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Editing Tutorial:Powerplay Guide

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'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:  
 
'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:  
  
'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. Starting on an isle will guarantee safety from being besieged. It also provides an exciting challenge for your adventurer, who has to swim across the long strait (possibly filled with sea lampreys, bull sharks, giant orcas and other [[DF2014:Sea_monster|wondrous]] creatures).
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'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use.
  
 
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
 
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
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Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.
 
Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.
  
The concept of pain was revised in 0.43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken pinky finger. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).
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The concept of pain was revised in 0.43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken toe. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).
  
 
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.
 
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.
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Your warlike adventurers naturally value (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).
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Your warlike adventurer naturally values (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).
  
  
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*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear.  
 
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear.  
 
*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand
 
  
 
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.
 
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.
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*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.
 
*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.
 
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.
 
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.
 
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*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand
  
 
====Crucial concepts====
 
====Crucial concepts====
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*'''PIKE:''' Artifact-quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.
 
*'''PIKE:''' Artifact-quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.
 
*'''HALBERD:''' Artifact-quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you can ever get, period.
 
*'''HALBERD:''' Artifact-quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you can ever get, period.
*'''WHIP''' Artifact-quality platinum whip, coated with necrosis-inducing FB dust. Absolutely the cheesiest weapon, period.
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*'''WHIP''' Artifact-quality slade whip, coated with necrosis-inducing FB dust. Absolutely best weapon.
  
 
====Weapons to avoid====
 
====Weapons to avoid====
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====Dual-wielding====
 
====Dual-wielding====
  
Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consecutively, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is near useless.
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Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consecutively, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is useless.
  
 
====Sheathing====
 
====Sheathing====
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===Needs and Focus===
 
===Needs and Focus===
  
You've honed your character's body. It is essential that you hone their spirit next. Any adventurer will benefit from a ''Focused'' mind, therefore, you must learn how to reach this state, or at least avoid being ''Distracted''. Since it is done to prepare for battles, reaching "Focused!" state will be referred to as "Pre- battle Meditation" in this guide from now on.
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You've honed your character's body. It is essential that you hone their spirit next. Any adventurer will benefit from a ''Focused'' mind, therefore, you must learn how to reach this state, or at least avoid being ''Distracted''. Since it is done to prepare for battles, reaching "Focused!" state will be referred to as "Meditation" in this guide from now on.
  
 
If you have followed the instruction from "Values and personality" section, your character would now have the following needs:
 
If you have followed the instruction from "Values and personality" section, your character would now have the following needs:

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