Dont starve wiki adnenture two world
The pain from old scars will remain constant until you can reliably replace body parts via surgery. High pain levels: Be sure to hover over each wounded character's wounds and see how high their total pain level will be.An addicted character is likely to go into withdrawal, a lengthy process which will slow or disrupt your efforts to get the colony on its feet. Addiction: Addiction is very difficult to manage in the first in-game year.Even a character with amazing traits and skills may not be your best pick if their physical or mental health is poor, because you will lack the resources needed to help them manage their conditions. Tribal starting characters have a higher chance to be malnourished, have chemical addictions, or have scars from old wounds. A crude herbal bandage is better than nothing. In an emergency, everyone needs to be able to attempt doctoring. Can't be violent: There are likely to be situations where you've only got one pawn able to stand, and they'd better be able to hold a weapon.Everyone needs to be able to refuel passive coolers in the summer and campfires in the winter. Can't do dumb labor: Everyone needs to clean.Social: Convincing captured prisoners to join forces with you, as well as bartering for resources.Crafting: Crafting weapons and clothing.Cooking: Cooking food without giving your colonists food poisoning.Mining: Obtaining metallic resources such as steel for building better equipment.Desert and Tundra have very little wood you'll need a grower with skill 6. Healroot does not grow in Tropical Swamps you'll need a grower with skill 8 to sow it. Forage amounts are determined by a colonist's Plants skill. In biomes and seasons where it's possible to do so, tribes forage at a rate of 170% while traveling. Starting a stable food supply is a high priority because you start off with very little food. Plants: Growing food crops and cutting plants.Since your tribe is slow to research many projects, you may want to start soon. Since herbal medicine has a low medical potency, the doctor needs to be skilled and have a clean room to work in.Medicine: Treating the sick and injured.
Dumb labor: Hauling, cleaning and flicking switches.Construction: Building a shelter for your tribe.Violence: Hunting for food and self-defense.But if you keep these goals in mind, it will be easier to only deviate from the plan for a character who really is worth making an exception. In practice, you may find yourself making exceptions for a really excellent character whose positive synergies balance out their negatives. However, Neolithic technologies are more labor-intensive, so you'll still want colonists who are good at more than one thing.Īll the following are suggestions to keep in mind. You can spread skills across the whole party. Since you have 5 people, each tribesperson doesn't have as much of an impact as colonists from other scenarios.