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Adventurer mode (also called "Adventure mode" or simply "Adventure") allows you to embark on an open world roguelike adventure to explore the worlds you have generated. You create a character, or partyv0.47.01, from any race playable in that world (dwarf, human, elf, goblin, necromantic experiment, animal person, etc), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on quests to end those troubles (or get brutally murdered trying). You may venture into the wilderness to find caves, caverns, shrines, lairs, abandoned towers, other towns and settlements, and more – you can even visit your previously abandoned or retired fortresses and take all the precious items you yourself once created. You and your companions can also build campsv0.43.01, though building and crafting options are currently quite limited compared to dwarf fortress mode (without mods).

冒险者模式adventurer mode,也称“冒险模式”(或简称“冒险”),允许您踏上一场类Rogue开放世界 的冒险旅途来探索您生成的世界。从那个世界的可玩种族(如矮人人类精灵兽人、死灵实验体动物人等)中创建一个角色小队v0.47.01,然后去拜访世界的任何地区。在那里您可以了解居民们的状况,并可自愿接受任务去解决这些麻烦(或被麻烦解决)。你可以冒险进入荒野寻找山洞洞窟圣祠巢穴、废弃塔楼、其他城镇和定居点等等——你甚至可以参观你以前废弃或闲置的要塞,并拿走你曾经创造的所有珍贵物品。您和您的队友仍然可以建立营地v0.43.01,尽管在无模组情况下,与要塞模式相比,当前版本的建造和制作选项非常有限。


You can play adventure mode in any world that has a civilization with the [ALL_MAIN_POPS_CONTROLLABLE] token (which are dwarf, human, and elf). Humans inhabit cities, towns, and the occasional above-ground fortress, elves inhabit forest retreats, dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, fortresses which are built into the surface and almost always connect to the underground, and "hill dwarves" who inhabit a loose collection of mounds built into hillsides, and goblins typically live in dark fortresses and dark pits. Lastly, animal people can live with any civilization, in virtually any location. Human cities and towns, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it, but, if you have selected to "retire" the fortress, rather than abandon it, you will likely be able to encounter all the inhabitants from the year of retirement in fortress mode - however, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.





Party members can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. angels) by conquering their sites in fortress mode.


  • Dwarves can usually start with steel weapons, enter a martial trance when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human clothing and armor, but wear the same size as elves and goblins.
  • Elves have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.
  • 精灵有更高的移动速度、更敏锐的嗅觉、与野生动物间天生的友谊,但开局时带着非常弱鸡的木制武器,角色创建时有更多的武器技能限制。像矮人一样,他们穿小尺寸的衣服。
  • Humans begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.
  • 人类开局时带着铜制、青铜制或铁质武器,拥有最多的武器技能。人类的体型比其他主要物种大,这意味着人类穿不下其他文明的盔甲,但也意味着他们能在战斗中略胜一筹。
  • Intelligent Wilderness Creatures, or animal people, come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this list of creatures by adult size). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
  • 智慧野生动物,或称动物人,有不同的体型、形态和能力,因此,他们可能穿不下常见种族的盔甲(但也有例外)。他们中最大的大块头在战斗中可能非常出色,特别是穿着在玩家要塞里制作的盔甲时。一些动物可能是肉食或草食者,这会限制他们的饮食。
  • Outsiders are humans who are not part of any civilization. Playing as an outsider has some initial limitations - they possess no pre-existing relationships or cultural knowledge, such as rumors, wildlife, art, musical forms, musical instruments, clothing types, etc; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer)[Verify] skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't claim sites unless they become a member of a civilization.
  • 外来者是不属于任何文明的人类。扮演外来者有一些初始限制——他们没有预先存在的社交关系或文化知识,例如谣言野生动物艺术音乐形式乐器服装类型等,包括文化习俗,例如发型和指甲修剪。在创造过程中选择技能时,如果外来者是文明的一部分,可能会有更多(或更少)[需要验证]的选择。他们也能拥有宠物(尽管有些宠物花费的角色创建点数会超过可用点数),以及由大多数可用金属制成的武器和盔甲,包括一些你不能正常使用的。但是,他们将无法使用任何其他物品,包括非常重要的背包水袋。请注意,除非他们成为文明的成员,否则外来者不能宣称主权
  • Goblins and Experiments, that have joined one of the playable civilizations, will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves; while experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood.
  • 兽人实验体若加入了一个可游玩文明后也可以被选择。兽人不用吃喝,穿与矮人和精灵同尺寸的盔甲或衣服。实验体则有不同的体型和细节。他们所加入的文明的主要种族将决定他们角色创建时可用的设备;例如,如果他们加入了矮人,或许就可以使用钢器;但如果他们加入了精灵,就只有木制品。


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


  • 农民: 15属性点, 35技能点, 55装备点
  • 英雄: 35属性点, 95技能点, 255装备点
  • 半神: 105属性点, 161技能点, 1255装备点

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



See this page for more info about adventurer mode starting attributes, or this page for full info about attributes

A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.



  • Strength: Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
  • 力量:提高近战攻击伤害、伤害抗性和阻碍限制。增加腿部力量到运动速度,但增加肌肉层质量会降低速度。
  • Agility: Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
  • 敏捷:提高移动速度、攻击速度和潜在攻击率。所有的战斗技能,尤其是防御技能,都依赖于它。
  • Toughness: Reduces physical damage inflicted on you, and also relates to defensive combat skills.
  • 坚韧:减少对你造成的物理伤害,也与防御性战斗技能有关。
  • Endurance: Reduces the rate at which the adventurer becomes exhausted - exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and unconsciousness.
  • 耐力:降低冒险者精疲力竭的速度——精疲力竭会逐渐削弱身体技能和运动速度,直至无法动弹和失去知觉。
  • Recuperation: Increases the rate of wound healing.
  • 康复力:提高伤口愈合速度。
  • Disease Resistance: Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
  • 免疫力:降低感染综合症(包括感染)的风险和活动时的负面影响(包括酒精引起的。)


Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see a list of skills organized by attributes.


  • Analytical Ability: Useful for Tracker, Knapping and Student.
  • 分析能力:对追踪者、碎石者和学生非常有用。
  • Focus: Affects Archer, Ambusher, Observer.
  • 专注:影响弓手、伏击者和观察者。
  • Willpower: Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
  • 意志:影响战士,拐杖行者和游泳者。意志力有助于抵抗状态疾病的负面影响,如疼痛、眩晕、无意识以及所有的疲劳状态和食物/饮料/睡眠剥夺状态。
  • Creativity: This influences quality of poems, songs, and dances and crafts.
  • 创造力: 这影响诗、歌、舞蹈和工艺。
  • Intuition: Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
  • 直觉:帮助观察者,这有助于发现隐藏的敌人和伏击,并确定对手的攻击。
  • Linguistic Ability: Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
  • 语言能力:影响读写能力,提升与听众和读者交流想法和感受的能力。
  • Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
  • 空间感:很重要。影响战斗、埋伏、拐杖行走、游泳、观察和碎石。
  • Musicality: Influences the adventurer's ability to perform music and song well.
  • 乐感:影响演奏和演唱。
  • Kinesthetic Sense: Affects most combat skills, crutch-walking, swimming and dancing.
  • 运动感:影响大多数战斗技能、拐杖行走、游泳和跳舞。
  • Empathy: Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
  • 移情能力:影响社交技能,如劝说、奉承、意图判断以其他可能不适用于冒险模式的社交技能。
  • Social Awareness: Increases the number of followers you can have at a given fame level.
  • 社会意识:,增加您在某一个声望等级下可以拥有的追随者数量。
  • Memory: Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes.
  • 记忆力:增加在开始覆盖之前可以记住的本地区域信息量。在要塞和地下迷宫中很重要。
  • 耐心:决定了一个生物对他人的负面对话(例如侮辱或忽视)的容忍程度或时间。


See this page for more info about adventurer mode starting skills, or this and this pages for full info about skills.

Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).


This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see Combat skill.



Includes Axeman, Bowman, Crossbowman, Hammerman, Knife User, Lasher, Maceman, Pikeman, Spearman and Swordsman.


Each skill enables the character to use the appropriate weapon more effectively.


Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.


Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.



Includes Fighter and Archer.


These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.



Including Shield User, Armor User and Dodger, these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.



Including Wrestler, Striker, Kicker, Biter, Thrower and Miscellaneous object user.


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



Includes Observer, Swimmer, Ambusher, Climber, Tracker and Crutch-walker.


Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.



Includes Knapper, Bone carver, Writer, Carpenter, Persuader, Judge of intent, Flatterer, Musician, Speaker, Poet, Singer, Dancer, Stringed instrumentalist, Wind Instrumentalist, Percussionist, Keyboardist, Reader (a Novice level of Reading is required in order to become a necromancer), Butcher and Wordsmith.



All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate goals, as well as their tolerance for stimuli like combat, trauma, and death.




Common UI concepts


本站上的许多文档都会采用键盘符号(如 t)来展示执行一项操作所需按下的键。注意,键入的字符是区分大小写的。为了节省篇幅,Shift + t 会被缩写为 T。所以 t 的意思就是指“在不按下 Shift 键的情况下按下 t 键”,而 T 则是指“同时按下 Shift 键与 t键”。同一字母的大写键与小写键几乎总是对应于不同的功能,故应当确保按下正确的键。一连串的键盘操作将由短划线连接起来,比如 a - b - C 就表示“先按下 a 键,再按下 b 键,然后按住 Shift 后再按下 c 键”。


Esc 返回之前的画面/菜单
- + 备用的菜单激活项切换键
Enter 选择菜单项

一般情况下您会使用方向键 Enter 键在菜单中进行选择,但有些情况下您则需要备用的切换键(-+)。一般来说,如果菜单中方向键不起作用了,就请试试 - / +

Esc 键总是使您切换回之前的画面,直到您返回到用户界面的最开头一层为止,此时所显示的是选项菜单。

在 Steam 版游戏当中,您可以直接使用鼠标选择菜单项。


You can move around using 8 2 4 6 7 9 1 3 or . Use Shift + < or Shift+5 (num lock off) to ascend up the stairs and Shift+> or Ctrl+5 (num lock off) to descend. You can also fast travel - press T to enter fast travel mode and d to exit it. Entering fast travel mode will allow you to move large distances in a single keypress - of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.

8 2 4 6 7 9 1 3 来移动。按Shift + <Shift+5数字锁定关闭时)爬上楼梯,按Shift+>Ctrl+5(数字锁定关闭时)下楼梯。按T进入快速旅行fast travel mode模式,按d退出。进入快速旅行模式允许您只需按一次按键就能进行远距离移动——当然,时间也会以相同的速率快速流逝,并且您的快速旅行也可能会被中途打断(伏击)。


l 检视周围
空格 旧/清空消息
a 浏览公告
z 状态


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


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



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



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



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

Esc并选中保存游戏Save Game来保存您的进度。您可以稍后通过主界面的继续游戏Continue Playing选项回到您的冒险旅途。


u 和建筑、家具或机械互动
L 非常仔细地搜索附近的区域

The u key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. L will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.



i 显示装备
d 丢掉物品
g 获得(捡起)地上的一个物品
p 把一个物品放入容器
r 从您身上或容器中移除一件物品
w 穿上一个物品
I 与物体高级交互(解下武器、填充水袋等)
q 收起武器和盾(在执行攀爬或抓取等任务时用以腾出双手)

Press i to display a list of what you are currently carrying. Press - + * / to scroll through the list - it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.


You can drop items out of your inventory, as well as get items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press - + * / to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands - this often means that you have to use q to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.

Items can be placed into containers with p and removed with r or be worn using w and removed using r (the same command used for removing from containers).

There is no command for wielding items such as weapons in specific hands. Instead, they are automatically equipped when you either get them from the ground or remove them from your backpack - provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground - you can remove any number of items from your backpack and equip them all in the same hand.)

The q key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.



You can see the current date (D), temperature (P) and time and weather (W). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night.



Z 睡觉

Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep.


As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).



e 吃喝东西

To find water, you must find a river or stream, or a well in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.



8 2 4 6 7 9 1 3 / 攻击邻近的敌对生物
5 攻击同一图块上的敌对生物
A 攻击邻近的生物
f 射出投掷物
t 投掷一个物品
j 跳跃
C 打开战斗偏好面板

Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.

Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing A. (Attacking some creatures will require confirmation, given using alt+y. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)

With a ranged weapon equipped (bow, crossbow, etc.) press the f key to fire it. Similarly, use the t key to throw any object in your inventory. Just like looking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.

Jumping at an enemy with j can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.


During gameplay (not in fast travel mode), you can press C to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense.




You can talk with people - to begin a conversation or performance, press k, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use - and + to select who you want to talk to. Aside from individuals, you can also Shout out to everybody, which will have you talking with everyone in earshot, or you can talk to your deity, or even Begin Performance which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.

(Note that you can press Esc to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing Esc is useful if you need to double-check something before talking.)



Personal finance

In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at depots in dwarven fortresses, brokers. Once you're inside of a shop and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use k to Trade with them. Use Enter to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press t to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on try, because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.

You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as "theft" in legends or rumors, but if the item isn't marked as for sale, nobody cares). It is punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site and move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.

Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.

Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase large gems at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them - some gems, such as jades or pyrite are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.

If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by wrestling, grabbing an item with either of your hands, and Interacting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can Sneak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around DFHack, setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.

Quest log

Q Open quest log
Esc Exit quest log
e p a s r b Access various lists
m Switch between the world map and additional info
z Center cursor on location of selected list item, if known
c Center cursor on your location
l Toggle the visibility of the line between you and some other point on the map.
f 筛选列表内容
+ - * / Navigate the list

The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The m key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.

There are various kinds of lists you can check on the quest log:

  • Events — A list of events that are happening or have happened. Formatting of the list is (type)/(description). You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.
  • People — A list of people you know. At the start of the game, this list will contain people in your site.
  • Sites — A list of various sites around the world.
  • Groups — A list of groups you know of and your relation to them. Note that you have to press e when you're on the events list in order to reach this list, requiring you to press e at most twice.
  • Agreements - Your various agreements; this includes tasks given to you by your lord (if a hearthperson), and why people are traveling with you and the history of your agreements.
  • Regions — A list of regions. The additional information will list the biomes a region possesses.
  • Bestiary — A list of creatures, their characteristics, and where you could find them.


x 执行动作(屠宰、制造……)

Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press x. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.


Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.



b 建立聚落与建造

Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like towns. Building currently needs wooden logs, obviously acquired by chopping down trees. With a non-wooden axe in hand, hitting g while next to a tree allows you to chop it down. Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete. In building mode, the site can have a Name assigned to it. Use zones to assign functions to rooms in the site such as main hall, library, temple, etc - a site must have a name and at least one zone to become functional.


If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site.


In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in legends mode, or, if you prefer, Legends Viewer. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to avoid retiring in a region of the world where people constantly mention armies on the march). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.


  • 知名游戏 Minecraft 的灵感来自于冒险模式。