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.

Quester

From Dwarf Fortress Wiki
Revision as of 14:27, 26 January 2019 by Severedicks (talk | contribs)
Jump to navigation Jump to search
This article is about the current version of DF.
Note that some content may still need to be updated.

 

Questers are foreign representatives of civilizations, families and other such entities, that have been sent off to various missions. They are essentially non-player adventurers acting on behalf of their parent entity, slaying some beast or retrieving artifacts the entity laid a claim on.

In Fortress mode

Questers behave much like agents, only in less covert ways. They will arrive as visitors to your fortress, inquiring about an artifact's whereabouts at your tavern and chatting with the locals or other visitors. If you don't have that artifact, they will use the rumor system used by diplomats and other visitors to find out where to go next. If you do have it, and its presence is confirmed (because, say, one of your dwarves mindlessly opens their mouth about it), one of the following may happen:

  • They may openly demand that you hand it to them. Failure to comply may result in one of the dire consequences below.
  • They may leave, sneak back in and attempt to steal it. If caught, they may run away or fight back, depending on their temperament
  • They may leave and come back with an army to persuade you.

Depending on the quester's parent entity, failure to comply with a quester's demand may eventually escalate the situation until a full-blown siege occurs.

Note that if everyone knows about your fortress holding an artifact, questers may simply directly sneak in and try to steal it without going through your tavern.

If you don't have a tavern, they will directly attempt a theft, or demand that you hand it to them without confirmation. If you don't have it, you may tell them, or you can just pick a fight if you were looking for an excuse anyway.

In Adventure mode

You may interact with questers you encounter (e.g. helping them by giving them what they seek, or looting their equipment as they report back to their parent entity), or become a quester yourself. Accomplishing quests increases your reputation, though keep in mind that several actors may lay a claim on the same artifact, so satisfying one party will necessarily alienate the other. Alternatively, if you've successfully retrieved an artifact, and it happens to be very useful, such as steel equipment of the highest quality, nothing prevents you from keeping it for yourself and disappearing.