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1 | - | /VG/ Dwarf Fortress Adventure Modo Guido |
1 | + | /rlg/ Dwarf Fortress Adventure Mode Guide Mk2: Electric Boogaloo |
2 | - | -or- |
2 | + | |
3 | - | How I Learned to Stop Fertilizing Goblin Fields and Dig the Training Montage |
3 | + | |
4 | ||
5 | ----------------- | |
6 | TABLE OF CONTENTS | |
7 | ----------------- | |
8 | ||
9 | 1. Important Websites | |
10 | 2. Quick Guide to the Early Game | |
11 | a. Create New World! | |
12 | a.1. Design New World With Advanced Parameters | |
13 | c. Home Civ Selection | |
14 | d. Intro to Attributes & Skills | |
15 | e. Hello World! - We Training Montage Now | |
16 | f. Training Time | |
17 | g. Becoming a Necromancer | |
18 | h. Becoming a Vampire | |
19 | i. Thralls & Husks | |
20 | j. Werebeasts | |
21 | 3. My Adventurer just died now what | |
22 | ||
23 | Appendix | |
24 | a. What _____ Age means. (Taken from the Wiki) | |
25 | --------------------- | |
26 | 1. Important Websites | |
27 | --------------------- | |
28 | ||
29 | Game Source | |
30 | http://www.bay12games.com/dwarves/ | |
31 | ||
32 | Quickstart Pack | |
33 | http://www.mediafire.com/download.php?4dxya0f7new461d | |
34 | ||
35 | Large Address Aware - Lets DF use more than 2 Gigs of Ram and hopefully not crash as much in world gen | |
36 | http://www.techpowerup.com/forums/showthread.php?t=112556 | |
37 | ||
38 | Adv Modo Quickref | |
39 | http://dwarffortresswiki.org/index.php/DF2012:Adventure_Mode_quick_reference | |
40 | ||
41 | Adv Modo | |
42 | http://dwarffortresswiki.org/index.php/Adventure_mode | |
43 | ||
44 | Forum - Mods | |
45 | http://www.bay12forums.com/smf/index.php?board=13.0 | |
46 | ||
47 | Forum - Adv Mode | |
48 | http://www.bay12forums.com/smf/index.php?board=13.0 | |
49 | ||
50 | Wiki | |
51 | http://dwarffortresswiki.org/index.php/Main_Page | |
52 | ||
53 | Attributes | |
54 | http://dwarffortresswiki.org/index.php/Attribute | |
55 | http://dwarffortresswiki.org/index.php/DF2012:Attribute#Attributes_trained_by_skills | |
56 | ||
57 | Skills | |
58 | http://dwarffortresswiki.org/index.php/DF2012:Combat_skill | |
59 | http://dwarffortresswiki.org/index.php/Skill | |
60 | ||
61 | ||
62 | ||
63 | ||
64 | ||
65 | -------------------------------- | |
66 | 2. Quick Guide to the Early Game | |
67 | -------------------------------- | |
68 | Warning: This entire pasta will be extremely spoilery. If you want to play spoiler free then don't read any | |
69 | ||
70 | further. First off. You have a big decision to make. Are you going to visit and loot an old fortress as a dwarf | |
71 | ||
72 | that's been pre-made with everything you'll ever need or are you going to play through as a human? This guide is | |
73 | ||
74 | presuming you went Human. It's also presuming that you are new and therefore will go Demigod for an easier | |
75 | ||
76 | start. Once you get a handle on things feel free to start as a Hero/Peasant. If you went dorf just loot your | |
77 | ||
78 | pre-made fortress and go on with life. | |
79 | ||
80 | Second. You need to decide on who you are. Are you a genre savvy wannabe Adventurer who listened to stories from | |
81 | ||
82 | grizzled old adventurers in the tavern? Or are you the handsome brown-haired blacksmith's son who ran away from | |
83 | ||
84 | home dreaming of adventure. This guide is presuming that you are genre-savvy and intend to play cautiously or | |
85 | ||
86 | train yourself. | |
87 | ||
88 | This is essentially an addition of metagaming advice to the pre-existing adventure mode guides on the wiki and | |
89 | ||
90 | is presuming you have read them and have a basic understanding of the controls/symbols. This guide also assumes | |
91 | ||
92 | you're using the Quickstart Pack linked above. | |
93 | ||
94 | ------------ | |
95 | a. World gen | |
96 | ------------ | |
97 | Go to "Design New World with Advanced Parameters" and select one of the FTN presets. If you want to fiddle | |
98 | ||
99 | around with it you can go ahead, but be aware that adjusting "Number of <x>" can cause Fear The Night's | |
100 | ||
101 | creatures to not show up as frequently. Larger worlds will take longer to generate and will have more possiblt | |
102 | ||
103 | spawn locations and civilizations. | |
104 | ||
105 | ---------------------------------------------------------- | |
106 | a.1. Design New World With Advanced Parameters - The guide | |
107 | ---------------------------------------------------------- | |
108 | Aim for: | |
109 | ||
110 | Higher Population cap for larger sites | |
111 | ||
112 | Higher Site cap for more towns/etc | |
113 | ||
114 | Use mesh's to influence how you want your world to look. Read up on the wiki's Adv World Gen page to get | |
115 | ||
116 | details. | |
117 | ||
118 | Max megabeast and semi-megabeast caves so you have lots of places to raid.(You'll have caves falling out of your | |
119 | ||
120 | pockets. These also make decent places for stashes if you don't want to use a human fortress or one of your | |
121 | ||
122 | abandoned forts.) | |
123 | ||
124 | Max the titan number for lots of things to fight. This will make it a bit hard for civs to survive but at this | |
125 | ||
126 | point in time fighting titans/beats is really the only thing to do. | |
127 | ||
128 | Zero for Night Troll types/vampire curses/Werebeast types/Secret Types so FTN functions properly. | |
129 | ||
130 | High amount of evil cloud/evil rain if you want to max your chances for a thrall/husk.(Check the area with a | |
131 | ||
132 | fort in adventure mode to find out what kind it is. Keep a txt file noting the region name and it's effect.) | |
133 | ||
134 | Erosion - Read the Adv World Gen article to decide how much erosion you want less rivers so you don't have to | |
135 | ||
136 | break out of travel mode as much to cross a 3-tile stream | |
137 | ||
138 | Caverns - Add more layers if you want more than just 3 to explore | |
139 | ||
140 | Openness - go 90/100 for caverns being very large | |
141 | ||
142 | Density - go 0/10 for low-desity caverns. It's an utter pain running around a cavern full of 1 tile | |
143 | ||
144 | tunnels and getting lost. | |
145 | ||
146 | Water - Do what you want. You'll train swimming anyway | |
147 | ||
148 | Consider Vastly Increasing natural cave size for better odds of them breaching caverns and giving you access | |
149 | ||
150 | without using a retired fortress | |
151 | ||
152 | Lots of caves in non-mountain areas give more areas to explore and sites for monsters. You can increase the | |
153 | ||
154 | mountain ones as well but they're notoriously difficult to find sometimes. | |
155 | ||
156 | Make caves visible - Yes | |
157 | ||
158 | Number of Civs - More civs equals higher chance of more humans for fortress' to loot. Other civs also build | |
159 | ||
160 | cities in the Quickstart Pack, so you can visit and get quests from them as well. | |
161 | ||
162 | ||
163 | --------------------- | |
164 | c. Home Civ Selection | |
165 | --------------------- | |
166 | Decide which race you want to be | |
167 | ||
168 | Human - Lots of quests, can use most equipment found in human fortresses | |
169 | Dwarves - Can't use armor found/bought from humans. Will need to somehow acquire smaller armor. | |
170 | Elves - Pure Flavor, start with shit gear and wooden weapons. | |
171 | ||
172 | Then decide Peasant/Hero/Demigod status. This amounts to how much starting points you get and you might as well | |
173 | ||
174 | just go demigod as going peasant just means an extra 8 or 10 hours of skill grinding. | |
175 | ||
176 | Scroll through your available civs and try to pick one with a good centralized location in relation to the other | |
177 | ||
178 | civs and the world in general as well as a good cluster of fortresses to raid for starter gear. This will | |
179 | ||
180 | ideally give you a good selection of places to use as a home base for all your future adventurers without | |
181 | ||
182 | needing to pre-make a fortress for that purpose. | |
183 | ||
184 | ||
185 | ------------------------------- | |
186 | d. Intro to Attributes & Skills | |
187 | ------------------------------- | |
188 | ||
189 | Starting Attributes (Taken from the wiki) | |
190 | ||
191 | Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating | |
192 | ||
193 | attributes as it relates to adventurer mode. | |
194 | ||
195 | Body Attributes | |
196 | ||
197 | Strength - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage | |
198 | ||
199 | more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases | |
200 | ||
201 | movement speed (albeit not as much as agility) due to better carrying capacity. | |
202 | ||
203 | Agility - This attribute is directly related to a character's Speed and is also used in combat skills. | |
204 | ||
205 | Toughness - Reduces physical damage. Also relates to defensive combat skills. | |
206 | ||
207 | Endurance - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling. | |
208 | ||
209 | Recuperation - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that | |
210 | ||
211 | useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a | |
212 | ||
213 | situation alive. | |
214 | ||
215 | Disease Resistance - Reduces the risk of disease. Reduces the "risk" of becoming a vampire in adventurer | |
216 | ||
217 | mode. | |
218 | ||
219 | Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a | |
220 | ||
221 | lesser extent. | |
222 | ||
223 | Soul Attributes | |
224 | ||
225 | Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump | |
226 | ||
227 | stats. | |
228 | ||
229 | Analytical Ability - Useful for certain crafting skills, the only one currently being Knapping. | |
230 | Focus - Affects Archer, Ambusher, Observer. | |
231 | Willpower - Fighter, Crutch Walker, Swimmer, and helps resist pain effects such as those caused by chipped | |
232 | ||
233 | bones. Raise if you want to fight through the pain of multiple shattered limbs. | |
234 | Creativity - Currently completely useless in adventure mode. Normally it impacts crafting skills. | |
235 | Intuition - Only helps with Observer. | |
236 | Patience - Currently useless. | |
237 | Memory - Records more of previously traveled areas when you return to them. Deletes all memory when you | |
238 | ||
239 | travel. | |
240 | Linguistic Ability - Currently useless because adventurers don't have social skills. | |
241 | Spatial Sense - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. | |
242 | Musicality - Completely useless as of yet. | |
243 | Kinesthetic Sense - Important. Combat skills, Crutch Walker, Swimming, Knapping, | |
244 | Empathy - Might increase chance of persuading people to Join you. Pretty much useless as of now. | |
245 | Social Awareness - Increases the number of followers you can have at a given "fame" level. Normally you | |
246 | ||
247 | start with a limit of two. Increasing this stat by one level raises that to three. | |
248 | ||
249 | [edit] Attribute Advancement Cap | |
250 | ||
251 | Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, | |
252 | ||
253 | whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts | |
254 | ||
255 | with an above average strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human | |
256 | ||
257 | started with a below average strength of 900, then his strength would be capped at 1,900 instead. For the | |
258 | ||
259 | purpose of maximizing final attributes, this makes it important to start with as many attributes in the superior | |
260 | ||
261 | range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely | |
262 | ||
263 | important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, | |
264 | ||
265 | demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes. | |
266 | --------------------------------------------- | |
267 | ||
268 | Skills: | |
269 | ||
270 | Weapon Skills - Every weapon plays slightly differently, so take your pick. Be aware that bladed weapons are | |
271 | ||
272 | often easier to kill with than blunt weapons at low levels. | |
273 | ||
274 | Fighter - Automatically trains as you fight. Dump anything extra into here. | |
275 | ||
276 | Observer - Ability to spot ambushes/stealthed. It'll be trained as you play so feel free to ignore/dump 2 or 3 | |
277 | ||
278 | levels in it. | |
279 | ||
280 | Swimmer - Novice is the bare MINIMUM to take if you want to survive training this. | |
281 | ||
282 | Ambusher - Increases stealth. Can be trained easily. Don't waste points. | |
283 | ||
284 | Armor User - Reduces movement penalty from armor. Fairly easy to train. Don't waste Points. | |
285 | ||
286 | Shield/Dodge - Pick one to dump points into. Both are fairly interchangeable for the most part, and will train | |
287 | ||
288 | as you play. | |
289 | ||
290 | Reader - Put one level into this if you plan to ever become a necromancer or other wizard type. | |
291 | ||
292 | Anon's build: | |
293 | ||
294 | Attribute: | |
295 | Superior Strength | |
296 | Superior Agility | |
297 | Superior Toughness | |
298 | Average Endurance | |
299 | Average Recuperation | |
300 | Average Resistance | |
301 | Average Analytical ability | |
302 | Average Focus | |
303 | Average Willpower | |
304 | Very Low Creativity | |
305 | Average Intuition | |
306 | Very Low Patience | |
307 | Average Memory | |
308 | Very Low Linguistics Ability | |
309 | Average Spatial Sense | |
310 | Very Low Musicality | |
311 | High Kinesthetic Sense | |
312 | Very Low Empathy | |
313 | Average Social Awareness | |
314 | ||
315 | This will make you a fighting machine to be reckoned with. You'll be fast, strong and tough to injure with very | |
316 | ||
317 | good combat skills. | |
318 | ||
319 | Skills: | |
320 | Weapon - Accomplished | |
321 | Swimmer - Novice | |
322 | Dodge - Talented | |
323 | Reader - Novice | |
324 | ||
325 | This will let you use multigrasp weapons as well as single grasp. Dodger rises very quickly and the extra points | |
326 | ||
327 | into fighter can help out early on. If you don't want to put them into there, shield user is another good skill | |
328 | ||
329 | if you're going to use a one-handed weapon. | |
330 | ||
331 | ||
332 | ----------------------------------------- | |
333 | e. Hello World! - We Training Montage Now | |
334 | ----------------------------------------- | |
335 | ||
336 | Immediately hit (Q)uests and look at your worldmap. Plan a land-route to loot all the nearby fortresses and | |
337 | ||
338 | decide on which you'll use as your temp home base. You can also recruit followers from there if it's inhabited. | |
339 | ||
340 | Hit (S)neak the second you get near any enemies and make sure to be in sneak as much as possible. You may have | |
341 | ||
342 | to go into a hole/behind a tree so nobody can see you but ALWAYS be in sneak mode. What's that? It's slow? Well | |
343 | ||
344 | you want to stop being goblin fertilizer don't you? Sneaking is highly effective at saving you from being mobbed | |
345 | ||
346 | and murdered. | |
347 | ||
348 | Your goal in life in the immediate future to to acquire a "Kit" of sorts by looting all the nearby fortresses | |
349 | ||
350 | you can. And then making extras for future runs to use to recover your corpse. | |
351 | ||
352 | Do NOT attack ANY DOMESTIC CREATURE/member of a civ unless you enjoy being swarmed on sight by tons of angry | |
353 | ||
354 | soldiers/hunters who will roll your raggedy ass. | |
355 | ||
356 | While running around inside safe areas always: | |
357 | ||
358 | Be (S)neaking | |
359 | Have some piece of metal armor on so you're ready to train armor user | |
360 | Crutch equipped (Trust me) | |
361 | ||
362 | Look for and haul to your "Home": | |
363 | ||
364 | 2-3+ waterskins/Flasks. Take extra and store them at home | |
365 | Later on you will look for werebeast hunting quests and store as much werebeast blood as you have spare | |
366 | ||
367 | waterskins/flasks for future use. | |
368 | ||
369 | 1-3+ Backpacks | |
370 | After 1-2 extra adventure kits are made you'll be stuffing these with bodies for you | |
371 | ||
372 | necromancer/lich/summoner/infernomancer adventurers to use. | |
373 | ||
374 | Crutches. Holy fuck do you need crutches. Equip one and keep on at all times to train crutchwalker BEFORE you | |
375 | ||
376 | need it. You can craft crutches, which is very useful. | |
377 | ||
378 | Training Weapons - Try to have 5 or 6 of each at home for new runs/crosstraining. Training weapons allow you to | |
379 | ||
380 | hit things without killing them. | |
381 | ||
382 | Weapons - Try to get 2 quality weapons of each weapon skill. You can use these on other characters if you die. | |
383 | ||
384 | Wooden shield - Good for early Misc. Obj Training. | |
385 | ||
386 | Metal shield - Once you have Misc. Obj trained you can shield bash to work as your bonebreaker. | |
387 | ||
388 | Iron/steel shield - Better/best armor penetration to avoid ____ was deflected by ____ | |
389 | ||
390 | Set of shitty leather armor - you probably wont have an early set of metal armor and make extra full sets of | |
391 | ||
392 | leather armor for future adventurers. Read: | |
393 | http://dwarffortresswiki.org/index.php/DF2012:Armor#Some_more_workaround_about_Size.2C_Permit_and_Layering | |
394 | for knowing what to equip. Be aware that you can also make bone armor in the Quickstart Pack, which is shit, | |
395 | ||
396 | but still better than nothing. | |
397 | ||
398 | Set of shitty metal armor - Even the worst copper armor is like 20 times better leather. Get it early and trade | |
399 | ||
400 | up to better whenever possible | |
401 | ||
402 | All the knives you can carry.(Make knife caches errywhere) These make for wonderful light-weight throwing | |
403 | ||
404 | weapons and are invaluable for raiding necro towers. Boning knives are also required to make bottles, which are | |
405 | ||
406 | used for all FTN potion reactions. | |
407 | ||
408 | 1 of ea. Bow/Xbow/Blowgun - Store extras at home | |
409 | ||
410 | Any and all ammo should be lugged to the place that will become your eventual home | |
411 | ||
412 | Grabs bags and empty them. ALL the bags. Because you're going to have so much junk you'll soon need to compact | |
413 | ||
414 | your stash piles using bags. Leave 1 identifier item on top then stuff the rest in bags for easy relocation. | |
415 | ||
416 | Coin - You'll probably not need any Dosh after a bit but grab all you can and sort it in 3 piles of | |
417 | ||
418 | copper/silver/gold from civ 1, civ 2, etc. for easy sourcing. | |
419 | ||
420 | Grab spears if you want to pretend you're a javilineer. | |
421 | ||
422 | Food - Make a larder in your home base as well as lightly stocking sites so you can restock even if you're far | |
423 | ||
424 | from home | |
425 | ||
426 | Books containing secrets of various things - These will be from far later on after you've trained and raided | |
427 | ||
428 | necro/sorcerer towers. | |
429 | ||
430 | Amusing books | |
431 | ||
432 | Take all metal armor home and sort by base material then quality with the masterwork stored separately. | |
433 | ||
434 | ||
435 | Stash Management - | |
436 | ||
437 | Armory - Store all your armor in separate piles sorted by base material then type then quality. Keep leather and | |
438 | ||
439 | masterwork in separate piles. Hopefully you'll accumulate full sets of decent | |
440 | ||
441 | armor for future adventurers to start out geared. Keep piles for all your weapons as well. | |
442 | ||
443 | Copper - well crafted | |
444 | ||
445 | Left Boot, Right Boot, Greaves, Left Gauntlet, Right Gauntlet, Mail shirt, Breastplate, Helm | |
446 | ||
447 | Repeat. Yes, this'll take forever and a TON of floor space but it's nice to grab and go in the future and | |
448 | ||
449 | tell at a glance how complete your sets are and if you can improve instead of cycling through 15 pages of - | |
450 | ||
451 | copper high boot- to find the *copper high boot* | |
452 | ||
453 | Ditto with Weapons. Try to have at least one decent weapon per skill so if you feel like a whip/mace run you're | |
454 | ||
455 | good to go. | |
456 | ||
457 | ||
458 | --------------------------- | |
459 | f. Training Time (OPTIONAL) | |
460 | --------------------------- | |
461 | Now the real work begins. | |
462 | ||
463 | Equip a shield and Hit (C)hange your combat prefs and change them to close combat. Go sneaking around in search | |
464 | ||
465 | of a hoary marmot/wolf/etc. just something without a way to gore/kick/tear off limbs with biting/etc. and | |
466 | ||
467 | wrestle it until you reach wrestling & Fighting legendary+5. | |
468 | ||
469 | Then spam the wait command until dodge or shield user is legendary+5. If you don't mind the wait keep at it | |
470 | ||
471 | until they are both at legend+5 | |
472 | ||
473 | Now you can head back home or wherever you have a stable food/water source and find a tile with rocks to throw. | |
474 | ||
475 | Read up on the wiki's macro page and make a throwing macro. spam it until you reach throwing+5. Go home and grab | |
476 | ||
477 | a bow/xbow/blowgun and 1-3 stacks of ammo and repeat for each. Just a heads-up. Using bow/xbows in combat is a | |
478 | ||
479 | BAD idea as you can spend ~6 turns reloading during which a goblin is just going to kill you. Just train them | |
480 | ||
481 | for the attribute boosts and forget about them. | |
482 | ||
483 | Grab a wooden training weapon in your weapon skill and change combat prefs to striking to work in a smidge of | |
484 | ||
485 | kicking/striking/misc. obj and sneak around the wilds hitting things. If you intend to use your shield as a | |
486 | ||
487 | weapon leave your weapon hand open and run around with striking as your combat pref. Dual shield if you don't | |
488 | ||
489 | want to train as much striking skill from punching things. | |
490 | ||
491 | After doing that for a bit you'll have solid defenses and competent offenses as well as a solid crutchwalker | |
492 | ||
493 | skill in case of getting maimed, solid sneaking for reliable hunting and getting close to gobbos, and even if | |
494 | ||
495 | you lose your weapon you can just shatter it's leg with your shield and use wrestling to take HIS weapon! Keep | |
496 | ||
497 | in mind that maiming/crippling a pack of enemies while kiting them if probably going to be your main tactic | |
498 | ||
499 | forever. | |
500 | ||
501 | At this point you'll probably want to consider savescumming as you've probably spent 12+ hours grinding like a | |
502 | ||
503 | boss and would really hate to lose that to a random horse kicking your face in/random marksgob.lasher instagib. | |
504 | ||
505 | Save often and use task manager to close DF and you'll restart from your last savepoint. So Save often! | |
506 | ||
507 | Once you know how to savescum go to a place where the (P)temperature is warm/hot and hop in a body of water to | |
508 | ||
509 | train swimming. Spam the wait command until you reach legendary+5. Be prepared to savescum because water in | |
510 | ||
511 | areas where it can freeze will instagib you just to be a cunt after like 3 minute of swimming. | |
512 | ||
513 | P.S. Keep an adventurer log/write down the region location when you fight tough stuff. Always keep in mind | |
514 | ||
515 | approximately where you are. If you get terrible wounds, STOP, check on the map where you are so you can spend 3 | |
516 | ||
517 | hrs finding the corpse. Bring it home to your "catacombs" and "bury" him with all his gear at the foot of his | |
518 | ||
519 | corpse ;_; | |
520 | ||
521 | P.P.S. Don't fuck with things that have hooves/horns/firebreathing. It only takes one botched roll to end 15 | |
522 | ||
523 | hours of work.(And you still have to recover the body!) | |
524 | ||
525 | P.P.P.S! This is all optional, you can still play and will in fact probably have just as much fun not grinding, | |
526 | ||
527 | but you will die a lot more. | |
528 | ||
529 | ------------------------- | |
530 | g. Becoming a Necromancer | |
531 | ------------------------- | |
532 | [Do all the previous training/make sure you're pretty badass] and make sure you've stocked up on a few bags of | |
533 | ||
534 | carving knives/daggers/throwing ammo. The name of the Zombie eradicating game is to arrive, survey the area | |
535 | ||
536 | around the tower for a hole to dump collapsed corses in. Get JUST close enough to grab the attention of 1 or 2 | |
537 | ||
538 | undead and run about a map tile away then throw knives/daggers to wound/collapse them. Do NOT sever limbs as | |
539 | ||
540 | ANYTHING with a [Grasp] tag like a arm/head can be reanimated. Do NOT be in melee range of more than one undead | |
541 | ||
542 | and even then try to never be in melee range. Pretend that EVERY reanimated corpse is a god-tier bodybuilder | |
543 | ||
544 | that uses 100% of his strength. They can EASILY grab AND RIP OFF YOUR LIMBs OR PUNCH YOUR BRAIN IN. So treat the | |
545 | ||
546 | undead with respect. When you get a necro on the first floor make sure to pull him in the opposite direction of | |
547 | ||
548 | where you're storing the collapsed bodies. Flaming Zombies also spread fire, which can and will melt you. | |
549 | ||
550 | Summoners can turn any collapsed corpses into powerful demons that WILL fuck you up, so make sure there aren't | |
551 | ||
552 | any nearby if it's a summoner tower. After you've cleared the first floor just sneak and work your way up | |
553 | ||
554 | repeating until it's completely empty and disposed of. If you run into a necro/sorcerer be careful. They have | |
555 | ||
556 | abilities which can seriously ruin your day. Dark Sorcerers will curse you, liches are nearly unkillable, | |
557 | ||
558 | summoners can make demons and Infernomancers will melt your flesh off. Read books until you find ones regarding | |
559 | ||
560 | the secrets and lug those home. congrats. You are no longer concerned about petty mortal troubles like | |
561 | ||
562 | sustenance Undead are now peaceful (they will attack living people with you though). You may also have gained | |
563 | ||
564 | the ability to curse people, throw fire, fly, or summon demons. | |
565 | ||
566 | If you feel like it (and you aren't an infernomancer) run around with a backpack stuffed with the corpses of | |
567 | ||
568 | semi-megabeasts/megabeasts/titans/forgotten beasts, throw it, then reanimate it to kill difficult/dangerous | |
569 | ||
570 | stuff. keep a spare backpack on hand to stock up your corpsebombs on the move. | |
571 | ||
572 | WARNING: DO NOT RUN AROUND WITH A GIANT 500+ UNDEAD ARMY. THIS IS A GIANT FLAG TELLING THE GOBLINS THAT YOU'RE | |
573 | ||
574 | AN EASILY KILLABLE ASSHAT AND TO SEND 80 BOWGOBS TO SHRED YOUR ARMY AND GET YOU TO COMMIT SUICIDE FROM HAVING TO | |
575 | ||
576 | REANIMATE 100 UNDEAD OVER A 30X30 AREA A TURN FOR LIKE 2000 TURNS. USE NECROMANCY JUST FOR THE NO HUNGER AND | |
577 | ||
578 | PEACEFUL UNDEAD BENEFITS. | |
579 | ||
580 | ||
581 | --------------------- | |
582 | h. Becoming a Vampire | |
583 | --------------------- | |
584 | ||
585 | So you've decided you want to glitter in the daylight? Good, because it isn't going to be easy. Unlike vanilla, | |
586 | ||
587 | FTN vampires aren't little pussy faggots and will seriously fuck you up. Minor vampires are the weakest, and you | |
588 | ||
589 | shouldn't ever try to become one. Elders are the next step up, and are certainly more powerful than most | |
590 | ||
591 | creatures. Master Vampires will KILL YOU DEAD. DO NOT FIGHT A MASTER WITHOUT BACKUP. When a vampire is injured | |
592 | ||
593 | it will typically transform into an animal form to regenerate. This is your chance, kill it quickly and use the | |
594 | ||
595 | corpse to create an extract. Drink to gain an interaction then activate it to convert. Make as many extracts as | |
596 | ||
597 | possible and store them. Note that extracts require bottles to be made, so make sure you've got some. You can | |
598 | ||
599 | re-use a corpse as many times as you want before it rots to create extracts. Also note that drinking the human | |
600 | ||
601 | form's blood CAN convert you, but it's a bit of a crapshoot. | |
602 | ||
603 | WARNING: Becoming a vampire disallows you from becoming a werebeast/lich/infernomancer/other type of vampire. It | |
604 | ||
605 | is also irreversible. | |
606 | ||
607 | ------------------ | |
608 | i. Thralls & Husks | |
609 | ------------------ | |
610 | ||
611 | Make test forts in evil regions to find out what that regions evil cloud/rain does. Once you find a husker have | |
612 | ||
613 | fun. Keep in mind all living things are hostile to you afterwards. | |
614 | ||
615 | (Pasta'd from the wiki) | |
616 | ||
617 | Thralls, Husks, and Zombies | |
618 | ||
619 | Certain kinds of evil weather can instantly turn any syndrome-vulnerable creature into a bloodthirsty undead | |
620 | ||
621 | killer, opposed to all life. These creatures are referred to be the sort of weather that transformed them, an | |
622 | ||
623 | identifier as a thrall, husk, or zombie, and their original creature name-- for example, a stray guineahen | |
624 | ||
625 | unholy gloom husk. The specific syndromes that generate these creatures are created at the time the world is | |
626 | ||
627 | generated, but vary only slightly from one another. Some traits these creatures are likely to possess include: | |
628 | ||
629 | Increased strength, toughness, and/or reduced speed. | |
630 | Opposition to life, lack of emotion | |
631 | Undead status (NOT_LIVING), sterility, no attribute rust or gain | |
632 | An almost complete invulnerability to the effects of damage | |
633 | Transformation into one of many mutated forms, such as a one-armed ghoul | |
634 | ||
635 | Because of the plethora of tags added to these creatures, they are typically vulnerable only to beheading or | |
636 | ||
637 | bisection. Because the interaction can happen without first killing the target, thrall-like creatures retain any | |
638 | ||
639 | armor or weapons they were carrying. And, perhaps worst of all, they may still be contaminated with the material | |
640 | ||
641 | leading to the transformation, infecting those with whom they wrestle. | |
642 | ||
643 | ------------- | |
644 | j. Werebeasts | |
645 | ------------- | |
646 | Do quests/get luck exploring to find a lair. When you find a werebeast in normal form, injure them severely to | |
647 | ||
648 | cause them to transform. Once it transforms, use the material it's weak to to hurt it. Nothing else will do much | |
649 | ||
650 | damage. Try to get it to bite/sting you and BAM, you're a werebeast. Get used to traveling w/o travel mode as | |
651 | ||
652 | you can shift and lose all your gear while using travel mode. While it comes at a high price the ability to | |
653 | ||
654 | regenerate severed limbs and nerves can be very powerful. You also gain the ability to shift at will, and | |
655 | ||
656 | werebeast human forms are insanely strong. Just don't get hit by the material you're weak to, because it WILL | |
657 | ||
658 | kill you. | |
659 | ||
660 | ------------------------------------- | |
661 | 3. My Adventurer just died, now what? | |
662 | ------------------------------------- | |
663 | ||
664 | Well since you were a good anon, you know the region and approximately what tile you died in. You're going to | |
665 | ||
666 | roll up a new character, make a beeline to your old home, gear up, possibly do a Training Montage, then go | |
667 | ||
668 | recover your old corpse and stash it as well as all its gear in a floor of your home you'll use as the | |
669 | ||
670 | "Catacombs" If you're having trouble finding it, save and quit DF, copy & paste the DF folder, go into the copy, | |
671 | ||
672 | retire, go into legends, and look at the dead adventurer's entry. (You write down names right?) That'll give you | |
673 | ||
674 | the region name of where it died. Then go back to the original, use the (Q)uests menu to look for the region, | |
675 | ||
676 | then travel there and look around continually checking what region you are in to make sure you're in the right | |
677 | ||
678 | place. | |
679 | ||
680 | Alternatively you can just restart. | |
681 | ||
682 | ------------- | |
683 | Appendix | |
684 | ------------- | |
685 | ||
686 | -Age of Legends is generally the best for maximum fun. | |
687 | ||
688 | ||
689 | ------------------------------------------- | |
690 | a. What _____ Age means. (Taken from the Wiki) | |
691 | ------------------------------------------- | |
692 | Known Ages | |
693 | ||
694 | Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game | |
695 | ||
696 | descriptions. | |
697 | ||
698 | Age of Myth, Age of Legends, Age of Heroes | |
699 | In previous versions, those three were the most common. Since the first .31 update, changes in underlying | |
700 | ||
701 | parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. The | |
702 | ||
703 | progression from Myth to Legends to Heroes is conditional upon the percentage death of megabeasts in a given | |
704 | ||
705 | world during generation. Slaying Megabeasts that visit you in Fortress Mode is known to trigger change of Age. | |
706 | ||
707 | When there are very few Megabeasts/Demons left, breaking into a very bad place can also trigger an Age change. | |
708 | ||
709 | The Age of Myth was a time when living gods and mighty beasts still held sway. | |
710 | The Age of Legends was a time when powers of the world were fading. | |
711 | The Age of Heroes was a time when the last of the powers fought their final battles. | |
712 | ||
713 | Age of (Megabeast's/Demon's name/title) | |
714 | Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list. | |
715 | ||
716 | The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world. | |
717 | ||
718 | Age of (Megabeast/Demon) and (Megabeast/Demon) | |
719 | Same as above, but with two notable Megabeasts/Demons. eg: "The Age of Titan and Dragon" or "The Age of Two | |
720 | ||
721 | Demons" | |
722 | ||
723 | The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great | |
724 | ||
725 | powers in the world. | |
726 | ||
727 | Age of Three Powers | |
728 | Even better than above, three notable Megabeasts/Demons. | |
729 | ||
730 | The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were | |
731 | ||
732 | the only great powers in the world. | |
733 | ||
734 | Age of (Race name) | |
735 | One race becomes dominant in the world, or it's the only race left in the world. eg: "The Age of Dwarves" | |
736 | ||
737 | The Age of Dwarves was a time when dwarves ruled the world. | |
738 | ||
739 | The Golden Age | |
740 | Civilizations are expanding, and there are no wars and other things for them to worry about. | |
741 | ||
742 | The Golden Age was a time when various civilized races peopled the world. | |
743 | ||
744 | Age of Fairy Tales | |
745 | Toady One' quote from 2008 devlog: | |
746 | ||
747 | "I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make | |
748 | ||
749 | up at least 90% of the world's civilized population with the requirement that there are still a few fantasy | |
750 | ||
751 | creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the | |
752 | ||
753 | fairy tales were about people having their crap stolen." | |
754 | ||
755 | The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even | |
756 | ||
757 | doubted their existence. | |
758 | ||
759 | Age of Twilight | |
760 | There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart. | |
761 | ||
762 | The Twilight Age was a time when fantastic creatures no longer lived in great numbers. | |
763 | ||
764 | Age of Civilization | |
765 | Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful | |
766 | ||
767 | creatures around. | |
768 | ||
769 | The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers. | |
770 | ||
771 | Age of Death | |
772 | The Age of Death is a time when there are no civilizations left alive. It is respected in Dwarf Mode, so no | |
773 | ||
774 | invaders, merchants, immigrants. | |
775 | ||
776 | The Age of Death was a time after civilization had crumbled completely. | |
777 | ||
778 | Age of Emptiness | |
779 | The Age of Emptiness is a time when there are no civilized beings left alive. This is a game state that can | |
780 | ||
781 | be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not | |
782 | ||
783 | register the civilizations themselves as being extinct, so the Age of Emptiness is not respected in dwarf mode; | |
784 | ||
785 | things will be re-populated. | |
786 | ||
787 | The Age of Emptiness was a time when no civilized peoples existed in the world. |