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.
Difference between revisions of "Adventurer mode"
Jump to navigation
Jump to search
m (→Personality: updating link) |
|||
(348 intermediate revisions by 66 users not shown) | |||
Line 1: | Line 1: | ||
+ | {{migrated article}} | ||
{{old}} | {{old}} | ||
− | {{Quality| | + | {{Quality|Unrated}} |
{{av}} | {{av}} | ||
+ | :''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.'' | ||
− | : | + | [[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]] |
− | |||
− | + | '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying). | |
− | + | You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]). | |
+ | |||
+ | As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode. | ||
==World selection== | ==World selection== | ||
− | You can play | + | You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]). |
+ | Each species has its own preferred style of settlement: | ||
+ | * Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of [[hillock|mounds]] built into hillsides). | ||
+ | * Elves inhabit [[forest retreat]]s. | ||
+ | * Humans inhabit cities, towns, and the occasional above-ground fortress. | ||
+ | * Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]]. | ||
+ | * Lastly, animal people can live with any civilization, in virtually any location. | ||
− | If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. | + | 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. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it: |
+ | * If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before. | ||
+ | * If abandoned, the fortress will be considered deserted (''which pretty much means'' "'''don't abandon, if you were planning to have any further interaction whatsoever'''"). | ||
− | ==Character creation== | + | == Character creation == |
+ | {{main|Adventurer mode character creation}} | ||
− | ===Race and civilization=== | + | === Race and civilization === |
− | |||
− | + | [[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode. | |
− | *''' | + | * '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins. |
− | *''' | + | * '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing. |
− | *''' | + | * '''Humans''' begin with copper, bronze, 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, but that also means they are slightly better in combat. |
− | *'''Intelligent Wilderness Creatures''' | + | * '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options. |
− | *''' | + | * '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization. |
− | *''' | + | * '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves. Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available. |
− | + | === Destiny === | |
− | + | Affects the level of guidance and direction received. | |
+ | *'''Chosen:''' (Currently unimplemented) Adventurer receives the aid of a [[Deity|supernatural parent or patron]]. | ||
+ | *'''Hero:''' Some direction. Compass directs to nearby [[site]]s, [[Adventurer_mode_gameplay#Companions|companion recruitment]] is easier. | ||
+ | *'''Ordinary:''' No special mechanics, though all features are accessible. | ||
− | Determines the number of starting skill | + | === Difficulty === |
− | *''' | + | |
− | *''' | + | Determines the number of starting skill, attribute points, and equipment points which do not change based on race: |
− | *''' | + | *'''Hard:''' 15 attribute, 35 skill, 55 equipment |
− | The number of skill points is less significant than the number of attribute points because the time it takes to go from | + | *'''Normal:''' 35 attribute, 95 skill, 255 equipment |
+ | *'''Easy:''' 105 attribute, 161 skill, 1255 equipment | ||
+ | The number of skill points is less significant than the number of attribute points, because the time it takes to go from Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms. | ||
=== Starting attributes === | === Starting attributes === | ||
− | [[Attribute| | + | :'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes |
+ | |||
+ | A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul. | ||
==== Body ==== | ==== Body ==== | ||
− | *'''Strength''': | + | *'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed. |
− | *'''Agility''': | + | *'''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, and 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''': | + | *'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.) |
==== Soul ==== | ==== Soul ==== | ||
− | Some of these are useful for adventure-mode-applicable skills, but | + | Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]]. |
− | |||
− | |||
+ | *'''Analytical Ability''': Useful for Tracker, Knapping and Student. | ||
*'''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 | + | *'''Creativity''': This influences quality of poems, songs, dances, and crafts. |
− | |||
− | *'''Creativity''': This influences quality of poems, songs, | ||
− | |||
*'''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. | ||
+ | *'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. | ||
+ | *'''Musicality''': Influences the adventurer's ability to perform music and song well. | ||
+ | *'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing. | ||
+ | *'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode. | ||
+ | *'''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 overwritten—important to navigate fortresses and underground mazes. | ||
+ | *'''Patience''', which determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them. | ||
− | + | === Starting skills === | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | ||
− | + | :'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills. | |
− | + | Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading). | |
− | + | This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]]. | |
− | |||
− | This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]] | ||
==== Weapon ==== | ==== Weapon ==== | ||
− | + | Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. | |
− | + | Each skill enables the character to use the appropriate weapon more effectively. | |
− | Note that different races have different names for their weapon skills | + | 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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== General combat ==== | ==== General combat ==== | ||
− | + | Includes [[Fighter]] and [[Archer]]. | |
− | + | These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing. | |
− | |||
− | ==== | + | ==== Defence skills ==== |
− | + | Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a 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]]; 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 ==== | ||
− | + | Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==== 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]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]]. | |
− | |||
− | |||
− | === | + | ==== [[Personality]] ==== |
− | + | All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death. | |
− | + | == Gameplay == | |
− | + | {{main|Adventurer mode gameplay}} | |
− | == | + | === Common UI concepts === |
− | |||
{{KeyConventions|3}} | {{KeyConventions|3}} | ||
− | === 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 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. | |
− | |||
− | |||
− | |||
− | {| | ||
− | | | ||
− | | {{k| | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | {{k| | ||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | {{k| | ||
− | |||
− | |||
− | |||
− | |||
− | Entering | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Status and information === | === Status and information === | ||
Line 336: | Line 171: | ||
==== 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 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. | + | Move the cursor to the tile you want to look at, using the 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's 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 | + | ==== Status screen ==== |
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want. | This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want. | ||
Line 350: | Line 185: | ||
==== 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, so you can come back later by using the {{DFtext|Continue Playing}} option in the main menu. |
=== Searching and manipulating === | === Searching and manipulating === | ||
Line 363: | Line 198: | ||
|} | |} | ||
− | The {{k|u}} key can be used to do stuff like pull levers in | + | The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with. {{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]] === | |
− | |||
− | === Managing equipment === | ||
{| class="wikitable" style="border:1px solid #ccc;" | {| class="wikitable" style="border:1px solid #ccc;" | ||
Line 390: | Line 223: | ||
|- | |- | ||
| {{k|I}} | | {{k|I}} | ||
− | | Interact with an object in an advanced way | + | | Interact with an object in an advanced way (unstick a [[weapon]], refill a [[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 through the list—it will show you if items are being worn, held in the 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. | |
− | |||
− | |||
− | + | 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 it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their 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}} or 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]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.) | |
− | + | The {{k|q}} key lets you strap your weapons to your back, which 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]] === | |
− | + | You can see the 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 will be more vulnerable to ambush, so it is better to find a shelter before night. | |
− | === Sleep === | + | === [[Adventurer mode gameplay#Sleep|Sleep]] === |
{| class="wikitable" style="border:1px solid #ccc;" | {| class="wikitable" style="border:1px solid #ccc;" | ||
Line 491: | Line 251: | ||
|} | |} | ||
− | Eventually your character will become | + | 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 two kinds of 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]] === | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | === | ||
{| class="wikitable" style="border:1px solid #ccc;" | {| class="wikitable" style="border:1px solid #ccc;" | ||
Line 511: | Line 263: | ||
|} | |} | ||
− | To find water, you must find a river | + | To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears. |
− | + | === Combat === | |
− | + | {{main|Combat#Adventurer mode}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
{| 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}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} |
| Attack adjacent hostile creature | | Attack adjacent hostile creature | ||
|- | |- | ||
− | | | + | |- |
− | | Attack | + | | {{k|5}} |
+ | | Attack hostile on same tile | ||
|- | |- | ||
| {{k|A}} | | {{k|A}} | ||
Line 544: | Line 286: | ||
| {{k|t}} | | {{k|t}} | ||
| Throw an item | | Throw an item | ||
+ | |- | ||
+ | | {{k|j}} | ||
+ | | Jump | ||
|- | |- | ||
| {{k|C}} | | {{k|C}} | ||
Line 549: | Line 294: | ||
|} | |} | ||
− | + | Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.) | |
− | + | With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks. | |
− | + | Jumping at an enemy with {{k|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit. | |
− | + | During gameplay (not in fast travel mode), you can press {{k|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== Talking === | === Talking === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | {{main|Talking}} | |
− | + | You can talk with people—to begin a conversation or performance, press {{k|k}}, and 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 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 | + | ('''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 === | === Companions === | ||
− | {| | + | {{main|Adventurer mode gameplay#Companions}} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | Companions | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |