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Difference between revisions of "v0.34:Adventurer mode"

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In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
 
In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
  
Unlike [[Fortress Mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
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Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
  
  
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*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
 
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
  
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.
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*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.
  
 
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.
 
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.
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*'''Focus''': Affects Archer, Ambusher, Observer.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
  
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you concious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
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*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
  
 
*'''Creativity''': Completely useless.
 
*'''Creativity''': Completely useless.
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*'''Social Awareness''': Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a bit part in whenever you can recruit followers or not.
 
*'''Social Awareness''': Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame  still plays a bit part in whenever you can recruit followers or not.
  
=== Attribute Advancement Cap ===
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=== Attribute advancement cap ===
  
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.
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Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then their strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.
  
 
== Starting Skills ==
 
== Starting Skills ==
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Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
 
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
  
Crossbowman is a exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are refered to as Lords.
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Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.
  
 
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.
 
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.
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These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.
 
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.
  
*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no brainier unless you're creating a two handed weapon user.
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*'''Shield User''' - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user.
 
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.
 
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.
 
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.
 
*'''Dodger''' - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.
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|-
 
|-
 
| {{k|I}}
 
| {{k|I}}
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)
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| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
 
|}
 
|}
  
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This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket).  
 
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket).  
  
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink. You can refill waterskins. from a nearby liquid source as well
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Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well, though you cannot drink stagnant water (water not from wells or rivers) unless you are highly dehydrated (Thirsty is shown in purple).
  
 
== Time and Weather ==
 
== Time and Weather ==
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Note that drinking vampire blood will turn you into a vampire instantly.
 
Note that drinking vampire blood will turn you into a vampire instantly.
  
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest,or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you might be already dead by the time you can drink again.
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Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest, or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink.
  
 
== Combat ==
 
== Combat ==
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=== Ranged Attacks ===
 
=== Ranged Attacks ===
  
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
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To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
  
 
It is not possible to aim for specific body parts with ranged or thrown attacks.
 
It is not possible to aim for specific body parts with ranged or thrown attacks.
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'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.
 
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.
  
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].
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For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].
  
 
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.
 
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.
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*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.
 
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.
 
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, "in 123 Urist McSucker founded Boatmurdered". This can be selected repeatedly to reveal multiple facts about the area.
 
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, "in 123 Urist McSucker founded Boatmurdered". This can be selected repeatedly to reveal multiple facts about the area.
*'''Capital''' - Ask where the capital of the current civilization is. As with the "Surroundings" topic, a random bit of the capitol's history will also be given.
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*'''Capital''' - Ask where the capital of the current civilization is. As with the "Surroundings" topic, a random bit of the capital's history will also be given.
 
*'''Service''' - Ask for a [[#Quests|quest]].
 
*'''Service''' - Ask for a [[#Quests|quest]].
 
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, "How I long for some excitement in my life..."
 
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, "How I long for some excitement in my life..."
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You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.
 
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.
  
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.
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In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences. You can also steal items from a fortress without any consequences, but it is unknown if you can do this if there is someone else in the room to see you. {{verify}}
  
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''
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'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.''' <!-- Unless you hack it. -->
  
 
==== Selling and buying with money ====
 
==== Selling and buying with money ====
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* Gold Coin = 15☼
 
* Gold Coin = 15☼
  
To receive the maximum amount of gold coins from that merchant, make sure the amount "they owe you" during the trade is equal to (total amount of gold coins the shop has)* 15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold.  
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To receive the maximum amount of gold coins from that merchant, make sure the amount "they owe you" during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value and then sell back all of the goods for their original value but in gold.  
  
 
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.
 
Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.
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The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.
 
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.
  
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.
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The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.
  
 
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.
 
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.
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* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.
 
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.
 
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.
 
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.
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* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is one space away from you, use that as an opportunity to throw a knife or a rock at them; worst case, they will get a bruise or a cut; best case, they will start the melee severely crippled. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.
 
* Follow the advice under [[#Combat Preferences|Combat Preferences]].
 
* Follow the advice under [[#Combat Preferences|Combat Preferences]].
  
 
===How can I obtain armor as quickly as possible?===
 
===How can I obtain armor as quickly as possible?===
 
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):
 
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.
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** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.  Alternatively, you can recruit the soldier, and get them killed by natural means, such as drowning.
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.
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** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are, in order to trade.
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.
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** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.
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* Loot friendly fortress keeps and the dungeons of towns. All equipment and items held within containers in fortresses and keeps are free for the taking, and will not result in being branded as a thief.  Be wary of the dungeons, however; you're not the only one attracted to shiny things.
* Pick companions with good equipment so you can "inherit" it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble. Even better: if you have Adequate in Swimmer, you can take a dip in the water and they will follow suit.
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* Pick companions with good equipment so you can "inherit" it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option (murder) and will cause you much less trouble. Even better: if you have Novice or better in Swimmer, you can take a dip in a lake or river (or any other body of water) and they will follow suit; drowning in the process, if they have Dabbling or lower in Swimmer.
  
 
<div id="powerleveling"></div>
 
<div id="powerleveling"></div>
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===How do I increase my skills and attributes? (Power-leveling)===
 
===How do I increase my skills and attributes? (Power-leveling)===
  
Here are some techniques for raising your skills, very rapidly in some cases.
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Here are some techniques for raising your skills; very rapidly in some cases.
  
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.
+
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.
  
 
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.
 
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.
  
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured.  Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance.  You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it.  (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue uninterrupted.)  You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their bleeding to death.  If you can wrangle a creature incapable of blood-loss in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p>
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*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it).  Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance.  You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it.  (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.)  You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death.  Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious).  Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death.  If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p>
 
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.
 
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.
 
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.
 
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)</p>
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*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)</p>
 
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.
 
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice or Adequate in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.</p>
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*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.</p>
 
*'''Observer''' - You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation.  However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed.  This is, however, inherently dangerous.  Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p></p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer.  However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps.  Rinse and repeat.
 
*'''Observer''' - You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation.  However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed.  This is, however, inherently dangerous.  Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p></p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer.  However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps.  Rinse and repeat.
 
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills.  Knapping can be combined with throwing via a macro to keep your inventory from filling up.
 
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills.  Knapping can be combined with throwing via a macro to keep your inventory from filling up.
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=== How do I keep my companions from running off after random wildlife? ===
 
=== How do I keep my companions from running off after random wildlife? ===
  
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the [[Creature token#A|[AT_PEACE_WITH_WILDLIFE]]] to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.  However, this does mean you'll have to confirm attacks against animals with {{k|alt}}-{{k|y}}, among other things.  (It's still preferable to each of your companions getting one-shotted by hooved, precision kicks to the face... damn horses.)
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In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the {{token|AT_PEACE_WITH_WILDLIFE|c}} to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.  However, this does mean you'll have to confirm attacks against animals with {{k|alt}}-{{k|y}}, among other things.  (It's still preferable to each of your companions getting one-shotted by hooved, precision kicks to the face... damn horses.)
  
 
Animals... either you love them and they love you, or they must die a horrible death right now.
 
Animals... either you love them and they love you, or they must die a horrible death right now.
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Secondly, you can become a [[vampire]].
 
Secondly, you can become a [[vampire]].
 
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.
 
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.
* Your strength, agility and toughness are doubled.
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* Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared.
* They're still fixed forever, so, again, be prepared.
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* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. However, if you become a necromancer after {{verify}} becoming a vampire, you will not need to drink blood.
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood. However, if you are a necromancer as well as a vampire, you will not need to drink blood.
 
 
* To become a vampire, defeat one in combat and drink his blood.
 
* To become a vampire, defeat one in combat and drink his blood.
  
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=See Also=
 
=See Also=
*[[Main:Adventure Mode quick reference|Adventure Mode quick reference]]
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*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]
*[[Adventure mode quick start|quick start guide]]
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*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]
  
  

Latest revision as of 13:21, 3 December 2023

This article is about an older version of DF.


This is a detailed reference guide for Adventurer Mode. For a tutorial see the Adventure Mode Quickstart Guide.
See Adventure Mode quick reference to quickly look up key commands.


In Adventurer Mode (also called "adventure mode") you create a single adventurer (dwarf, human, or elf) who starts out somewhere in one of your generated worlds. You can receive quests, venture into the wilderness to find caves, shrines, lairs, abandoned towers, and other towns and settlements. You can even visit your abandoned fortresses and find whatever riches were left to be guarded by the creatures that sealed their fate.

Unlike Fortress mode, Adventurer Mode is a sort of advanced open world version of rogue or nethack taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.


World Selection[edit]

You can play Adventurer mode in any world that has a civilization with the ADVENTURE_TIER token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops v0.34.07. Elves simply live in the forest with nothing but a few named trees to mark their homes, while Mountainhomes that dwarves live in tend to just be a few dwarves in open space. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."

If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy regionX to regionX-copy or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.

Character Creation[edit]

Race and Civilization[edit]

Any race with the ADVENTURE_TIER token is playable in adventure mode. In an unmodded game, this means Dwarves, Elves, and Humans. All three races can complete the same quests.

  • Humans Always originate from one of the villages in the world. begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  • Human Outsiders Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the INDIV_CONTROLLABLE token to the race's entity definition.
  • Dwarves have the advantage of being able to go into a martial trance when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armour found in shops. Goblin amour will fit them so its usually easy enough to find some armour since you'll run into a lot of hostile goblins during quests. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.
  • Elves start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them. Like dwarves they wear small sized clothing so will have the same problem finding suitable armour in shops.
  • Kobolds can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.

If no civilization for the given race exists in a world you can only play as an outsider.

Status[edit]

Determines the number of starting skill and attribute points, which does not change based on race:

  • Peasant: 15 attribute, 35 skill
  • Hero: 35 attribute, 95 skill
  • Demigod: 105 attribute, 161 skill

The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.

Starting Attributes[edit]

Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.

Body[edit]

  • Strength: Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
  • Agility: This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.
  • Toughness: Reduces physical damage inflicted on you. Also relates to defensive combat skills.
  • Endurance: Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out.
  • Recuperation: Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.
  • Disease Resistance: Reduces the risk of disease. Useful for fighting enemies who use poisoned weapons.

Soul[edit]

Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.

  • Analytical Ability: Useful only for Knapping. Might as well reduce it to very low.
  • Focus: Affects Archer, Ambusher, Observer.
  • Willpower: Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
  • Creativity: Completely useless.
  • Intuition: Only helps with Observer, which aids in spotting concealed enemies and ambushes. A useless skill since you rarely see these in adventure mode.
  • Patience:Currently useless.
  • Memory: Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.
  • Linguistic Ability: Currently useless.
  • Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
  • Musicality: Completely useless. Use this as a dump stat.
  • Kinaesthetic Sense: Affects most combat skills, walking with crutches and swimming.
  • Empathy: Might increase chance of persuading people to join you.[Verify]
  • Social Awareness: Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame still plays a bit part in whenever you can recruit followers or not.

Attribute advancement cap[edit]

Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an above average strength of 1,100, then their strength will ultimately be capped at 2,200. Had this human started with a below average strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the superior range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.

Starting Skills[edit]

Not all races have the same sets of skills available at character creation time, but keep in mind that all starting skills, as well as ones not available at character creation, can be improved through use in game. Reader is an exception to this.

This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see Combat skill. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.

Weapon[edit]

The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a large copper dagger will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.

Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).

Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.

Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.

  • Axeman: allows characters to use axes, great axes, and halberds more effectively.
  • Bowman: skill allows characters to use bows more effectively.
  • Crossbowman: allows characters to use crossbows more effectively.
  • Hammerman: allows characters to use crossbows in melee, mauls, and war hammers more effectively.
  • Knife User - allows characters to use large daggers and knives more effectively.
  • Lasher - allows characters to use whips and scourges more effectively.
  • Maceman - allows characters to use flails, maces, and morningstars more effectively.
  • Pikeman - allows characters to use pikes more effectively.
  • Spearman - allows characters to use spears more effectively.
  • Swordsman - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.

General Combat[edit]

These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.

  • Fighter - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
  • Archer - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on powerleveling for information on raising bowman/marksman skills.

Defensive[edit]

These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.

  • Shield User - Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user.
  • Armor User: A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.
  • Dodger - Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmoured and can't afford a battle axe in the chest. Boost this to talented or at least close to it.

Unarmed Combat and Improvised Weapons[edit]

While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.

  • Wrestler - Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See #Wrestling and Unarmed Attacks for details. Can be raised very easily in game.
  • Striker - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
  • Kicker - Kicking ability. Same as Striker. Kicks tend to cause a lot more damage than punches and cave in heads often.
  • Biter - Biting ability. Biting is surprisingly effective even with non animal races as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts.
  • Thrower - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
  • Misc. Object User - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. there are no separate skills for different items

Movement and Awareness[edit]

  • Observer - Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Hard to train. Adding some points here is advisable.
  • Swimmer - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, starting out as an Adequate swimmer is advisable. If you don't, at least start as Novice and go get some swimming practice right away.
  • Ambusher - The skill of Sneaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected. It is worth noting that ambusher only is checked once the adventurer is 3 tiles or closer to the enemy - at 4 tiles and up, you will remain hidden from the enemy even if you have no skill in Ambusher, as long as you are sneaking.

Crafting[edit]

These allow your character to create things. There is only one skill currently available in an unmodified game.

  • Knapper - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.

Other[edit]

  • Reader - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a Necromancer. There is no way to increase this skill. Adding more points is a waste, as novice allows you to read anything.
  • Butcher - The art of turning corpses into piles of delicious prepared brains and meat for food. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway.

Gameplay[edit]

Common UI Concepts[edit]

About key symbols

This wiki uses symbols that look like t or Ui t.pngt to indicate what keys or interface buttons are used for an operation. Note that keys are case sensitive and to save space, Shift+t is shown as T. So t means "press the 't' key without the shift key" and T means "hold down shift and press the 't' key". Lowercase and uppercase keys will often perform different functions, so it is important to use the correct key. Sequences of keys will be in separate boxes, so abC means "press 'a', then press 'b', then hold shift and press 'c'"; while Ui b.pngbUi bT.pngT means "press 'b', then hold shift and press 'T'. A plus sign '+' between the boxes means to press them all together, so Shift+Enter means to hold shift and press 'Enter'. Other separators, such as ',' or '-', might be used but mean the same as no separator: to press the keys in sequence.

Keybindings can be seen and changed on the Keybindings tab in the Settings menu.

Menu navigation and selection

Esc or right mouse Go back to the previous screen/menu
Mouse wheel Scroll menu one line
Shift+mouse wheel Scroll menu one page
Left mouse Select menu option

Esc or right mouse will almost always return to the previous screen until you get to the top level of the UI, at which point Esc will display the options menu.

Moving Around[edit]

Local Movement[edit]

The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).
8 2 4 6 7 9 1 3 Move
Move
Alt and a direction key Move carefully / Deliberately enter dangerous terrain
< or Shift+5 (num lock off) Ascend
> or Ctrl+5 (num lock off) Descend
. Wait for a step
s Stand or lie down
S Sneak

Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character. In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet. The ▐ symbols are small collections of buildings.

The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.

Use Alt+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.

Hitting . allows you to stay in one place and wait for other things to move.

Use s to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit s to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.

Sneak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around. Stealth mode will also allow you to move onto/through townsfolk.

Fast Travel[edit]

Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.
T Fast Travel
> Exit fast travel mode

Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.

See the Map legend for information on what the map symbols mean. Settlements are indicated by tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape indicate the presence of shops rather than houses.

Pressing m will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X". When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press Q at any time to look at it again).

Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.

While in the fast travel screen you can:

  • c - Display/hide clouds/weather
  • m - Display/hide the regional map on the right
  • Q - Display the Quest log
  • Z - Display the sleep menu

Other commands are not available until you exit fast travel with >.

Status and Information[edit]

l Look around
Space Advance/Clear Messages
a View Announcements
z Status

Looking Around[edit]

If you're not sure what a tile is, the look command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.

Move the cursor to the tile you want to look at using direction keys and Shift+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the < and > keys. This, for example, allows you to find out if any flying creatures are above you. Hit Esc to exit look mode and go back to movement mode.

Messages[edit]

The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use Space to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing a.

Status Screen[edit]

This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.

Saving the Game[edit]

Hit the Esc key at any time and select Save Game to save your game. You can then come back to it later by using the Continue Playing option in the main menu.


Searching and Manipulating[edit]

u Interact with building, furniture, or mechanism