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- /rlg/ Dwarf Fortress Adventure Mode Guide Mk2: Electric Boogaloo
- DF Version: 34.11
- -----------------
- TABLE OF CONTENTS
- -----------------
- 1. Important Websites
- 2. Quick Guide to the Early Game
- a. Create New World!
- a.1. Design New World With Advanced Parameters
- c. Home Civ Selection
- d. Intro to Attributes & Skills
- e. Hello World! - We Training Montage Now
- f. Training Time
- g. Becoming a Necromancer
- h. Becoming a Vampire
- i. Thralls & Husks
- j. Werebeasts
- 3. My Adventurer just died now what
- Appendix
- a. What _____ Age means. (Taken from the Wiki)
- ---------------------
- 1. Important Websites
- ---------------------
- Game Source
- http://www.bay12games.com/dwarves/
- Quickstart Pack
- http://www.mediafire.com/download.php?4dxya0f7new461d
- Large Address Aware - Lets DF use more than 2 Gigs of Ram and hopefully not crash as much in world gen
- http://www.techpowerup.com/forums/showthread.php?t=112556
- Adv Modo Quickref
- http://dwarffortresswiki.org/index.php/DF2012:Adventure_Mode_quick_reference
- Adv Modo
- http://dwarffortresswiki.org/index.php/Adventure_mode
- Forum - Mods
- http://www.bay12forums.com/smf/index.php?board=13.0
- Forum - Adv Mode
- http://www.bay12forums.com/smf/index.php?board=13.0
- Wiki
- http://dwarffortresswiki.org/index.php/Main_Page
- Attributes
- http://dwarffortresswiki.org/index.php/Attribute
- http://dwarffortresswiki.org/index.php/DF2012:Attribute#Attributes_trained_by_skills
- Skills
- http://dwarffortresswiki.org/index.php/DF2012:Combat_skill
- http://dwarffortresswiki.org/index.php/Skill
- --------------------------------
- 2. Quick Guide to the Early Game
- --------------------------------
- Warning: This entire pasta will be extremely spoilery. If you want to play spoiler free then don't read any
- further. First off. You have a big decision to make. Are you going to visit and loot an old fortress as a dwarf
- that's been pre-made with everything you'll ever need or are you going to play through as a human? This guide is
- presuming you went Human. It's also presuming that you are new and therefore will go Demigod for an easier
- start. Once you get a handle on things feel free to start as a Hero/Peasant. If you went dorf just loot your
- pre-made fortress and go on with life.
- Second. You need to decide on who you are. Are you a genre savvy wannabe Adventurer who listened to stories from
- grizzled old adventurers in the tavern? Or are you the handsome brown-haired blacksmith's son who ran away from
- home dreaming of adventure. This guide is presuming that you are genre-savvy and intend to play cautiously or
- train yourself.
- This is essentially an addition of metagaming advice to the pre-existing adventure mode guides on the wiki and
- is presuming you have read them and have a basic understanding of the controls/symbols. This guide also assumes
- you're using the Quickstart Pack linked above.
- ------------
- a. World gen
- ------------
- Go to "Design New World with Advanced Parameters" and select one of the FTN presets. If you want to fiddle
- around with it you can go ahead, but be aware that adjusting "Number of <x>" can cause Fear The Night's
- creatures to not show up as frequently. Larger worlds will take longer to generate and will have more possiblt
- spawn locations and civilizations.
- ----------------------------------------------------------
- a.1. Design New World With Advanced Parameters - The guide
- ----------------------------------------------------------
- Aim for:
- Higher Population cap for larger sites
- Higher Site cap for more towns/etc
- Use mesh's to influence how you want your world to look. Read up on the wiki's Adv World Gen page to get
- details.
- Max megabeast and semi-megabeast caves so you have lots of places to raid.(You'll have caves falling out of your
- pockets. These also make decent places for stashes if you don't want to use a human fortress or one of your
- abandoned forts.)
- Max the titan number for lots of things to fight. This will make it a bit hard for civs to survive but at this
- point in time fighting titans/beats is really the only thing to do.
- Zero for Night Troll types/vampire curses/Werebeast types/Secret Types so FTN functions properly.
- High amount of evil cloud/evil rain if you want to max your chances for a thrall/husk.(Check the area with a
- fort in adventure mode to find out what kind it is. Keep a txt file noting the region name and it's effect.)
- Erosion - Read the Adv World Gen article to decide how much erosion you want less rivers so you don't have to
- break out of travel mode as much to cross a 3-tile stream
- Caverns - Add more layers if you want more than just 3 to explore
- Openness - go 90/100 for caverns being very large
- Density - go 0/10 for low-desity caverns. It's an utter pain running around a cavern full of 1 tile
- tunnels and getting lost.
- Water - Do what you want. You'll train swimming anyway
- Consider Vastly Increasing natural cave size for better odds of them breaching caverns and giving you access
- without using a retired fortress
- Lots of caves in non-mountain areas give more areas to explore and sites for monsters. You can increase the
- mountain ones as well but they're notoriously difficult to find sometimes.
- Make caves visible - Yes
- Number of Civs - More civs equals higher chance of more humans for fortress' to loot. Other civs also build
- cities in the Quickstart Pack, so you can visit and get quests from them as well.
- ---------------------
- c. Home Civ Selection
- ---------------------
- Decide which race you want to be
- Human - Lots of quests, can use most equipment found in human fortresses
- Dwarves - Can't use armor found/bought from humans. Will need to somehow acquire smaller armor.
- Elves - Pure Flavor, start with shit gear and wooden weapons.
- Then decide Peasant/Hero/Demigod status. This amounts to how much starting points you get and you might as well
- just go demigod as going peasant just means an extra 8 or 10 hours of skill grinding.
- Scroll through your available civs and try to pick one with a good centralized location in relation to the other
- civs and the world in general as well as a good cluster of fortresses to raid for starter gear. This will
- ideally give you a good selection of places to use as a home base for all your future adventurers without
- needing to pre-make a fortress for that purpose.
- -------------------------------
- d. Intro to Attributes & Skills
- -------------------------------
- Starting Attributes (Taken from the wiki)
- Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating
- attributes as it relates to adventurer mode.
- Body Attributes
- Strength - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage
- more), and increases how much a creature can carry. 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.
- Toughness - Reduces physical damage. Also relates to defensive combat skills.
- Endurance - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.
- 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. Reduces the "risk" of becoming a vampire in adventurer
- mode.
- Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a
- lesser extent.
- Soul Attributes
- Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump
- stats.
- Analytical Ability - Useful for certain crafting skills, the only one currently being Knapping.
- Focus - Affects Archer, Ambusher, Observer.
- Willpower - Fighter, Crutch Walker, Swimmer, and helps resist pain effects such as those caused by chipped
- bones. Raise if you want to fight through the pain of multiple shattered limbs.
- Creativity - Currently completely useless in adventure mode. Normally it impacts crafting skills.
- Intuition - Only helps with Observer.
- Patience - Currently useless.
- Memory - Records more of previously traveled areas when you return to them. Deletes all memory when you
- travel.
- Linguistic Ability - Currently useless because adventurers don't have social skills.
- Spatial Sense - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
- Musicality - Completely useless as of yet.
- Kinesthetic Sense - Important. Combat skills, Crutch Walker, Swimming, Knapping,
- Empathy - Might increase chance of persuading people to Join you. Pretty much useless as of now.
- 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.
- [edit] 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.
- ---------------------------------------------
- Skills:
- Weapon Skills - Every weapon plays slightly differently, so take your pick. Be aware that bladed weapons are
- often easier to kill with than blunt weapons at low levels.
- Fighter - Automatically trains as you fight. Dump anything extra into here.
- Observer - Ability to spot ambushes/stealthed. It'll be trained as you play so feel free to ignore/dump 2 or 3
- levels in it.
- Swimmer - Novice is the bare MINIMUM to take if you want to survive training this.
- Ambusher - Increases stealth. Can be trained easily. Don't waste points.
- Armor User - Reduces movement penalty from armor. Fairly easy to train. Don't waste Points.
- Shield/Dodge - Pick one to dump points into. Both are fairly interchangeable for the most part, and will train
- as you play.
- Reader - Put one level into this if you plan to ever become a necromancer or other wizard type.
- Anon's build:
- Attribute:
- Superior Strength
- Superior Agility
- Superior Toughness
- Average Endurance
- Average Recuperation
- Average Resistance
- Average Analytical ability
- Average Focus
- Average Willpower
- Very Low Creativity
- Average Intuition
- Very Low Patience
- Average Memory
- Very Low Linguistics Ability
- Average Spatial Sense
- Very Low Musicality
- High Kinesthetic Sense
- Very Low Empathy
- Average Social Awareness
- This will make you a fighting machine to be reckoned with. You'll be fast, strong and tough to injure with very
- good combat skills.
- Skills:
- Weapon - Accomplished
- Swimmer - Novice
- Dodge - Talented
- Reader - Novice
- This will let you use multigrasp weapons as well as single grasp. Dodger rises very quickly and the extra points
- into fighter can help out early on. If you don't want to put them into there, shield user is another good skill
- if you're going to use a one-handed weapon.
- -----------------------------------------
- e. Hello World! - We Training Montage Now
- -----------------------------------------
- Immediately hit (Q)uests and look at your worldmap. Plan a land-route to loot all the nearby fortresses and
- decide on which you'll use as your temp home base. You can also recruit followers from there if it's inhabited.
- Hit (S)neak the second you get near any enemies and make sure to be in sneak as much as possible. You may have
- 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
- you want to stop being goblin fertilizer don't you? Sneaking is highly effective at saving you from being mobbed
- and murdered.
- Your goal in life in the immediate future to to acquire a "Kit" of sorts by looting all the nearby fortresses
- you can. And then making extras for future runs to use to recover your corpse.
- Do NOT attack ANY DOMESTIC CREATURE/member of a civ unless you enjoy being swarmed on sight by tons of angry
- soldiers/hunters who will roll your raggedy ass.
- While running around inside safe areas always:
- Be (S)neaking
- Have some piece of metal armor on so you're ready to train armor user
- Crutch equipped (Trust me)
- Look for and haul to your "Home":
- 2-3+ waterskins/Flasks. Take extra and store them at home
- Later on you will look for werebeast hunting quests and store as much werebeast blood as you have spare
- waterskins/flasks for future use.
- 1-3+ Backpacks
- After 1-2 extra adventure kits are made you'll be stuffing these with bodies for you
- necromancer/lich/summoner/infernomancer adventurers to use.
- Crutches. Holy fuck do you need crutches. Equip one and keep on at all times to train crutchwalker BEFORE you
- need it. You can craft crutches, which is very useful.
- Training Weapons - Try to have 5 or 6 of each at home for new runs/crosstraining. Training weapons allow you to
- hit things without killing them.
- Weapons - Try to get 2 quality weapons of each weapon skill. You can use these on other characters if you die.
- Wooden shield - Good for early Misc. Obj Training.
- Metal shield - Once you have Misc. Obj trained you can shield bash to work as your bonebreaker.
- Iron/steel shield - Better/best armor penetration to avoid ____ was deflected by ____
- Set of shitty leather armor - you probably wont have an early set of metal armor and make extra full sets of
- leather armor for future adventurers. Read:
- http://dwarffortresswiki.org/index.php/DF2012:Armor#Some_more_workaround_about_Size.2C_Permit_and_Layering
- for knowing what to equip. Be aware that you can also make bone armor in the Quickstart Pack, which is shit,
- but still better than nothing.
- Set of shitty metal armor - Even the worst copper armor is like 20 times better leather. Get it early and trade
- up to better whenever possible
- All the knives you can carry.(Make knife caches errywhere) These make for wonderful light-weight throwing
- weapons and are invaluable for raiding necro towers. Boning knives are also required to make bottles, which are
- used for all FTN potion reactions.
- 1 of ea. Bow/Xbow/Blowgun - Store extras at home
- Any and all ammo should be lugged to the place that will become your eventual home
- Grabs bags and empty them. ALL the bags. Because you're going to have so much junk you'll soon need to compact
- your stash piles using bags. Leave 1 identifier item on top then stuff the rest in bags for easy relocation.
- Coin - You'll probably not need any Dosh after a bit but grab all you can and sort it in 3 piles of
- copper/silver/gold from civ 1, civ 2, etc. for easy sourcing.
- Grab spears if you want to pretend you're a javilineer.
- Food - Make a larder in your home base as well as lightly stocking sites so you can restock even if you're far
- from home
- Books containing secrets of various things - These will be from far later on after you've trained and raided
- necro/sorcerer towers.
- Amusing books
- Take all metal armor home and sort by base material then quality with the masterwork stored separately.
- Stash Management -
- Armory - Store all your armor in separate piles sorted by base material then type then quality. Keep leather and
- masterwork in separate piles. Hopefully you'll accumulate full sets of decent
- armor for future adventurers to start out geared. Keep piles for all your weapons as well.
- Copper - well crafted
- Left Boot, Right Boot, Greaves, Left Gauntlet, Right Gauntlet, Mail shirt, Breastplate, Helm
- Repeat. Yes, this'll take forever and a TON of floor space but it's nice to grab and go in the future and
- tell at a glance how complete your sets are and if you can improve instead of cycling through 15 pages of -
- copper high boot- to find the *copper high boot*
- Ditto with Weapons. Try to have at least one decent weapon per skill so if you feel like a whip/mace run you're
- good to go.
- ---------------------------
- f. Training Time (OPTIONAL)
- ---------------------------
- Now the real work begins.
- Equip a shield and Hit (C)hange your combat prefs and change them to close combat. Go sneaking around in search
- of a hoary marmot/wolf/etc. just something without a way to gore/kick/tear off limbs with biting/etc. and
- wrestle it until you reach wrestling & Fighting legendary+5.
- Then spam the wait command until dodge or shield user is legendary+5. If you don't mind the wait keep at it
- until they are both at legend+5
- Now you can head back home or wherever you have a stable food/water source and find a tile with rocks to throw.
- Read up on the wiki's macro page and make a throwing macro. spam it until you reach throwing+5. Go home and grab
- 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
- BAD idea as you can spend ~6 turns reloading during which a goblin is just going to kill you. Just train them
- for the attribute boosts and forget about them.
- Grab a wooden training weapon in your weapon skill and change combat prefs to striking to work in a smidge of
- kicking/striking/misc. obj and sneak around the wilds hitting things. If you intend to use your shield as a
- weapon leave your weapon hand open and run around with striking as your combat pref. Dual shield if you don't
- want to train as much striking skill from punching things.
- After doing that for a bit you'll have solid defenses and competent offenses as well as a solid crutchwalker
- skill in case of getting maimed, solid sneaking for reliable hunting and getting close to gobbos, and even if
- you lose your weapon you can just shatter it's leg with your shield and use wrestling to take HIS weapon! Keep
- in mind that maiming/crippling a pack of enemies while kiting them if probably going to be your main tactic
- forever.
- At this point you'll probably want to consider savescumming as you've probably spent 12+ hours grinding like a
- boss and would really hate to lose that to a random horse kicking your face in/random marksgob.lasher instagib.
- Save often and use task manager to close DF and you'll restart from your last savepoint. So Save often!
- 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
- train swimming. Spam the wait command until you reach legendary+5. Be prepared to savescum because water in
- areas where it can freeze will instagib you just to be a cunt after like 3 minute of swimming.
- P.S. Keep an adventurer log/write down the region location when you fight tough stuff. Always keep in mind
- approximately where you are. If you get terrible wounds, STOP, check on the map where you are so you can spend 3
- hrs finding the corpse. Bring it home to your "catacombs" and "bury" him with all his gear at the foot of his
- corpse ;_;
- P.P.S. Don't fuck with things that have hooves/horns/firebreathing. It only takes one botched roll to end 15
- hours of work.(And you still have to recover the body!)
- P.P.P.S! This is all optional, you can still play and will in fact probably have just as much fun not grinding,
- but you will die a lot more.
- -------------------------
- g. Becoming a Necromancer
- -------------------------
- [Do all the previous training/make sure you're pretty badass] and make sure you've stocked up on a few bags of
- carving knives/daggers/throwing ammo. The name of the Zombie eradicating game is to arrive, survey the area
- around the tower for a hole to dump collapsed corses in. Get JUST close enough to grab the attention of 1 or 2
- undead and run about a map tile away then throw knives/daggers to wound/collapse them. Do NOT sever limbs as
- ANYTHING with a [Grasp] tag like a arm/head can be reanimated. Do NOT be in melee range of more than one undead
- and even then try to never be in melee range. Pretend that EVERY reanimated corpse is a god-tier bodybuilder
- that uses 100% of his strength. They can EASILY grab AND RIP OFF YOUR LIMBs OR PUNCH YOUR BRAIN IN. So treat the
- undead with respect. When you get a necro on the first floor make sure to pull him in the opposite direction of
- where you're storing the collapsed bodies. Flaming Zombies also spread fire, which can and will melt you.
- Summoners can turn any collapsed corpses into powerful demons that WILL fuck you up, so make sure there aren't
- any nearby if it's a summoner tower. After you've cleared the first floor just sneak and work your way up
- repeating until it's completely empty and disposed of. If you run into a necro/sorcerer be careful. They have
- abilities which can seriously ruin your day. Dark Sorcerers will curse you, liches are nearly unkillable,
- summoners can make demons and Infernomancers will melt your flesh off. Read books until you find ones regarding
- the secrets and lug those home. congrats. You are no longer concerned about petty mortal troubles like
- sustenance Undead are now peaceful (they will attack living people with you though). You may also have gained
- the ability to curse people, throw fire, fly, or summon demons.
- If you feel like it (and you aren't an infernomancer) run around with a backpack stuffed with the corpses of
- semi-megabeasts/megabeasts/titans/forgotten beasts, throw it, then reanimate it to kill difficult/dangerous
- stuff. keep a spare backpack on hand to stock up your corpsebombs on the move.
- WARNING: DO NOT RUN AROUND WITH A GIANT 500+ UNDEAD ARMY. THIS IS A GIANT FLAG TELLING THE GOBLINS THAT YOU'RE
- AN EASILY KILLABLE ASSHAT AND TO SEND 80 BOWGOBS TO SHRED YOUR ARMY AND GET YOU TO COMMIT SUICIDE FROM HAVING TO
- REANIMATE 100 UNDEAD OVER A 30X30 AREA A TURN FOR LIKE 2000 TURNS. USE NECROMANCY JUST FOR THE NO HUNGER AND
- PEACEFUL UNDEAD BENEFITS.
- ---------------------
- h. Becoming a Vampire
- ---------------------
- So you've decided you want to glitter in the daylight? Good, because it isn't going to be easy. Unlike vanilla,
- FTN vampires aren't little pussy faggots and will seriously fuck you up. Minor vampires are the weakest, and you
- shouldn't ever try to become one. Elders are the next step up, and are certainly more powerful than most
- creatures. Master Vampires will KILL YOU DEAD. DO NOT FIGHT A MASTER WITHOUT BACKUP. When a vampire is injured
- it will typically transform into an animal form to regenerate. This is your chance, kill it quickly and use the
- corpse to create an extract. Drink to gain an interaction then activate it to convert. Make as many extracts as
- possible and store them. Note that extracts require bottles to be made, so make sure you've got some. You can
- re-use a corpse as many times as you want before it rots to create extracts. Also note that drinking the human
- form's blood CAN convert you, but it's a bit of a crapshoot.
- WARNING: Becoming a vampire disallows you from becoming a werebeast/lich/infernomancer/other type of vampire. It
- is also irreversible.
- ------------------
- i. Thralls & Husks
- ------------------
- Make test forts in evil regions to find out what that regions evil cloud/rain does. Once you find a husker have
- fun. Keep in mind all living things are hostile to you afterwards.
- (Pasta'd from the wiki)
- Thralls, Husks, and Zombies
- Certain kinds of evil weather can instantly turn any syndrome-vulnerable creature into a bloodthirsty undead
- killer, opposed to all life. These creatures are referred to be the sort of weather that transformed them, an
- identifier as a thrall, husk, or zombie, and their original creature name-- for example, a stray guineahen
- unholy gloom husk. The specific syndromes that generate these creatures are created at the time the world is
- generated, but vary only slightly from one another. Some traits these creatures are likely to possess include:
- Increased strength, toughness, and/or reduced speed.
- Opposition to life, lack of emotion
- Undead status (NOT_LIVING), sterility, no attribute rust or gain
- An almost complete invulnerability to the effects of damage
- Transformation into one of many mutated forms, such as a one-armed ghoul
- Because of the plethora of tags added to these creatures, they are typically vulnerable only to beheading or
- bisection. Because the interaction can happen without first killing the target, thrall-like creatures retain any
- armor or weapons they were carrying. And, perhaps worst of all, they may still be contaminated with the material
- leading to the transformation, infecting those with whom they wrestle.
- -------------
- j. Werebeasts
- -------------
- Do quests/get luck exploring to find a lair. When you find a werebeast in normal form, injure them severely to
- cause them to transform. Once it transforms, use the material it's weak to to hurt it. Nothing else will do much
- damage. Try to get it to bite/sting you and BAM, you're a werebeast. Get used to traveling w/o travel mode as
- you can shift and lose all your gear while using travel mode. While it comes at a high price the ability to
- regenerate severed limbs and nerves can be very powerful. You also gain the ability to shift at will, and
- werebeast human forms are insanely strong. Just don't get hit by the material you're weak to, because it WILL
- kill you.
- -------------------------------------
- 3. My Adventurer just died, now what?
- -------------------------------------
- Well since you were a good anon, you know the region and approximately what tile you died in. You're going to
- roll up a new character, make a beeline to your old home, gear up, possibly do a Training Montage, then go
- recover your old corpse and stash it as well as all its gear in a floor of your home you'll use as the
- "Catacombs" If you're having trouble finding it, save and quit DF, copy & paste the DF folder, go into the copy,
- retire, go into legends, and look at the dead adventurer's entry. (You write down names right?) That'll give you
- the region name of where it died. Then go back to the original, use the (Q)uests menu to look for the region,
- then travel there and look around continually checking what region you are in to make sure you're in the right
- place.
- Alternatively you can just restart.
- -------------
- Appendix
- -------------
- -Age of Legends is generally the best for maximum fun.
- -------------------------------------------
- a. What _____ Age means. (Taken from the Wiki)
- -------------------------------------------
- Known Ages
- Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game
- descriptions.
- Age of Myth, Age of Legends, Age of Heroes
- In previous versions, those three were the most common. Since the first .31 update, changes in underlying
- parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. The
- progression from Myth to Legends to Heroes is conditional upon the percentage death of megabeasts in a given
- world during generation. Slaying Megabeasts that visit you in Fortress Mode is known to trigger change of Age.
- When there are very few Megabeasts/Demons left, breaking into a very bad place can also trigger an Age change.
- The Age of Myth was a time when living gods and mighty beasts still held sway.
- The Age of Legends was a time when powers of the world were fading.
- The Age of Heroes was a time when the last of the powers fought their final battles.
- Age of (Megabeast's/Demon's name/title)
- Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.
- The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.
- Age of (Megabeast/Demon) and (Megabeast/Demon)
- Same as above, but with two notable Megabeasts/Demons. eg: "The Age of Titan and Dragon" or "The Age of Two
- Demons"
- The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great
- powers in the world.
- Age of Three Powers
- Even better than above, three notable Megabeasts/Demons.
- The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were
- the only great powers in the world.
- Age of (Race name)
- One race becomes dominant in the world, or it's the only race left in the world. eg: "The Age of Dwarves"
- The Age of Dwarves was a time when dwarves ruled the world.
- The Golden Age
- Civilizations are expanding, and there are no wars and other things for them to worry about.
- The Golden Age was a time when various civilized races peopled the world.
- Age of Fairy Tales
- Toady One' quote from 2008 devlog:
- "I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make
- up at least 90% of the world's civilized population with the requirement that there are still a few fantasy
- creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the
- fairy tales were about people having their crap stolen."
- The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even
- doubted their existence.
- Age of Twilight
- There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.
- The Twilight Age was a time when fantastic creatures no longer lived in great numbers.
- Age of Civilization
- Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful
- creatures around.
- The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.
- Age of Death
- The Age of Death is a time when there are no civilizations left alive. It is respected in Dwarf Mode, so no
- invaders, merchants, immigrants.
- The Age of Death was a time after civilization had crumbled completely.
- Age of Emptiness
- The Age of Emptiness is a time when there are no civilized beings left alive. This is a game state that can
- be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not
- register the civilizations themselves as being extinct, so the Age of Emptiness is not respected in dwarf mode;
- things will be re-populated.
- The Age of Emptiness was a time when no civilized peoples existed in the world.
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