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*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)
 
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)
 
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)
 
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)
 
*I am not able to get more than 19 companions, even after slaying lots of megabeasts. 19 seems to be the absolute maximum --[[User:Blur|Blur]] 13:32, 21 December 2010 (UTC)
 
*I once had 20 companions (I had to page down with * on the {{K|c}}ompanions screen to see my 20th guy). When one of them died during a raid on a bandit camp, I went to a fortress for a replacement and was surprised to find soldiers giving me the "With a band so large" line, even after reporting my success! At first I thought I had somehow lowered my fame by completing one of my earlier leftover "kill the bandit" quests I got from a peasant after accepting a "slay the dragon" quest from a lord. On a later adventurer I managed to get 4 companions without completing any quests or doing anything else that would increase my fame, and then I theorized that what really happened was that I had accidentally exploited a bug regarding companions leaving and re-joining. With this new adventurer, I raided a bandit camp with 2 companions and found myself hopelessly outnumbered and outgunned. One got knocked unconscious with a bruised brain, the other was still standing but severely cut up, likely to bleed out shortly (he was "Pale"). I turned tail and ran, intending to get some new companions from the nearby fortress. Because they were still alive, I knew I'd have to ditch my current companions to be able to pick up new companions. By the time I was far away enough from the site to {{K|T}}ravel, the cut-up guy was off my companions list, and the other guy was still unconscious, meaning he wouldn't follow me in travel mode. I get to the fortress with 0 companions, pick up 2 new ones, and head back to the camp, approaching from the same side I had previously fled from. As I approached the center of the camp, I started getting announcements of my previous companions still fighting the bandits. When I got within visual range, not only did I see they had recovered (with massive scars, but no longer suffering from concussion or blood loss), they still had the "companion" character (instead of the usual "U" for non-allied humans). I checked the {{K|c}}ompanions list, and sure enough, all 4 were listed. Although I wasn't paying attention, I think something similar happened with the earlier adventurer with 20 companions, although it did not involve {{K|T}}ravel. It was probably when I slept at a fortress, when I woke up one of my companions was outside the fortress walls. I then wandered to the middle of the fortress looking for more companions, moving far enough from the wall that the outside companion disappeared off my companions list, but still tried following me, making his way around the fortress edge. After gathering up my maximum of 19 companions, I headed for the fortress doors, where I met up with that other companion who had been outside, bringing my number of companions to 20. If my theory about how this bug works is correct, there may be no limit to how many companions you can have. The two exploit methods I stumbled on by accident probably aren't very reliable though, as the first depends on luck and the second could leave you with some severely crippled companions. I've thought up some methods to test, but they also slightly rely on luck to work:
 
:1) Sleep in a town/hamlet, and hope you wake up before your companions (perhaps sleeping while they are Drowsy and you are not will help?). {{K|T}}ravel as soon as you wake up, get replacement companions from a fortress, return to the hamlet to see if you can still get your original companions back.
 
:2) Find a fortress near a river. Stop traveling on the riverbank opposite the fortress, swim across, enter fortress, pick up new companions (by the time you reach the fortress, you should be far enough from the river that your companions are off the list), return to the river and see if your old companions are still hanging out, {{K|T}}ravel to get your full group across the river to wherever you're going next.<br>
 
--[[User:MightyJAK|MightyJAK]] 18:30, 24 March 2011 (UTC)
 
 
 
== "<Adventurer> was guided by forces unknown" ==
 
== "<Adventurer> was guided by forces unknown" ==
  
 
That says if you check out your dead adventurer in legends.
 
That says if you check out your dead adventurer in legends.
 
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)
 
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)
 
 
== tips and tricks in.31.17 ==
 
== tips and tricks in.31.17 ==
 
<blockquote>
 
<blockquote>
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ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)<br>
 
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)<br>
 
</blockquote>
 
</blockquote>
 
== .31.17 peasant/hero/demigod, thoughts ==
 
About the adventurer... think of "peasant" as "joe average who was the worst learner in the whole county". Novice in seven skills after many years of trying.<br>
 
A "hero" could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.<br>
 
A "demigod" is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)<br>
 
 
== Info on diff. between Adv Mode & Dwarf Mode ==
 
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known "quirks", such as the virtual non-existance of "small" equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an "In Adventure Mode" section to the relevant pages in order to detail those differences? <br>
 
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.
 
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)
 
 
 
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me "I would....rather not" when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?
 
Is that right? Am I subject to a bug?
 
: Anonymous, Nov 15
 
 
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)
 
 
== Ghost towns? ==
 
 
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?
 
 
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)
 
 
-- Anonymous, November 14, 7:08 pm pacific time
 
 
== Difficulty settings ==
 
 
What exactly are the differences between Peasant, Hero, and Demigod difficulties?
 
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)
 
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010
 
:::Seconding this. At first glance, it appears that Demigod is easymode and Peasant is hardmode, but I've had similar experiences to Anonymous above. Even with good armor and high starting levels in Armor User, Shield User, and Dodger, many of my Demigods get OHKOed by the first bandit they come across, with the bandit getting a lucky shot at the brain or heart right away. I'm thinking either Demigods get sent after more skillful bandits for initial quests, or Toady programmed in a hidden "Luck" stat to be high for peasants and low for Demigods. Alternate theory: this "Luck" stat is not determined by your choice of Peasant, Hero, or Demigod, but by how many stat and skill points you actually use. In that case, making an adventurer with every skill at "Not" and every stat at "Very Low" would give you a super-lucky weakling. I think I'll test this and report back. --[[User:MightyJAK|MightyJAK]] 15:01, 24 March 2011 (UTC)
 
 
== Starting Armor ==
 
 
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC
 
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010
 
 
== Equipping ==
 
 
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010
 
 
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010
 
3
 
 
==This article is terrible==
 
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for <s>good</s> measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)
 
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)
 
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)
 
:::I've started to work on it, but don't hold your breath. . . [[User:Freya|Freya]] 12:56, 3 January 2011 (UTC)
 
 
== Companions choose the innocent over you. ==
 
 
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)
 
 
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)
 
 
== Backpacks ==
 
 
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.
 
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)
 
 
==Trading problem?==
 
 
I tried to trade with clerk and sold something for 7 coins, picked up the coin traded again  but when I get things for 4 coins ten when i offer 4 coins he says "perchaps if you throw some more goods i can make an offer"what i am doing wrong?[[Special:Contributions/85.222.75.88|85.222.75.88]] 13:26, 29 January 2011 (UTC)
 
<br>I now checked and i can't buy anything! I Tried to buy spiny dogfish leather skirt (1 coin) and i gave ashen shest full of money which was worth 12 coins and he sais the same thing! [[Special:Contributions/85.222.75.88|85.222.75.88]] 14:17, 29 January 2011 (UTC)
 
:The trade screen shows weight, not value. If you're getting that message you don't have enough coins altogether. At least, I think that's your problem. [[Special:Contributions/68.42.236.142|68.42.236.142]] 23:34, 28 August 2011 (UTC)
 
 
== Nobody home? ==
 
 
Heya, I've been wandering around in the adventurer mode for ages now, and seem to come across empty 'Dark Fortresses', 'Mountain Homes' and 'Forest Retreats'. So far as I can see, only human settlements and castles are there. All the other sites, aside from lairs, caves and the occasional bandit camp, are completely void of any life or buildings whatsoever.
 
 
12:36, 6 March 2011 (UTC)
 
 
== Bandit leader ran away ==
 
 
Playing as an "ambusher" adventurer, I seem to encounter this problem at least once per world. I take a quest to kill a bandit leader, proceed to murder all of his companions, but get spotted along the way. If instead of attacking me he runs away and I'm too slow to catch up, is there any way to find him later? The adventure log still points to the deserted camp, and my plan to stalk him through Legends mode didn't work because the current world has "Reveal all history" set to 0.
 
:If you wait a while the leader might return to his camp, or he may ambush you if you travel around near the camp. However, it's possible neither of these will happen if you really did kill every single one of his companions. If the leader only runs when all of his friends are dead, you may be able to prevent this situation by sneaking around the companions and trying to take the leader out first. If the leader has his buddies too close (meaning you'd get slaughtered if you get spotted), you could bring some companions of your own to take the heat off you. When your companions are spotted, swing around sideways to stay hidden and sneak up behind the boss. Then even if you are spotted, the leader's buddies will be too busy dealing with your buddies to be able to interfere with your 1-on-1 duel. This strategy works best with archer-type leaders, as melee leaders are likely to charge your companions first, leaving flunkies behind to cover their flank. Sorry I couldn't be more help, even when I play ambush-style I never have the problem (the leader sometimes runs, but I always catch him).--[[User:MightyJAK|MightyJAK]] 19:39, 24 March 2011 (UTC)
 
 
== Wounds on Foes in Adventure? ==
 
 
Recently started playing Adventure mode and am loving it really. Though I do have to say, I'm wondering if there's a way to check wounds on my opponents in battle, or if I just have to guess based on the combat logs in announcements. As a newbie to the game it's probably astounding I've made it past the 6 hour mark, but this still confuses me and the want to see the enemies gain wounds as I slowly slice them apart is all-consuming. Anyone know if I'm doing something wrong, or care to give me a tip to make it work better?
 
 
:You can {{K|l}}ook at your enemy to see what parts of their body have been damaged and check their current status. Refer [[Wound|here]] to decipher the color codes. All wounds also appear on creature's {{K|d}}escription page with more details, such as whether the body part is bruised, cut apart or missing. However, the most detailed description of each wound can only be found in the log.
 
 
== No warriors? ==
 
 
For some reason in adventurer mode for me, no warriors seem to spawn. I've gone to fortresses, towns, and none of them have had any warriors whatsoever. This makes it very hard for me to survive the night, as you need companions to not get attacked by the bogeymen, and no one else will join you. Please help me out on this. It used to work, and it seems to be a recent problem. --Aardvarkperson 5:16 PM 3/26/2011
 
 
:If you have a world with a history that's longer than 100 years or so, forts are likely to be abandoned. Try playing with a world with "Medium" history length. --[[User:Ral|Ral]] 06:28, 28 March 2011 (UTC)
 
 
::I've got a world in year 1050 with no abandoned fortresses, but that may just be because the human civilizations have been very successful. On the other hand, I've also generated a world with minimum savagery set to 16, and even though humans were still pretty successful (HUGE sprawling towns and hamlets), every fortress I've explored has been infested with Lions and Rhinos.--[[User:MightyJAK|MightyJAK]] 13:57, 28 March 2011 (UTC)
 
 
== Reorganization ==
 
 
If there are no objections I will work on reorganizing and improving this article tomorrow.
 
--[[User:Ral|Ral]] 03:23, 30 March 2011 (UTC)
 
 
== Many updates made ==
 
 
Major updates and rewrite. Comments requested. --[[User:Ral|Ral]] 06:21, 6 April 2011 (UTC)
 
 
== Levels of sleepiness ==
 
 
As I played, I thought there were three main levels of sleepiness:
 
Tired, Drowsy, and Very Drowsy.
 
And then I was running a macro to walk back and forth inside some guys house (I needed to train crutch-walking) and I discovered a new level: Slumberous. On the main screen, the status is Sleep! and is flashing red an purple and on my z-screen it's Slumberous and is also red and purple. It also took my character OVER A FULL WEEK of sleeping to get less sleepy. (The script file I was running was over 200 kilobytes of 82). On the plus side, I'm now Legendary+ something crutch-walker. (I need 4600 exp for next level, and I don't know what that translates to off the top of my head) --[[User:Waladil|Waladil]] 17:59, 2 June 2011 (UTC)
 
 
== Sex? ==
 
 
Does gender make any difference in adventure mode?
 
 
I assume you can't marry or sleep with people... (yet?)
 
[[Special:Contributions/89.242.74.114|89.242.74.114]] 12:45, 4 June 2011 (UTC)
 
 
:No, it would only really matter if you used a series of hacks to get your adventure mode character into a fortress where he/she could breed or something. I suppose in theory if you just retired the adventurer and ran time by enough years by hanging around in fortress mode for a long time then maybe they could have a kid but I'm not sure if you could even find their kid. So essentially it doesn't matter. --[[User:Ral|Ral]] 19:23, 4 June 2011 (UTC)
 
 
== Getting stuck in a fortress? Come on! ==
 
 
Well, looks like an npc got all trappy and decided to close a hatch, and i tried EVERYTHING to open it, and it fails... so i'm pretty much stuck. Guess Toady didn't think about an open command when he made them with hatches. Unless theres a way to open them that i haven't found. Any help? --[[User:Hugna|Hugna]] 09:36, 29 August 2011 (UTC)
 
 
OMG this has just happened to me too. A drunk human managed to close the hatch just as my dwarf came up to a tower top, and immediately this stupid human... keeled over! Now the dwarf is stuck up on the tower like a f...ing Rapunzel! Can't believe it. --[[User:tivasyk|tivasyk]] 10:20, 13 May 2014 (UTC)
 
 
== Precious water ==
 
 
I have recently tried to fill my waterskin from a brook. And it filled with 1800 units of water at once! Thank goodness in .25 adventurer doesn't need to drink, for if i had to carry this around it would break my back. I wonder if this is a bug? But I found some good use for it: since every item is worth at shops at least one dwarfbuck, I was able to sell water from the waterskin for 1800¤! And then i walked five steps to the brook and refilled it again. I guess this may be a good source of money. --[[Special:Contributions/95.221.130.130|95.221.130.130]] 11:13, 22 October 2011 (UTC)
 
 
== Getting steel armor in Adventurer mode ==
 
 
I've heard people say "get your companions killed and grab their armor", but so far I've only seen human fort with human soldier, which use iron armor in human ("large" for dwarf) size. Shops only sell iron ones too.
 
 
So how do I get steel armor, or better, "large" steel armor for human adventurer?
 
 
Also, is there any penalty for wearing the wrong sized armor?
 
 
:Alas, humanity don't know steel. And you can't wear garments of improper size at all. So to obtain best armor you have to start as a dwarf. --[[Special:Contributions/93.175.6.75|93.175.6.75]] 19:15, 10 November 2011 (UTC)
 
 
== Traders Stealing Stuff? ==
 
<del>So, I just traded for some items and, being new, accidentally left the shop.  When I came back after realizing my blunder, I found the item I purchased to be owned by the shop again!  Filthy traders be stealin' my stuff!  Also, I know it's the right shop because I found all the items I sold there.  Bug or am I just an idiot at the wrong shop (somehow)?</del>
 
 
Turns out I'm an idiot.  The items I purchased were hidden down the list and I wasn't aware I could scroll it.  :/  [[User:Valaramech|Valaramech]] 17:42, 14 November 2011 (UTC)
 
 
== Sneak + Wrestle = Win? (with story) ==
 
 
So I was in a fight with a master swordsman and my skills were far below his. The fight went on so long, it fell to nighttime and we were both tired (I assume he was too...). He managed to stab my upper right arm >several< times, but otherwise he couldn't penetrate my armor. He kept rolling and dodging my attacks, but an unfortunate roll slammed him into a tree and it gave me an opportunity to stab both his feet. He managed to get up and responded by another stab in my right arm, my weapon being dropped. I turned and ran and was about 20 tiles away when the excitement of the battle (we're talking 300+ turns of combat!) made me turn back. At this point, I noticed that I was able to sneak somehow (obstructed view?) from less than 20 tiles away, and knew I couldn't beat him in my current condition, without my sword.
 
 
I snuck up to him, and with Novice Wrestler skill, I grabbed and broke both his arms without a single fail or "adjust grip" or being spotted. Even with his weapons disabled, I broke my sneak and tried to strike him with my shield hand (complete fail), he turns around and bites my wounded right arm, and I finally fall unconscious. Before I come to, he spends about a half-dozen turns kicking me in the head and body, giving me some serious wounds. I break distance, drop shield, pick up sword with my good arm, approach him LIKE A BOSS without fear, stabbed his lower body (fell to the ground), upper body (falls unconscious), then a slash to the head decapitated him.
 
 
The good: I gained a ton of skills experience from just one fight, and an epic one at that.
 
The bad: It was night and attempting to get to town got me torn apart by bogeymen. :(
 
 
Anyway, my swordsman skill as being Proficient was clearly not a match for my opponent and I missed over 95% of all attacks, but a Novice in wrestling while sneaking had literally given a 100% success rate. I should've kept going and strangled him. My question is, is wrestling while ambushing (I was a Legendary Ambusher, of course) bugged to be no-fail? I don't like wrestling since I'd rather be a Legendary Swordsman rather than a Legendary Wrestler who uses a sword. [[Special:Contributions/72.189.39.24|72.189.39.24]] 16:36, 30 November 2011 (UTC)
 
 
== Infections? ==
 
 
I suspect that the answer is no, but is there any way to combat infection in Adventurer once you've already been infected? It's quite disappointing to be walking around for weeks with several broken/smashed apart appendages that simply refuse to heal.
 
 
== Elf Traders In Human Towns? ==
 
 
While looking for a nice sword I came upon these elven miscreants in the shops. Another thing I found odd, was they were selling human goods. I let the world generate 10000 years if that makes any difference. Is this common?
 

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