![]() Press the assigned key again to toggle this effect.ĭescend one stratum, regardless of the availability of a way down.Īscend one stratum, regardless of the availability of a way up. ![]() Gives the player a full, unobstructed view of any zone entered. Does not toggle non-tile-exclusive animations, such as flames from campfires and torches, and ambient drifting sands in the salt deserts. Toggles actively playing tile animations, will instead play tile animations a frame at a time with every turn you pass. Does not take into account tiles accessible via adjacent zones, or tiles accessible only by phasing or digging.ĭisplays the current FPS as well as the number of objects currently rendered, and the total amount of objects created. Does not display correctly in the Yd Freehold. Will stop if a hostile creature is spotted, you become hungry, or if you take damage.ĭisplays all tiles the player is able to walk to in the current zone. Walk in a specified direction until damage is taken, an impassable object is reached, or a hostile creature comes into view.Īutomatically explore the current zone- will dig through walls to fully explore the zone if digging tools are equipped. Rest until morning if no hostile creatures are nearby. This is the only use I can see for them, although Ive encountered people in the forums saying that there are coordinates or directions to relics and holy places. Rests until health is fully regenerated, or until a hostile creature comes into view. So, I know that books can be turned into the Stilt for XP, yellow books give more than white, and yellow are legible, while white are not. You will still need to force attack to damage targeted non-hostile creatures as well as walls and other occluding objects. Lets you select an ability for immediate use, or assign a key to an ability for easy access. Opens a list of your abilities, and skills, granted through mutations, cybernetics, or skill point advancement. Opens an openable object (door, chest, bookshelf, etc.) occupying the nearby tile specified. Interact with a creature or object occupying the nearby tile specified. Open a list of items available for picking up on the tile you are currently occupying. Simply looking at e n g r a v e d or p a i n t e d objects, shrines, village monuments, or even tattooed villagers can reveal village histories, sultan histories, and historical site locations. ![]() ![]() Take a look at various creatures and objects in your vicinity. Talk to creatures, interact with furniture, open doors, or pick up items- the game will take a best guess at what you're wanting to do.Ĭonverse with a creature occupying the nearby tile specified. Eating one can confuse you, so make sure you know your exit path before doing so.Dynamic-use interaction button. On another note - another reason harvestry is good early on, is because you can get witchwood bark from the yellow trees to heal 1d16+24 instantly. In conclusion, as long as you buy all the vinewafers from the Joppa merchants, then are dilligent in harvesting vinewafers from the town and surrounding area, you could maybe have a 1k buffer of them by the time you hit Grit Gate depending on how much you grind or explore before getting there. With two ranks of harvestry however, you can harvest 20 vinewafers each time harvestry comes off of cooldown. If you want a bit bigger of a buffer, or are running lower str builds with lower carry weight, I'd recommend picking up at least one rank of harvestry. That alone should give you enough food to not be an immediate concern and give you a small buffer depending on your strength to carry the 5 weight corpses as food. If its corpse weighs 5-10, those are the ones I like to carry around as food. Whenever you kill something, try to eat its corpse.
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