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Difference between revisions of "Jump"

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(→‎Fortress mode: I've seen enough dwarves and goblins jumping across streams that I don't think there's any need to say it's hard to spot. I think maybe jumping creatures used not to be marked as airborne?)
 
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== Adventurer mode ==
 
== 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.
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In [[adventurer mode]], your adventurer can jump by using the {{adv menu icon|j}} key. If your adventurer is walking, the jump is limited to two squares. By setting {{adv menu icon|m}} the walking [[Gait|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 [[swimmer|swimming]] to cross [[river]]s.
  
 
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.
 
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.

Latest revision as of 17:33, 29 December 2025

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 will sometimes jump, usually when trying to get to an enemy on the far side of water. 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. Jumping creature are shown with an "airborne" status icon.

Adventurer mode[edit]

In adventurer mode, your adventurer can jump by using the Adv ui j.pngj key. If your adventurer is walking, the jump is limited to two squares. By setting Adv ui m.pngm 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 Story tell indicator.png
Dwarven: mâtzang
Elven: efami
Goblin: stoxus
Human: itni