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40d:Adventurer mode

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This article is about an older version of DF.

In adventurer mode, you pick a race (Template:L, Template:L, or Template:L) and start out in either a Template:L of your race or in a previous Template:L you played on. You can receive Template:Ls, venture into the wilderness to find Template:L, abandoned towers and other Template:L. You can even visit your old Template:L and find whatever riches were left to be guarded by the Template:L that sealed the fate of your Template:L.

The user interface differs somewhat from Template:L; you may want to refer to the Template:L guide, or examine the detailed Template:L page. Template:L may also prove useful.

Your first adventure

Picking a race

When it comes to picking a race, there is difference in Template:L. Template:L cannot wear Template:L sized Template:L, and are somewhat limited in the Template:L they can wield due to their size. Template:L have a slightly different set of Template:L. Template:L 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 Template:L, you need to avoid having the most points spent in unarmored/Template:L. If you, for example, choose to start out with most points in Template:L, you will start out with a Template:L. When you have chosen your preferred set of Template:L, you can press Enter to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.

All the Template:L you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the Template:L you think you’re going to use. The Template:L are pretty self explanatory but its recommended that you put at least a few points into Template:L and into a type of weapon. Be warned that Template:L Template:L generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for Template:L, otherwise you might end up drowning in a puddle.

Setting out

If you chose human, you will start out inside the Mead hall. Up on the second floor, you will see a flashing Weapon Master who happens to be the local leader - press k and talk to him/her, then choose 'services' for a possible Template:L. You can talk to the Citizens and recruit them to your party for some additional combat aid if they feel like it (note, people with no combat skills are unlikely to follow you, and the leader and town guards never will.) If you choose dwarf, you start out in a region just outside the entrance to a given fortress. There is a Template:L or the Template:L himself inside the fortress.

Be sure to read the Template:L or use the help files for more information on the commands in Adventure mode.

Survival

Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have too much Template:L.

Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs. A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of Template:L.

The Food and Drink

Adventurers are not picky eaters but care to eat food and drink clean water or booze. Uncooked meat counts as food. At the end of the day an adventurer will drink and eat just about any thing: blood, vomit, worms, bugs, rotting body parts, etc.

Civilization?

Elves live out in the forest, literally. Although defined to specific regions on the map, they have no structural wealth whatsoever. Some trees are named.

Humans live in towns comprised of buildings and often a paved road. Human villages are highly modular. The small 5x5 buildings are citizen houses and are marked with an "H" on the town auto-map. Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets. As of the current version, you start in the mead hall which is marked with an "M" on the automap. There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an "H." There are two really large buildings - the "T"emple and the a fort-like building that is marked with "K." Temples tend to have two or three levels, and a pool of water, while the "K" buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)

Dwarves live underground. Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom. The main halls are wide and have pillars near the walls, long and occasionally turn corners. Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable. There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses. It's obvious the computer is playing a completely different game than you are in Template:L!

Goblins live in Template:L towers, usually found built in twos, though they both don't necessarily have to be built up. One could be a "tower," one could be an over-glorified "basement." There is probably a temple nearby, completely similar to human temples. Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends. Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors. They seem to have lots of children.

You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.

Trading

In towns you can find merchants inside some Template:L. These merchants have the Template:L profession and will trade only when they are in their respective shops. 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. Due to these limitations, there are only "human town" Template:Ls in a pre-fab Adventure mode civilization.

Selling

You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while Looking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and konverse with the shopkeeper. Select "Trade" and press enter to open the trade window.

Select each non-worthless item you wish to sell, and then set a price using the following format[Verify]:

  • a asking for 9000☼
  • s +100☼
  • d +10☼
  • f +1☼
  • g reset to 0☼
  • h -1☼ (offering)
  • j -10☼
  • k -100☼