SHOW:
|
|
- or go back to the newest paste.
| 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. |