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Difference between revisions of "40d:Adventurer mode"
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=== Equipping your adventurer === | === Equipping your adventurer === | ||
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary. | After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary. | ||
+ | |||
+ | Weapons and shields are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either 'g'et them from the ground or 'r'emove them from your backpack - provided the hand that would wield them is free. So, in order to change weapons, you would 'd'rop your current weapon and then either 'g'et the new weapon or 'r'emove the new weapon from the backpack. Once you have equipped the new weapon, 'g'et your old weapon and it will be tucked safely away in your backpack. Shields work the same way. | ||
+ | |||
+ | Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the shield with the right hand. | ||
== Travelling the world == | == Travelling the world == |
Revision as of 14:31, 2 March 2008
In adventurer mode, you pick a race (elf, dwarf or human) and start out in either a town of your race or in a previous fortress you played on. You can receive quests, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.
Your first adventure
Picking a race
When it comes to picking a race, there is difference in skills. Dwarves cannot wear human sized armor, and are somewhat limited in the weapons they can wield due to their size. Elves have a slightly different set of skills. Humans are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.
Choosing skills
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/wrestling. If you, for example, choose to start out with most points in swordsman, you will start out with a sword. When you have chosen your preferred set of skills, you can press Enter to embark. The higher the skills in weapons/armor determine the quality of the equipment you start out with.
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.
Setting out
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several drunks. Press k and talk to the Mayor. Press 'services' for a quest. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the Adventure Mode quick reference or use the help files for more information on the commands in Adventure mode.
Trading
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop. look around for an item without $ signs around it. Don't pick up items with $ signs; that's theft, which is punishable by death.
Equipping your adventurer
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then wear it, granted you don't already have too much on that equipment slot already. You can remove or drop inferior equipment as necessary.
Weapons and shields are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either 'g'et them from the ground or 'r'emove them from your backpack - provided the hand that would wield them is free. So, in order to change weapons, you would 'd'rop your current weapon and then either 'g'et the new weapon or 'r'emove the new weapon from the backpack. Once you have equipped the new weapon, 'g'et your old weapon and it will be tucked safely away in your backpack. Shields work the same way.
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the shield with the right hand.
Travelling the world
How-to
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing T will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press >.
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies. When that happens, you must survive by either fighting them off or hide from them.
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding Alt while pressing the appropriate movement key. Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.
Finding quest locations
After receiving a quest, you will be able to track its location using the Quest log. Initially it will just give you the location on the Travel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and zoom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.
Visiting abandoned fortresses
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.
Combat
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.
Ranged
If you have a bow or crossbow, you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit. To fire your bow or crossbow, press f, and move the marker to the enemy you wish to fire upon, and press Enter. Same with throwing stuff, only press t and choose which item to throw, then choose the victim. Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)
Close combat
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press A and choose your target. After you've pressed A and are given the list of targets to attack, you can use Enter to choose between a normal attack and wrestling before selecting which opponent you wish to target. A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage. In wrestling, you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.
Wounds
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press T, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds HERE.
Tips for survival
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.
Basic Needs
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later.
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water.
In order to obtain water, you need a waterskin. Unless you are an elf, you will start with a full one at the beginning of the game, but you can also buy additional ones in the towns.
Move right next to the water source and press 'I' (capital 'I', that is) to interact in a complex manner with an item. You will be shown your inventory. Select your waterskin by pressing the letter shown to its left. If the inventory is so long that the waterskin is not shown, you may need to press '/' or '*' on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the water. Simply select one choice by pressing the letter to its left and the remaining free space in the waterskin will be filled with water.
Note that you can not refill waterskins that are inside of backpacks. You need to 'r'emove it from the backpack first. Also note that you can't put waterskins you are holding directly into the backpack (it is not accepted as a container for that purpose). First, 'd'rop the waterskin and then 'g'et it again. It should be put inside the backpack automatically.
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a site map for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.
(Warning: NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)
Living Shields Companions
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!
When you first start out, the easiest human shields friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.
To recruit someone into your party, press talkk, move the cursor over them, and press enter. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill (Maceman, Swordsman, Spearman and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.
Avoid the impossible
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.
Shelob's in-laws, aka Giant Cave Spiders
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.
Note: If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.
To conclude: Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.
Arrows
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.
Training yourself
Gaining stats (strength, agility, toughness) helps alot when fighting. How to best train yourself?
Throwing
To find rocks simply hit "l" and look at any rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill "Throwing", and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a Giant Cave Spider that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).
Bow/Crossbow-skill
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill. Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.
Make sure to take extra meat shields companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.
Wrestling
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your wrestling? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per "hit". Wrestling also handles dodging skill which is very handy to have.
Swimming
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.
To voluntarily jump into a pond or river you have to Alt-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, Alt-move into the riverbank/pond edge.
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit m to set your swimming options.
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that. One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within. As such, it's a good idea to do your training laps somewhere warm.
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.
Ambushing
The Ambusher skill is the parent to the Sneak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.
Summary
- Recruit some living spearcatchers
- Avoid flying arrows
- Throw rocks/statues/socks/bugs at enemies that still haven't reached you
- Train your stats before taking on your first quest-monster