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/rlg/ Dwarf Fortress Adventure Mode Guide Mk2

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  1. /rlg/ Dwarf Fortress Adventure Mode Guide Mk2: Electric Boogaloo
  2.  
  3. DF Version: 34.11
  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.
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