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Difference between revisions of "Jump"

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'''Jumping''' is a means of crossing otherwise uncrossable obstacles. Unlike with [[climber|climbing]], there is no associated skill with jumping.
 
'''Jumping''' is a means of crossing otherwise uncrossable obstacles. Unlike with [[climber|climbing]], there is no associated skill with jumping.
  
== In Fortress Mode ==
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Most creatures can jump - those that cannot; have the {{token|CANNOT_JUMP|creature}} tag.
In [[dwarf fortress mode]], dwarves and other creatures supposedly will sometimes jump, though this is difficult to observe in a running game. This has implications for [[Defense guide|fortress defence]]. One-tile moats, for example, are unlikely to be a significant obstacle to [[invader]]s.
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== Fortress mode ==
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In [[dwarf fortress mode]], dwarves and other creatures supposedly will sometimes jump, though this is difficult to observe in a running game. This has implications for [[Defense guide|fortress defense]]. One-tile moats, for example, are unlikely to be a significant obstacle to [[invader]]s, and your own dwarves may opt to leap from your defenses to complete an already-active job.
  
== In Adventurer Mode ==
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== Adventurer mode ==
 
In [[adventurer mode]], your adventurer can jump by using the {{k|j}} key. If your adventurer is walking, the jump is limited to two squares. By setting the walking {{k|S}}peed to "Sprint" or "Run" and picking up speed until the maximum is reached, the distance you can jump is drastically increased. Indeed, this even allows an adventurer untrained in [[swimmer|swimming]] to cross [[river]]s.
 
In [[adventurer mode]], your adventurer can jump by using the {{k|j}} key. If your adventurer is walking, the jump is limited to two squares. By setting the walking {{k|S}}peed to "Sprint" or "Run" and picking up speed until the maximum is reached, the distance you can jump is drastically increased. Indeed, this even allows an adventurer untrained in [[swimmer|swimming]] to cross [[river]]s.
  
Jumping can also be used in combat, and provided it hits, it will send similarly sized targets flying and leave them stunned for easy follow-up attacks until they recover. It can also be used to knock enemies that are wrestling your companions away, since wrestling prevents dodging, this will always connect.
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Jumping can also be used in combat - provided it hits, it will send similarly-sized targets flying, do some damage to them (both from "skidding on the ground", and from collision with something - sometimes even another enemy) and leave them stunned for easy follow-up attacks until they recover. It can also be used to knock enemies that are wrestling your companions away. Since wrestling prevents dodging, this will always connect.
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{{Translation| dwarven = mâtzang | elvish = efami | goblin = stoxus | human = itni}}
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{{Category|Game mechanics}}
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[[ru:Jump]]

Latest revision as of 16:29, 27 May 2024

This article is about the current version of DF.
Note that some content may still need to be updated.

Jumping is a means of crossing otherwise uncrossable obstacles. Unlike with climbing, there is no associated skill with jumping.

Most creatures can jump - those that cannot; have the [CANNOT_JUMP] tag.

Fortress mode[edit]

In dwarf fortress mode, dwarves and other creatures supposedly will sometimes jump, though this is difficult to observe in a running game. This has implications for fortress defense. One-tile moats, for example, are unlikely to be a significant obstacle to invaders, and your own dwarves may opt to leap from your defenses to complete an already-active job.

Adventurer mode[edit]

In adventurer mode, your adventurer can jump by using the j key. If your adventurer is walking, the jump is limited to two squares. By setting the walking Speed to "Sprint" or "Run" and picking up speed until the maximum is reached, the distance you can jump is drastically increased. Indeed, this even allows an adventurer untrained in swimming to cross rivers.

Jumping can also be used in combat - provided it hits, it will send similarly-sized targets flying, do some damage to them (both from "skidding on the ground", and from collision with something - sometimes even another enemy) and leave them stunned for easy follow-up attacks until they recover. It can also be used to knock enemies that are wrestling your companions away. Since wrestling prevents dodging, this will always connect.

"Jump" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: mâtzang
Elven: efami
Goblin: stoxus
Human: itni