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Editing Adventurer mode
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− | {{Quality| | + | {{Quality|Exceptional|Jan 2016}} |
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− | + | :''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. | ||
− | '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") | + | In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") 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, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, 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 (or the party leader in 47.01) in a turn-based manner, roaming the entire world freely. |
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==World selection== | ==World selection== | ||
− | You can play adventure mode in any world that has a civilization with the {{ | + | You can play adventure 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]]s. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and "hill dwarves" which inhabit a loose collection of [[hillock|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 [[town]]s, 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. |
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− | Human cities and [[town]]s, and dwarven fortresses | ||
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== Character creation == | == Character creation == | ||
− | + | :'' Main article: [[Adventurer mode character creation]] | |
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=== Race and civilization === | === Race and civilization === | ||
− | + | In most standard games, playable races are dwarves, elves, and humans - all three races can complete the same quests. | |
− | * '''Dwarves''' can | + | * '''Dwarves''' can start with steel weapons and enter a [[martial trance]] when fighting multiple foes at once. They wear "small"-sized clothing which means that they're unable to wear human clothes and armor. |
− | * '''Elves''' have higher natural speed | + | * '''Elves''' have higher natural speed and a notably better sense of smell, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear small-sized clothing. |
− | * '''Humans''' begin with copper | + | * '''Humans''' begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. |
− | * '''Intelligent Wilderness Creatures''' | + | * '''Intelligent Wilderness Creatures''' are playable wild animals. Most wilderness creatures are [[animal people]]. They will not start with armor, or be able to wear armor sized for the more common races. They come in various sizes, shapes and abilities, and as such, a short description cannot be given. |
− | * ''' | + | * You can also play as an '''Outsider''' - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. 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, many more skills may be available than would otherwise be if they were part of a civilization. |
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=== Destiny === | === Destiny === | ||
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*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed. | *'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed. | ||
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it. | *'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it. | ||
− | *'''Toughness''': Reduces physical damage inflicted on you | + | *'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills. |
− | *'''Endurance''': Reduces the rate at which the adventurer becomes | + | *'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness. |
*'''Recuperation''': Increases the rate of wound healing. | *'''Recuperation''': Increases the rate of wound healing. | ||
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.) | *'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.) | ||
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*'''Focus''': Affects Archer, Ambusher, Observer. | *'''Focus''': Affects Archer, Ambusher, Observer. | ||
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation. | *'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation. | ||
− | *'''Creativity''': This influences quality of poems, songs, dances | + | *'''Creativity''': This influences quality of poems, songs, and dances and crafts. |
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents. | *'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents. | ||
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. | *'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. | ||
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. | *'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. | ||
*'''Musicality''': Influences the adventurer's ability to perform music and song well. | *'''Musicality''': Influences the adventurer's ability to perform music and song well. | ||
− | *'''Kinesthetic Sense''': Affects most combat skills, | + | *'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing. |
− | *'''Empathy''': Affects social skills | + | *'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode. |
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. | *'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. | ||
− | *'''Memory''': Increases how much local area information you can maintain before it begins to be | + | *'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes. |
− | + | There are also '''Patience''' and attributes that have no known effect in Adventurer Mode. | |
=== Starting skills === | === Starting skills === | ||
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==== Weapon ==== | ==== Weapon ==== | ||
− | Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user | + | Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. |
Each skill enables the character to use the appropriate weapon more effectively. | Each skill enables the character to use the appropriate weapon more effectively. | ||
− | Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an | + | Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords. |
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected. | Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected. | ||
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==== Defence skills ==== | ==== Defence skills ==== | ||
− | Including [[Shield user | + | Including [[Shield user]], [[Armor user]] and [[Dodger]], these skills improve character's ability to defend, using shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised. |
==== Unarmed combat and improvised weapons ==== | ==== Unarmed combat and improvised weapons ==== | ||
− | Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]] | + | Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]. |
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+ | While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower. | ||
==== Movement and awareness ==== | ==== Movement and awareness ==== | ||
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==== Other ==== | ==== Other ==== | ||
− | Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] | + | Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]], [[Butcher]] and [[Wordsmith]]. |
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− | + | A Novice level of Reading is required in order to become a [[Necromancer]]. | |
== Gameplay == | == Gameplay == | ||
− | + | :'' Main article: [[Adventurer mode gameplay]] | |
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=== Common UI concepts === | === Common UI concepts === | ||
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{{KeyConventions|3}} | {{KeyConventions|3}} | ||
=== [[Adventurer mode gameplay#Moving around|Moving around]] === | === [[Adventurer mode gameplay#Moving around|Moving around]] === | ||
− | You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast | + | You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}}+{{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. |
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+ | You can also fast travel. Press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. | ||
+ | Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode. | ||
=== Status and information === | === Status and information === | ||
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==== Looking around ==== | ==== Looking around ==== | ||
− | If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command | + | If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command. |
− | Move the cursor to the tile you want to look at | + | Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode. |
==== Messages ==== | ==== Messages ==== | ||
− | The game makes frequent use of messages on the screen to tell you what | + | The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}. |
==== Status screen ==== | ==== Status screen ==== | ||
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==== Saving the game ==== | ==== Saving the game ==== | ||
− | Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game | + | Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu. |
=== Searching and manipulating === | === Searching and manipulating === | ||
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|} | |} | ||
− | The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort | + | The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. |
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+ | {{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures. | ||
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] === | === [[Adventurer mode gameplay#Managing equipment|Managing equipment]] === | ||
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|- | |- | ||
| {{k|I}} | | {{k|I}} | ||
− | | Interact with an object in an advanced way (unstick a | + | | Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.) |
|- | |- | ||
| {{k|q}} | | {{k|q}} | ||
− | | Sheath your weapons and shield ( | + | | Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing) |
|} | |} | ||
− | Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll | + | Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll thru the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item. |
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+ | You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up. | ||
− | + | Items can be placed into containers with {{k|p}} and removed with {{k|r}}. | |
− | Items can | + | Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). |
− | There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] | + | There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. |
− | The {{k|q}} key lets you strap your weapons to your back | + | The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects. |
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] === | === [[Adventurer mode gameplay#Time and weather|Time and weather]] === | ||
− | You can see | + | You can see current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night. |
=== [[Adventurer mode gameplay#Sleep|Sleep]] === | === [[Adventurer mode gameplay#Sleep|Sleep]] === | ||
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Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. | Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. | ||
− | As of 0.47.01, bogeymen are restricted to | + | As of 0.47.01, bogeymen are restricted to certain evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair). |
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] === | === [[Adventurer mode gameplay#Eat and drink|Eat and drink]] === | ||
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|} | |} | ||
− | To find water, you must find a | + | To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. |
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− | + | === [[Combat#Adventurer mode|Combat]] === | |
{| class="wikitable" style="border:1px solid #ccc;" | {| class="wikitable" style="border:1px solid #ccc;" | ||
|- | |- | ||
− | | {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3 | + | | {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} |
| Attack adjacent hostile creature | | Attack adjacent hostile creature | ||
|- | |- | ||
− | | | + | | {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} |
− | | {{k| | + | | Attack adjacent hostile creature |
− | | Attack hostile | ||
|- | |- | ||
| {{k|A}} | | {{k|A}} | ||
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| {{k|t}} | | {{k|t}} | ||
| Throw an item | | Throw an item | ||
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|- | |- | ||
| {{k|C}} | | {{k|C}} | ||
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|} | |} | ||
− | + | Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will require a further confirmation, given using {{k|alt}}+{{k|y}}. | |
− | + | After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective. | |
− | + | To attack with a ranged weapon, press the {{k|f}}key with a ranged weapon (bow, crossbow, etc.) equipped in one hand, and select the square where you want to attack. Similarly, use the {{k|t}} key to throw any random object in the same manner. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z-levels away from you. It is not possible to aim for specific body parts with ranged or thrown attacks. | |
− | + | If you get wounded during combat, there's not much that you can do, except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. | |
− | + | At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the [[Adventurer mode gameplay#Combat Preferences menu|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense. | |
− | === Talking === | + | === [[Talking]] === |
− | {{ | + | You can talk with people. 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. |
− | + | After starting conversation you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc. | |
− | + | Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking. | |
− | === Companions === | + | === [[Adventurer mode gameplay#Companions|Companions]] === |
− | {{ | + | {| class="wikitable" style="border:1px solid #ccc;" |
+ | |- | ||
+ | | {{k|c}} | ||
+ | | View companion interface | ||
+ | |} | ||
+ | |||
+ | Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions, that is based on your [[reputation]] level and the ''Social Awareness'' attribute. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you "if you lead [them] to glory and death". | ||
+ | |||
+ | You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook. | ||
+ | |||
+ | You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. It is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. | ||
+ | |||
+ | Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. | ||
− | + | If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. | |
− | In | + | In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. |
− | + | === [[Adventurer mode gameplay#Personal finance|Personal finance]] === | |
− | + | In human towns (not hamlets or castles), you can find shops; in elven Trading-trees you can find markets; and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. | |
− | On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life | + | You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. |
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. | Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. | ||
− | Coins from one civilization are nearly worthless in | + | Coins from one civilization are nearly worthless in other civilizations. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. |
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=== Quest log === | === Quest log === | ||
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* '''Sites''' — A list of various sites around the world. | * '''Sites''' — A list of various sites around the world. | ||
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice. | * '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice. | ||
− | * '''Agreements''' | + | * '''Agreements''' - Your various agreements; this includes tasks given to you by your lord, and why people are traveling with you and the history of your agreements. |
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses. | * '''Regions''' — A list of regions. The additional information will list the biomes a region possesses. | ||
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them. | * '''Bestiary''' — A list of creatures, their characteristics, and where you could find them. | ||
=== [[Adventurer mode gameplay#Create|Create]]=== | === [[Adventurer mode gameplay#Create|Create]]=== | ||
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− | Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, | + | Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, buther, compose songs or dances or write books and scrolls. |
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu. | Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu. | ||
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− | Adventurers can chop down trees for | + | 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 a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down. |
− | == | + | ==See also== |
− | + | *[[Adventure mode quick reference]] | |
− | + | *[[Adventure mode quick start]] | |
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− | == | + | ==A glimpse into the Future== |
+ | {{D for dwarf}} | ||
− | * | + | * Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer : |
+ | {{Quote|align=left| | ||
+ | ... While seemingly absurd, the practice of one's abilities with a ranged weapon can be furthered by directing said weapon towards the sky. | ||
+ | After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. | ||
+ | It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. | ||
+ | Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. | ||
+ | However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. | ||
+ | This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}} | ||
{{Getting Started}} | {{Getting Started}} |