http://dwarffortresswiki.org/api.php?action=feedcontributions&user=35.191.2.4&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T12:26:44ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Porcupine_man&diff=252603Porcupine man2020-04-30T16:13:49Z<p>35.191.2.4: Undo revision 252602 by 130.211.1.73 (talk)</p>
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<div>{{Quality|Fine|14:11, 18 May 2015 (UTC)}}<br />
{{Creaturelookup/0}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
[[File:porcupine_man.jpg|thumb|250px|center|Not the huggable type.]]<br />
<br />
{{gamedata}}<br />
{{Creatures}}</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Nightmare&diff=250915Nightmare2020-02-27T17:15:39Z<p>35.191.2.4: </p>
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<div>{{av}}<br />
<br />
{{new in|0.47.01}}<br />
{{stub}}<br />
<br />
'''Nightmares''' {{Tile|Ñ|0:1}} are procedurally-generated [[night creature]]s summoned by [[necromancer]]s and [[demon]]s{{Verify}} to fight in battles.<br />
They are larger than [[dwarf|your]] [[human|standard]] [[elf|humanoids]], but smaller than [[titan]]s and [[forgotten beast]]s. They are short-lived and neutral to creatures with [[NO_FEAR]].<br />
<br />
{{Creatures}}<br />
[[ru:Nightmare]]</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Melt_item&diff=247906Melt item2019-11-04T21:04:19Z<p>35.191.2.4: </p>
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<div>{{Quality|Superior|23:44, 17 May 2015 (UTC)}}<br />
{{av}}<br />
You can '''melt''' items at a [[smelter]], using the [[furnace operator]] labor, to recover some of the [[metal]] they were made of. [[Decoration]]s in a different metal are not recovered or considered; the metal recovered is the specific metal that basic item was listed as being made from. The % return is predictable and consistent for each item type, and ranges from 10%-150%, depending on the item. Higher skill levels in furnace operator speed up the process, but have no effect on the % return.<br />
<br />
Items that yield more than 100% can be used to increase the amount of a metal you have available by producing those items and then melting them down again as many times as required. This is generally considered to be an [[Exploit#Infinite_Adamantine_.2F_Metals|exploit]] of an error in the game mechanics. However, using a dwarf with a high skill level to make the items will result in him throwing severe tantrums when you start melting all his ☼masterwork☼ items, so you will need to utilize low-skill metalworkers and make sure their skill levels don't get too high to avoid masterwork items, or you will have tantrum spirals, fistfights, and/or lots of <s>useless junk</s> valuable trade goods lying around. (A [[workshop profile]] on the forge can be used to restrict production to dwarves below a certain skill level.)<br />
<br />
<br />
Recovered metal is measured in 1/10th's, and 1/10ths of bars of each metal are saved at the smelter where the item was melted. Fractional bars are not "shared" between smelters, nor do they exist as usable objects as is. When 10/10ths of a type of metal are accumulated at the same smelter, 1 bar of that metal is produced. If the smelter is torn down or destroyed, all fractions are lost.<br />
<br />
:''Example:'' If two items of the same metal worth .4 bars each are melted at the same smelter, that smelter has .8 bars worth waiting in it. <br />
:If a similar item of a ''different'' metal is then melted there, that smelter would have .8 bars of the first metal and .4 bars of the second. <br />
:If a similar item of the first metal is then melted at a ''different'' smelter, that smelter will have .4 of that metal, and have no connection to the fractions in the first smelter. <br />
:If (finally!), a 3rd, similar item of the first metal is melted at the first smelter, adding another 4/10ths, and giving a total of 12/10ths of that type of metal, 1 bar of that metal is produced, and 2/10th's are waiting (plus the 4/10 of the second metal, also waiting).<br />
<br />
It makes sense to designate one smelter as "melting" smelter (or for one metal type), to guarantee that fractions will add up effectively. This becomes less important as you accumulate more bars of a particular metal.<br />
<br />
==Designating items to melt==<br />
You can designate metal items for melting from any interface that allows you to view the object's description screen, such as from the [[Stocks]] page or the Loo{{k|k}} interface. <br />
<br />
To bring up an individual object description screen when the object is:<br />
:* On the '''ground''': Type {{k|k}}, scroll to the object, select it from the list, and type {{k|Enter}}.<br />
:* In a '''workshop''': Type {{k|t}}, highlight the workshop, select the object from the list, and type {{k|Enter}}.<br />
:* '''Held''' by a dwarf: Type {{k|v}}, highlight the dwarf, type {{k|i}} to show his inventory, select the object from the list, and type {{k|Enter}}.<br />
:* Inside another object: Display the container's object description screen, navigate to the specific object you wish to see, and type {{k|Enter}}.<br />
:* In the '''stocks''' menu: Type {{k|z}}, hit right-direction a few times to select "stocks" and press return. Scroll to the type of object you wish to melt, type {{k|Tab}} to show individual items (You have to have an exact number or this won't work. See [[Bookkeeper]] for how to get this), scroll to the specific object, and type {{k|v}} to view.<br />
<br />
To designate the item, simply type {{k|m}} to mark the object for melting. If the item is designated for melting and [[forbidden]] then the item will '''not''' be melted.<br />
<br />
However, this only marks which items you want to be melted - you still have to place the job-order in a smelter...<br />
<br />
==Melting the items==<br />
Items designated to be melted will be left alone until you queue a "Melt a metal object" job {{k|o}} at a [[Smelter]]. Melting down an object requires the [[Furnace operator]] labor (and consumes a unit of [[fuel]] for a non-magma smelter).<br />
<br />
The job gives the same experience to the [[furnace operator]] skill regardless of % yield of the item melted.<br />
<br />
If there are items in a container that you are melting, the items will be placed inside the smelter when the container is destroyed.<br />
<br />
==Yield==<br />
Testing is incomplete, but preliminary results show a yield of 0.3 bars times the object's material size for anything that has a material size, or 1 bar for most furniture (regardless of size).<br />
<br />
Note that the Efficiency column is only accurate for ordinary metals - when using [[adamantine]], the number of wafers required comes from the "Material size" column instead of "Bars to make", so if that number is larger, the efficiency will be reduced accordingly.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
! Item !! Material size !! Bars to make !! Bars returned !! Efficiency<br />
|-<br />
! colspan="5"|[[weapon|Weapons]] (made by Weaponsmith)<br />
|-<br />
| Crossbow || 3 || 1 || 0.9 || 90%<br />
|-<br />
| Mace || 3 || 1 || 0.9 || 90%<br />
|-<br />
| Spear || 3 || 1 || 0.9 || 90%<br />
|-<br />
| Short sword || 3 || 1 || 0.9 || 90%<br />
|-<br />
| War hammer || 3 || 1 || 0.9 || 90%<br />
|-<br />
| Battle axe || 4 || 1 || 1.2 || '''120%'''<br />
|-<br />
| Pick || 4 || 1 || 1.2 || '''120%'''<br />
|-<br />
| Ammo (stack of 25) || (1) || 1 || 0.3{{verify}} || 30%<br />
|-<br />
| Ammo (stack of 1) || (1) || 1/25 || 0.1{{verify}} || '''''250%'''''<br />
|-<br />
! colspan="5"|Siege Equipment (Weaponsmith)<br />
|-<br />
| Ballista arrow || (4) || 3 || 0.5 || 17%<br />
|-<br />
| Ballista arrow head || (4) || 3 || 0.5 || 17%<br />
|-<br />
! colspan="5"|[[trap_component|Trap Components]] (Weaponsmith)<br />
|-<br />
| Giant Axe Blade|| 5 || 1 || 1.5 || '''''150%'''''<br />
|-<br />
| Enormous Corkscrew|| 5 || 1 || 1.5 || '''''150%'''''<br />
|-<br />
| Spiked Ball|| 4 || 1 || 1.2 || '''120%'''<br />
|-<br />
| Large Serrated Disc|| 4 || 1 || 1.2 || '''120%'''<br />
|-<br />
| Menacing Spike|| 5 || 1 || 1.5 || '''''150%'''''<br />
|-<br />
! colspan="5"|[[trap_component|Trap Components]] (Mechanic)<br />
|-<br />
| Mechanisms || (3) || 1 || 0.5 || 50%<br />
|-<br />
! colspan="5"|[[Armor]] (Armorsmith)<br />
|-<br />
| Cap || 1 || 1 || 0.3 || 30%<br />
|-<br />
| Helm || 2 || 1 || 0.6 || 60%<br />
|-<br />
| Gauntlet || 2 || 0.5 || 0.6 || '''120%'''<br />
|-<br />
| Leggings || 5 || 1 || 1.5 || '''''150%'''''<br />
|-<br />
| Greaves || 6 || 2 || 1.8 || 90%<br />
|-<br />
| Low boot || 1 || 0.5 || 0.3 || 60%<br />
|-<br />
| High boot || 2 || 0.5 || 0.6 || '''120%'''<br />
|-<br />
| Buckler || 2 || 1 || 0.6 || 60%<br />
|-<br />
| Shield || 4 || 1 || 1.2 || '''120%'''<br />
|-<br />
| Mail shirt || 6 || 2 || 1.8 || 90%<br />
|-<br />
| Breastplate || 9 || 3 || 2.7 || 90%<br />
|-<br />
! colspan="5"|[[tool|Tools]] (Metalcrafter)<br />
|-<br />
| Nest box || 1 || 1 || 0.3 || 30%<br />
|-<br />
| Jug || 1 || 1 || 0.3 || 30%<br />
|-<br />
| Pot || 1 || 1 || 0.3 || 30%<br />
|-<br />
| Hive || 1 || 1 || 0.3 || 30%<br />
|-<br />
| Minecart || 6 || 2 || 1.8 || 90%<br />
|-<br />
| Wheelbarrow || 6 || 2 || 1.8 || 90%<br />
|-<br />
! colspan="5"|[[Furniture]] (Blacksmith / Metalsmith)<br />
|-<br />
| Anvil || (9) || 3 || 1 || 33%<br />
|-<br />
| Armor stand || (9) || 3 || 1 || 33%<br />
|-<br />
| Barrel || (9) || 3 || 1 || 33%<br />
|-<br />
| Bin || (9) || 3 || 1 || 33%<br />
|-<br />
| Blocks || (4) || 1 || 0.5 || 50%<br />
|-<br />
| Bucket || (3) || 1 || 1 || '''100%'''<br />
|-<br />
| Cabinet || (9) || 3 || 1 || 33%<br />
|-<br />
| Cage || (6) || 3 || 1 || 33%<br />
|-<br />
| Chair || (9) || 3 || 1 || 33%<br />
|-<br />
| Chest || (9) || 3 || 1 || 33%<br />
|-<br />
| Coffin || (9) || 3 || 1 || 33%<br />
|-<br />
| Crutch || (3) || 3 || 0.5 || 17%<br />
|-<br />
| Door || (9) || 3 || 1 || 33%<br />
|-<br />
| Floodgate || (9) || 3 || 1 || 33%<br />
|-<br />
| Grate || (9) || 3 || 1 || 33%<br />
|-<br />
| Hatch cover || (9) || 3 || 1 || 33%<br />
|-<br />
| Pipe section || (9) || 3 || 1 || 33%<br />
|-<br />
| Splint || (2) || 3 || 0.5 || 17%<br />
|-<br />
| Statue || (9) || 3 || 1 || 33%<br />
|-<br />
| Table || (9) || 3 || 1 || 33%<br />
|-<br />
| Traction bench || (9) || 3 || 1 || 33%<br />
|-<br />
| Weapon rack || (9) || 3 || 1 || 33%<br />
|-<br />
! colspan="5"|[[Furniture]] (Metalcrafter)<br />
|-<br />
| Chain || (4) || 1 || 1 || '''100%'''<br />
|-<br />
! colspan="5"|[[Furniture]] (Trapper)<br />
|-<br />
| Animal trap || (3) || 1 || 1 || '''100%'''<br />
|-<br />
! colspan="5"|Other objects (Metalcrafter)<br />
|-<br />
| Amulet || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%<br />
|-<br />
| Bracelet || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%<br />
|-<br />
| Coins (stack of 500) || (1) || 1 || 1.1 || '''''110%'''''<br />
|-<br />
| Coins (stack of 1) || (1) || 1/500 || 0.1 || '''''5000%'''''<br />
|-<br />
| Crown || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%<br />
|-<br />
| Earring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%<br />
|-<br />
| Flask || (1/3) || 1/3 || 0.2 || 60%<br />
|-<br />
| Figurine || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%<br />
|-<br />
| Goblet || (1/3) || 1/3 || 0.2 || 60%<br />
|-<br />
| Instrument || (1) || 1 || 1 || '''100%'''<br />
|-<br />
| Toy || (1) || 1 || 0.2{{verify}} || 20%<br />
|-<br />
| Ring || (1/3 to 1) || 1/3 to 1 || 0.1 || 10% to 30%<br />
|-<br />
| Scepter || (1/3 to 1) || 1/3 to 1 || 0.2 || 20% to 60%<br />
|}<br />
<br />
All melting yields for items ''not'' specified in the raws (weapons, armor, tools, etc.) are hardcoded.<br />
<br />
Metal bars are able to be melted and remade into half a bar at a smelter. (Melt 1 tin bar, return as 0.5 tin bar + experience.)<br />
<br />
==Bugs==<br />
*A number of items produce more metal when melted than they cost to produce.{{bug|6027}}<br />
*Designating items to be melted from the [[stocks]] screen can cause a crash.{{bug|6431}}<br />
<br />
{{Category|Jobs}}<br />
{{Category|Items}}<br />
[[ru:Melt item]]</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Channel&diff=247899Channel2019-11-03T23:17:09Z<p>35.191.2.4: added correct info. Dwarves only channel about 5 z levels</p>
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<div>{{av}}{{Quality|Exceptional|10:51, 16 June 2010 (UTC)}}<br />
A '''channel''' is a hole dug in the ground or wall which will mine out the [[z-level]] below too. The [[designations menu]] can be accessed by {{K|d}} and provides the means to designate tiles for the dwarves to channel with the submenu {{K|h}}. You can use long channels to act as [[moat]]s, to move liquids such as [[water]] and [[magma]] from one point to another, and other creative purposes. With this option it is possible to either select floor tiles or wall (solid or "full") tiles. When channeled out, the floor (as well as a wall if it exists) on your layer will be removed and the tile on the layer below will be [[mine]]d out. Creating a channel could be described as "strip mining".<br />
<br />
In layman's terms: mining an area will carve out a tunnel in the rock to crawl through, whereas channelling an area will also remove the bottom of that tunnel and make a second tunnel one level below, creating a [http://en.wikipedia.org/wiki/Trench trench] of sorts.<br />
<br />
Digging a channel creates a [[ramp]] on the level below (indicated by {{Raw Tile|▼|#FFFFFF|#000000}} on the current level). It can be removed with {{K-|d|z}}. Channels dug above a dug-out area will not create ramps.<br />
<br />
A miner can channel straight down for 5 z levels. This ''will'' happen even if you don't intend it - the dwarf will walk down into the channel he's just made, and dig the next channel down, seemingly in preference to digging a tunnel to access that next channel from the side as perhaps you'd intended. As there is (usually) no surface adjacent to the channel, the dwarf stands atop it and digs under his feet. This can get your elevator shaft dug in a hurry, with the dwarf emerging at the bottom atop an absurdly large pile of stones. (Pity they haven't invented the elevator...). However, the miner can become seriously injured if the shaft intersects a [[cavern]] or another open area underground.<br />
<br />
Note that, if you designate a large area for channeling, most ramps in the middle will be automatically removed while the ramps at the edges will remain to be removed manually. This allows you to very quickly build large artificial lakes.<br />
<br />
----<br />
<br />
Some notes on dealing with channels:<br />
<br />
'''Removing ramps''':<br />
[[Image:Rampremoval.png|thumb|154px|Support and floor collapse removing a ramp (cross section). Not shown: clouds of lethal dust and a hole punched through to your dining area]]<br />
<br />
:If you want a channel with no exits at all, then you will have difficulty, as dwarves will only be able to remove the exit stairs/ramps from inside the channel. The easy option is to wall off a separate exit area. <br />
<br />
:If this offends your aesthetic sense and you are willing to go to the effort, there is another solution: Make a constructed ramp to get your miners out, then collapse a tile of constructed floor to reduce the ramp to rubble (which you can then hide). <br />
<br />
:Another way to create a channel with no exit is to use a staircase in the center of the moat not adjacent to the edge but accessible by a floor tile or a bridge. Remove, raise or accordingly retract it after your last miner has left. <br />
<br />
:Most types of constructed stairs or ramps can also be removed, with more style, by flooding the channel with [[magma]]. If the channel is flooded (1/7) depth or less, the magma will eventually evaporate, leaving behind an empty channel.<br />
<br />
'''Preventing channel access''':<br />
[[Image:Safechannel.png|thumb|154px|The miner will not be able to access the ramp from a floor tile (cross section)]]<br />
<br />
:You will sometimes want to dig a channel without risking your dwarves entering it (e.g. [[fun]] with [[magma]]). This can be achieved if you (ab)use the ramp access rules. If the tiles adjacent to the critical channeling tile are either impassable or have empty space below, then the ramp will not be accessible after being dug, so your dwarf will remain safely on the upper level.<br />
[[Image:Unsafechannel.png|thumb|154px|A solid tile allows the miner to reach the level below (cross section)]]<br />
<br />
'''Be careful of cave-ins'''<br />
:Unsupervised channeling of large areas tends to cause cave-ins. Like a cartoon character that unthinkingly saws the branch he's sitting in, your dwarves will happily punch through the only remaining wall or floor supporting the area he's standing on. This can ''mostly'' be avoided by mining from the top down, one level at a time, but when channeling floors that have already been mined under, further micromanagement may be needed. <br />
<br />
{{Translation<br />
| dwarven = catten<br />
| elvish = teze<br />
| goblin = osnaz<br />
| human = innah<br />
}}<br />
<br />
{{category|designations}}[[ru:Channel]]</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Minecart&diff=247633Minecart2019-10-14T02:30:59Z<p>35.191.2.4: Note hotkey for ramp construction</p>
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<div>{{Quality|Masterwork|08:15, 19 May 2015 (UTC)}}<br />
{{av}}<br />
[[File:Leitnagel Hund.png|thumb|Minecarts]]<br />
A '''minecart''' is a [[tool]] intended for [[hauling]]. It can be made of [[wood]] at a [[carpenter's workshop]] or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than dwarves hauling objects by hand, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[Fun|blundering into the path of carts filled with lead ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up due to their additional [[building material|material requirements]].<br />
<br />
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five-times-greater capacity, they are only 33% larger than wheelbarrows (minecarts have a size of 4000) and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal minecarts, even when they are moving on a track.{{cite forum|109460/3289070}} However, minecarts moving fast enough or being ridden cannot be stolen.<br />
<br />
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.<br />
<br />
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.<br />
<br />
== Basic Minecart Usage ==<br />
Minecarts can be used to swiftly transport dwarves, [[flow|fluids]], and/or large amounts of items, but before you have a functional minecart, there are several preconditions that need to be met. First of all, you need an actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move, you also need to carve (with {{k|d}} {{k|T}}) or construct (with {{k|b}} {{k|C}} {{k|T}}) a track, which could be as simple as a straight line. Finally, you need to construct stops on your track (with {{k|b}} {{k|C}} {{k|S}}) where the minecart will start and stop.<br />
<br />
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the cart's movement is initiated and in which direction the cart should start moving. Carts can be either pushed (a dwarf stands at a stop and gives the cart a single push) or guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called "Push/Haul Vehicles" and is turned on by default.<br />
<br />
To control which items are to be transported, you can add conditions specifying: (1) which kind of items are to be loaded and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.<br />
<br />
===Capacity and weights ===<br />
Minecarts have a [[Size|size capacity]] of 500,000; which, as mentioned before, gives them five times the capacity of [[wheelbarrow]]s. <br />
<br />
'''Examples of the capacity of one cart'''<br />
{| class="wikitable"<br />
|-<br />
! Item<br />
! Amount<br />
|-<br />
| [[stone]]<br />
| 5<br />
|- <br />
| [[wood|log]]<br />
| 10<br />
|-<br />
| [[block]]/[[bar]]<br />
| 83<br />
|-<br />
| minecarts<br />
| 125<br />
|-<br />
| [[Kitchen|prepared meals]]<br />
| 500<br />
|-<br />
| [[Trap_component#Spiked_ball|spiked balls]]<br />
| 500<br />
|-<br />
| [[Weapon#Native_weapons|mace]]<br />
| 625<br />
|-<br />
| [[Weapon#Native_weapons|spears]]<br />
| 1250<br />
|-<br />
| [[cloth]]<br />
| 2500<br />
|}<br />
<br />
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller.{{bug|6296}} However, the load of a minecart ''does'' affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.<br />
<br />
'''Weights of different carts'''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Type of cart<br />
! Empty cart<br />
! Fully loaded (items)<br />
|-<br />
| oaken minecart <br />
| 28Γ<br />
| 378Γ (10 oak logs)<br />
|- <br />
| iron minecart<br />
| 314Γ<br />
| 1698Γ (83 marble blocks)<br />
|-<br />
|- <br />
| copper minecart<br />
| 357Γ<br />
| 1682Γ (10 obsidian boulders)<br />
|-<br />
| platinum minecart<br />
| 856Γ<br />
| 10482Γ (83 gold bars)<br />
|}<br />
<br />
<br />
The weight of a minecart is one twenty-fifth (1/25) the [[density]] of its material in Urists. Because pressure plates can be set to trigger at intervals of 50 Urists, minecarts with weights just under a multiple of 50 are ideal for switching based on whether they're full or empty. The best minecart materials for full/empty switching are as follows:<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Material !! Minecart weight !! Content weight required to trigger !! Banana roasts required to trigger (for scale)<br />
|-<br />
| [[Glumprong]] || 48 || 2 || 4<br />
|-<br />
| [[Electrum]] || 596 || 4 || 7<br />
|-<br />
| [[Nickel silver]] || 346 || 4 || 7<br />
|-<br />
| [[Brass]] || 342 || 8 || 14<br />
|-<br />
| [[Bismuth]] ([[Strange mood|moods]] only) || 391 || 9 || 15<br />
|-<br />
| [[Fine pewter]] || 291 || 9 || 15<br />
|-<br />
| [[Lay pewter]] || 291 || 9 || 15<br />
|-<br />
| [[Tin]] || 291 || 9 || 15<br />
|-<br />
| [[Trifle pewter]] || 291 || 9 || 15<br />
|}<br />
<br />
=== Creating tracks ===<br />
Minecart tracks are made up of contiguous track, tracked ramp, or bridge tiles. Track tiles and tracked ramp tiles have a direction or series of directions associated with them. These directions dictate which directions a minecart on a given tile may move from that tile. For example, a Track NE (northeast) tile allows a minecart on it to move either north or east from its present position. Therefore, if you want your minecart to move east along a straight piece of track, then return west using that same track, you would need to use EW tracks so that the cart could travel east initially, then return west over the same track. Excluding designs in which the cart will "jump" tracks via a drop or other ramp, tracks must be valid end to end to work for most looped or straight-track applications. A single east only track tile in your line of east-west tracks will cause any route using the track to fail the moment it tries to go the wrong way over that tile. Minecart tracks can be built in two ways: Engraved/carved or constructed. A given minecart track need not use engraved or constructed elements exclusively, as the two methods can be used interchangeably depending on the needs of a given section of track. The way the tracks are built is slightly different between the two, as explained below.<br />
<br />
====Simple tracks====<br />
<br />
'''Carved'''<br />
<br />
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it. Dwarves can carve corner tracks in one pass by designating the track carving twice and canceling unwanted carvings (with {{K|d}} {{K|x}}). Tracks can be engraved in any natural floor tile, rough, smooth and even over engravings, providing an easy method to remove low-quality or undesired floor engravings. Once a track has been engraved, it's important to check the track directions for each tile in the route carefully to make sure no mistakes were made by yourself or the game's track engraving logic. <br />
<br />
'''Constructed'''<br />
<br />
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips longer than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]). Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.<br />
<br />
====Ramps====<br />
<br />
'''Carved'''<br />
<br />
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)<br />
<br />
'''Constructed'''<br />
<br />
The track and ramp must be constructed together as a Track/Ramp from the construct track menu ({{K|b}} {{K|C}} {{K|T}}). When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp, underneath the section of track above it. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.<br />
<br />
'''Examples of ramps'''<br />
<br />
A simple ramp would look like this: <br />
{{diagram|spaces=yes|\<br />
z +0 z +1<br />
░░░░ ░░░░<br />
═▲o ░▼═<br />
░░░░ ░░░░<br />
o : wall<br />
}}<br />
<br />
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the "below" direction and another one to the wall of the "upward" direction. If you wanted to change direction on a ramp from east to north:<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 <br />
░░░░░ ░░░░░ <br />
░░░░░ ══╗░░ <br />
══▲░░ ░░▼░░ <br />
░░░░░ ░░░░░ <br />
}}<br />
<br />
you would need to connect the ramp on z +0 both to the west and to the north by issuing two "carve track" commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - ramps on corners behave very counter-intuitively, resulting in loss of speed when going down and diagonal movement when going up.<br />
<br />
Moving to and from ramps (or between ramps "pointing" in different directions) causes some non-trivial adjustments to speed and even moving along the tiles at a fixed speed ''unrelated to the entry/exit velocity values'', because transitions to/from ramps are processed differently and are not to be "skipped". This affects compact track/ramp combinations (such as e.g. a simple 2x2 ramp spiral) most, and combined with bouncing often makes them work not in the way one could expect. {{cite forum|144328/5705102}}<br />
<br />
{{anchor|Tracks}}<br />
<br />
=== Hauling route ===<br />
A hauling route is a list of directions describing how and under what conditions a minecart will move. The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.<br />
<br />
==== Route ====<br />
A route defines the path a minecart will take along a track, as well as under what conditions it will move or stop moving. A route is made up of stops. Stops are precisely what they sound like, a position on the track at which you want a minecart to stop. A minecart track might use as little as a single stop for a looped track, which will serve as both a starting and stopping point for the cart, or it could contain many stops, perhaps to load supplies or wait for a bridge to be manually lowered, before reaching its destination or returning to its starting point. It is important to note that you only need to place stops on a route where you actually want the cart to stop and wait for some action to occur. They are not needed to help navigate the cart along the track beyond telling it where on the track to stop.<br />
<br />
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have a {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.<br />
<br />
==== Stops ====<br />
Stops are the individual waypoints that make up a hauling route. A given stop consists of the location of a tile, as well as conditions describing when, where, and how a cart should be moved after being stopped at that tile. Stops can be created from within the {{k|h}}auling menu, by placing the cursor over a tile and hitting {{k|s}} while highlighting the route (or a stop within) you've already designated. A minecart will begin its route at the first stop created, and continue through each subsequent stop, being guided, pushed, or ridden from each stop to the next depending on the conditions specified. In many basic minecart applications, the cart will end up at the same stop it began at, though this is not always the case. It is important to note that hauling stop order is enforced, even if there is no track. A dwarf will drag the cart overland back to a skipped stop in the route's list if your tracks bypass it somehow.<br />
<br />
Once a stop has been placed, it is given a default set of conditions under which to move the minecart if it is stopped there. Each new stop gets the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. One important thing to note is that as you place additional stops, the display will show paths between the stops you have defined. However, this is '''not''' necessarily the actual route the minecart will take once the route is in operation. For example, if a route were defined with two stops at opposite ends of a track with many twists and turns, a line will be drawn directly between those stops to show the order in which they will be visited. These route lines may crisscross all over the tracks, but so long as the track is valid end to end, the cart will follow the track from one stop to the next, even across twists, turns, and z-level changes. Route stops, which are the steps that make up a route, should not be confused with physical Track Stops, described below.<br />
<br />
===== Stockpile links =====<br />
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links while defining a hauling stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}. The cart will then be filled by items present in its various linked stockpiles in preference to other items. Note that bins should be used with caution in stockpiles that are linked to minecarts. Bins cause problems when used with the "Desired Items" list in a stop's conditions. For example, if a minecart is set to accept only granite blocks, and to depart north when it is 100% full of granite blocks, it will not depart if any of those granite blocks are in bins, even if bins are also included in the desired items list. Two solutions to this problem exist as of v0.40.24. First, bins can be disallowed in stockpiles that are linked to stops. Alternatively, bins '''can''' be used in conjunction with minecarts provided that the minecart's departure conditions use only "any items" instead of "desired items." This option can be toggled in the advanced conditions menu for a stop, accessible via the {{key|C|}} key. The cart's contents can still be controlled by specifying what items are allowed in the linked stockpile.<br />
<br />
===== Departure condition =====<br />
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:<br />
# A departure mode (Guide, Ride or Push).<br />
# An initial departure direction (NSEW). Note that this defines the initial direction of movement only. Even if a track includes many turns, as long as the initial movement direction is valid the cart will follow the minecart track thereafter.<br />
# A timer, before which the departure condition cannot be met.<br />
# Conditions on the amount of items in the cart.<br />
Departure conditions are created with the {{k|n}} key. A new departure condition will read: "guide north immediately when empty of desired items". This condition can be changed between basic presets with {{k|c}}. "Advanced" mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.<br />
<br />
To have a cart only carry a specific set of items, the stop can be set to only carry "desired" items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a stockpile and set to depart once it is full of items from its linked stockpiles, regardless of type.<br />
<br />
=== Track Stops ===<br />
A Track Stop, not to be confused with a route stop, is an optional, single-tile construction which serves two purposes. First, it can be used to cancel a cart's momentum in order to slow or stop it as it passes over the Track Stop. This might be necessary if a cart were pushed down a series of ramps to its destination. Second, a Track Stop can cause a cart to automatically dump its contents as it passes over the Track Stop. Track Stops are constructed via {{k|b}} {{k|C}} {{k|S}}, and must be constructed atop an existing piece of track. If a Track Stop has been set to automatically dump a cart's contents, the cart will dump its contents in the direction indicated when it passes over the Track Stop. Depending on the friction settings chosen for the Track Stop, the cart might then stop after dumping, or it might continue on its route to another destination.<br />
<br />
Track Stops are not mandatory; in fact, their main use is in automated rail systems. However, even in basic rail systems it can be useful to set a Track Stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Dumping will occur even with a guided cart. '''Take care not to set Track Stops at a loading site to dump their contents''', or dwarves will never be able to fill the cart. It will dump any contents the moment they are loaded.<br />
<br />
Counter-intuitive to their construction method, Track Stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.<br />
* See [[#More_on_Track_stop |More on Track Stops]]<br />
<br />
=== Step-by-step tutorial ===<br />
<br />
Let's construct a simple minecart route. This route will move stone blocks from an input stockpile to an output stockpile. We'll begin by creating the stockpiles:<br />
<br />
[[File:minecart-example-1.png|Stockpiles designated.]]<br />
<br />
The input stockpile is on the left; the output stockpile is on the right. We'll be moving blocks from left to right. Disable bins in both stockpiles, and set the input stockpile to accept only from links. Then make the stockpile take from the mason's workshop where the blocks are being produced.<br />
<br />
Next, carve the track:<br />
<br />
[[File:minecart-example-2.png|Track carving designation.]]<br />
<br />
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control. Now, wait for your engravers to come along and carve the track into the stone. (Your haulers will probably also fill up the input stockpile while you wait.)<br />
<br />
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.<br />
<br />
[[File:minecart-example-3.png|Track carved.]]<br />
<br />
When the track has been carved, it will look like the above (the track will be solid instead of flashing). Now, order a track stop to be constructed next to the output stockpile:<br />
<br />
{|<br />
| [[File:minecart-example-4.png|Track stop designation.]]<br />
| [[File:minecart-example-5.png|Select dumping direction.]]<br />
|}<br />
<br />
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop. We want our blocks to be dumped into the output stockpile east of the track stop. Then wait for a mechanic to come along and build the track stop.<br />
<br />
[[File:minecart-example-6.png|Track stop constructed.]]<br />
<br />
Now we'll define the actual ''route''. This is done in the {{k|h}}auling menu. Press {{k|r}} to begin defining a route. Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:<br />
<br />
{|<br />
| [[File:minecart-example-7.png|Stop 1 designation.]]<br />
| [[File:minecart-example-8.png|Route definition, in progress.]]<br />
|}<br />
<br />
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:<br />
<br />
{|<br />
| [[File:minecart-example-9.png|Stop 2 designation.]]<br />
| [[File:minecart-example-10.png|Route definition, two stops.]]<br />
|-<br />
|<br />
| [[File:minecart-example-11.png|Stops are not defined yet.]]<br />
|}<br />
<br />
There are several user interface features to note at this point. The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them. In the lower right corner, we see what the {{DFtext|!|#ff0}} means. Also, note that the second stop is labeled in white, while the other two lines are grey. The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.<br />
<br />
Next we need to define what our stops do. We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return. Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up. By default, the stop has three conditions:<br />
<br />
[[File:minecart-example-12.png|Default stop definition.]]<br />
<br />
We don't want any of these, so press {{k|x}} three times to delete them. This leaves us with a blank stop. Now we can add the conditions we actually want. Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east. Then press {{k|c}} to change the condition from empty to full. This will instruct the minecart to be guided east when full of desired items.<br />
<br />
To set the desired items, we create a stockpile link. Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile. Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen. Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.<br />
<br />
When you've done all that, stop 1 should look like this:<br />
<br />
[[File:minecart-example-13.png|Stop 1, defined.]]<br />
<br />
Stop 2 is much simpler. All we need to do is have the minecart return to the input stop. So, make a condition and change the direction:<br />
<br />
[[File:minecart-example-14.png|Stop 2, defined.]]<br />
<br />
Finally, we just have to assign our minecart. Go back to the route definition screen, and press {{k|v}}. Select the minecart, and press {{k|Enter}}.<br />
<br />
Now we've got everything set up:<br />
<br />
[[File:minecart-example-15.png|Route, fully defined.]]<br />
<br />
The V is red because the minecart hasn't been moved onto the track yet. Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.<br />
<br />
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully. When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right. Automatic quantum dumping!<br />
<br />
=== Troubleshooting ===<br />
<br />
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu. <br />
<br />
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops <br />
<br />
:;Possible Causes:<br />
:* Game cannot find a path for ''guiding'' the cart without carrying. The game checks for haul route validity assuming the cart will be guided. This warning will be shown when the path crosses impassable tiles, requires a dwarf to carry the cart, or is not fully guidable.<br />
:** If your cart path relies upon advanced tricks like deliberate falling into pits or ignoring floor types, even a path designed entirely as you intended will still trigger the yellow warning. If the route is working as intended, you can safely ignore this warning.<br />
:* Invalid departure direction in one or more conditions for the stop. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.<br />
:* Track stop built on trackless tile. Track stops must be built on tiles where tracks already exist to be usable.<br />
:* Discontinuous track. If the route indicator seems to draw between your first and last stop, this is the cause. Make sure destinations are linked by track to both directions, and that there are no sneaky gaps in the tracks. <br />
:** ''Ramps''' are notorious for their finicky use. It is recommended to check every ramp to confirm no unintended one-way ramps remain.<br />
:** To carve a two-way track on a (natural) ramp, you must designate the ramp ''and one square beyond'' in the direction you want the track to go.<br />
:** Ramps '''must''' have a solid wall on the side opposite to the track ("behind" the ramp), or they will neither work nor be marked as "unusable". The wall can be natural or constructed.<br />
:* Discrepancies in desired/kept item configurations.<br />
<br />
'''Symptom:''' The status '''0% <span style="color:#00dd00;">V</span>''' always appears to the right of one stop. <br />
<br />
:;Possible Causes:<br />
:* Stop not set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like "Take from Stockpile #1".<br />
:* Take conditions and stockpile contents do not overlap.<br />
:* Track stop is set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping. (Alternatively, with [[DFHack]] you can modify "Dump on arrival" to "No" using the {{key|q}} menu without rebuilding the stop.)<br />
:* Minecart itself is designated to be dumped (such as when using mass-dump).<br />
<br />
'''Symptom:''' Dwarves fill the minecart properly, but will not move it thereafter.<br />
<br />
:;Possible Causes:<br />
:* Minecart contains items not listed as desired on its current stop. Check minecart contents using the {{key|k}} and {{key|z}} keys and ensure that all items in the cart are desired items.<br />
:* Minecart contain desired items ''in bins''. Minecarts seem to have problems realizing that they are in fact full of desired items if some of those items are in bins, even if bins are also among the desired items for that stop. '''This cannot be solved by adding the appropriate bins to the stop's desired items.''' Either disallow bins in stockpiles you intend to load minecarts from, or set the departure conditions to rely only on percentage of total load rather than percentage of desired items using the advanced conditions menu ({{key|C}} key).<br />
<br />
'''Symptom:''' Dwarves repeatedly attempt to load the minecart, but no items are ever loaded into it.<br />
<br />
:;Possible Causes:<br />
:* Track Stop set to dump used as a loading site. Every time a dwarf places an item into a cart resting on such a track stop, the item will be immediately dumped, causing unlimited, useless cart loading jobs. Autodumping Track Stops should never be used at a loading site.<br />
<br />
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.<br />
:* See [[#Quirks|Quirks]]<br />
<br />
=== Danger ===<br />
Minecarts are not without <strike>danger</strike> [[fun]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride (dwarves guiding minecarts will ignore traffic restrictions), as well as by [[pasture|pasturing]] domestic animals and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.<br />
<br />
The only <s>fool</s>''dwarf''-proof method is to make the tracks inaccessible. There are several ways to create a track which works for minecarts but doesn't allow creature-traversal; the simplest is perhaps building a [[statue]] on the tracks. Other options include adding single-tile holes (minecarts moving at reasonable speed will jump the gap), vertical drops, minecart-triggered doors, small pools of liquid (4/7 water or 2/7 magma), and hostile creatures overlooking the tracks. For safety, both ends of the track should be isolated, making the dangerous center sections completely inaccessible (though maintenance access can be provided by a locked door).<br />
<br />
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now."<br />
<br />
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecarts|used as weapons]] by imaginative players.<br />
<br />
== Advanced usage and automation ==<br />
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with "track" condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. <br />
<br />
=== More on Track stop === <br />
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). <br />
<br />
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate. Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Step-by-step_tutorial|step-by-step tutorial]]). It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off. <br />
<br />
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface. Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available). Items falling on top of a minecart will '''not''' fall "inside" the minecart. Use with caution; dwarves have fragile skulls.{{bug|5945}}<br />
<br />
=== Automated propulsion ===<br />
==== Roller ====<br />
{{Main|Roller}}<br />
<br />
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b|M|r}}, requiring a [[mechanic]], ''(length/4)+1'' [[mechanism]]s and a [[rope]]. Rollers may also be placed directly on ramps to help pull carts up Z levels. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length (1-10), variable-direction and variable-speed ([[Minecart#Numbers_behind_the_scene|see below]]), all traits that can be set at construction time; a roller uses two units of power per tile it is long.<br />
<br />
Single-tile rollers transfer power in all four cardinal directions, while other rollers generally only transfer power perpendicular to their activity direction. Longer rollers can also transfer power along their activity direction if built in the correct order, although this can be hard to accomplish and is easily broken. Rollers cannot be powered from above.<br />
<br />
Rollers have great acceleration and capped speed. Carts going faster than the roller are unaffected. If a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast: speed increment of 100000 allows to reverse carts from the full "highest" (50000) speed roller to full "highest" speed back, but ramps can accelerate a cart beyond this. {{cite forum|144328/5702453}}<br />
A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest. However, if the roller is placed over a track turn and pushes ''from'' the direction of that turn's track, the turn affects carts ''after'' the roller, so they will be forced into the turn rather than derailed in a diagonal direction. {{cite forum|144328/5702453}}<br />
<br />
{{diagram|spaces=yes|\<br />
tracks: full:<br />
║ ║<br />
═╗═ ═╢═<br />
║ ║ <br />
<br />
╢ : roller pushing from W to E<br />
}}<br />
If the roller is powered, carts from ''all'' directions (unless too fast) exit S, because speed imparted by the roller forces carts toward E and ''then'' into the turn.<br />
If not powered, carts from W and N exit S, carts from E and S exit W. Carts above derail speed will ignore the turn, of course.<br />
<br />
{{diagram|spaces=yes|\<br />
║ ║ <br />
═╗═ ═╟═<br />
║ ║<br />
<br />
╟ : Roller pushing from E to W<br />
}}<br />
Carts from the E or W: exit W.<br />
Carts from N: derailed diagonally, exit SW.<br />
Carts from S: derailed diagonally, exit NW.<br />
<br />
Rollers affects carts on a track - if placed on a floor or ramp without any tracks, they are ignored. Depowered rollers are also ignored, friction is determined by the tiles underneath.<br />
<br />
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks (unless you set gears toggling roller A->B off while toggling A<-B rollers on). However, a minecart set to be ''guided'' is not affected by rollers at all{{cite forum|109460/3286235}} &mdash; this allows a one-way track to be used in both directions. In addition, unpowered rollers do not affect minecarts.<br />
<br />
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers (and the machinery used to power them) will not operate when constructed on natural [[ice]] floors.<br />
<br />
<br />
==== Impulse ramps ====<br />
Carts can be given momentum without rollers or changing z-level by exploiting a design oversight in a phenomenon called "impulse ramps". A track ramp which is connected both to a wall and to a floor will ''always'' accelerate a cart towards the connected floor tile, no matter where the cart enters the tile from. This means carts can be accelerated as though dropping z-levels, even if the cart doesn't actually change z-level at all. If a track ramp faces three directions such as ╩, then two of those directions need to be facing walls for the cart to be accelerated towards the remaining direction.<br />
<br />
Example of straight impulse acceleration:<br />
<br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒ <br />
═▲▲▲▲▲▲▲▲▲▲═ ═╚╚╚╚╚╚╚╚╚╚═ <br />
▒ : Wall<br />
═ : Normal track <br />
▲/╚ : N/E Track/Ramp<br />
}}<br />
<br />
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast—more than one tile every step. If it enters from the right, then it will bounce back impulsed by the ramp if it's going slow enough.<br />
<br />
As another oddity, carts coming from ramps will in some cases "teleport" through most of the next tile. This is called the "checkpoint effect", and is explained in detail in the Physics section, below. This negates the deceleration of the next tile if it is a ramp "angled" in a different direction. You can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.<br />
<br />
Example of an impulse elevator:<br />
<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 z +2 z +3<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
░╔░░░ ░▼╚╗░ ░░▼▼░ ░░░░░<br />
░╝░░░ ░▼░░░ ░░░╔░ ░░░▼░<br />
░▼▼░░ ░░░░░ ░░░╝░ ░╚╗▼░<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
<br />
░ : Wall<br />
╔,╚,╗,╝ : Track/Ramp<br />
▼ : Down Ramp (empty space)<br />
}}<br />
<br />
Note that this impulse elevator, due to the checkpoint effect and upward curved ramp effect, will not actually result in carts traveling straight up the ramp. They will lose speed, bounce off a ramp, then be accelerated back into the spiral after a 9-turn delay on both tiles on the floor where they are stopped. This is because the checkpoint effect allows carts to travel up the ramps in a single turn, but also prevents the impulse ramps from adding acceleration unless the cart is slowed to staying on the ramp for more than one turn. Initial acceleration will carry the cart up a variable number of floors before this effect occurs, but this bouncing back and forth will occur every 5 z-levels after the first time the cart stops. When the cart ''is'' traveling upwards, it will pass every tile at a rate of one tile per turn regardless of its actual speed, due to the checkpoint effect. In tracks with only a single cart, this is negligible, but when multiple carts are on the same track (such as when you place multiple carts on a magma cart lift) this can cause collisions which derail carts or cause other unexpected or undesired behaviors.<br />
<br />
The following impulse ramp (while larger) should alleviate these problems by using a straight ramp to go upwards, preceded by an impulse ramp to exploit the checkpoint effect and negate up ramp costs. Corners still decelerate carts, so the cart will tend towards a velocity of 72k, which is derail speed. Derail speed breaks (see Controlling Speed, below) may be necessary at the top.<br />
<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 z +2 z +3<br />
░░░░░░ ░░░░░░ ░░░░░░ ░░░░░░<br />
░░░░░░ ░╔╔═░░ ░░▼▼╗░ ░░░░░░<br />
░║░░░░ ░▼░░░░ ░░░░╗░ ░░░░▼░<br />
░╚░░░░ ░▼░░░░ ░░░░║░ ░░░░▼░<br />
░╚▼▼░░ ░░░░░░ ░░░░░░ ░░═╝╝░<br />
░░░░░░ ░░░░░░ ░░░░░░ ░░░░░░<br />
<br />
░ : Wall<br />
║,═,╔,╚,╗,╝ : Track/Ramp<br />
▼ : Down Ramp (empty space)<br />
}}<br />
<br />
Also, if you want to have a cart following a below-derail speed, the following track works well:<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 z +2 z +3<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
░░░░░ ░══░░ ░▼▼║░ ░░░▼░<br />
░║░░░ ░▼░░░ ░░░║░ ░░░▼░<br />
░║▼▼░ ░▼░░░ ░░░░░ ░░══░<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
<br />
░ : Wall<br />
║,═ : Track/Ramp<br />
▼ : Down Ramp (empty space)<br />
}}<br />
In this elevator, the cart collides with the walls in the corners, but then realigns on the ramp, picks up speed, checkpoints through the next ramp, and slams into the next wall. It is slower (10 ticks per floor) but produces reliable speeds, and will exit the impulse elevator at little more than push speeds. <br />
<br />
<br />
A sort of opposite effect to impulse ramps also exists: ramps lacking the proper "up" and "down" connections are treated as flat track, even if they actually go up or down z-levels. This allows building "anti-impulse" slopes consisting entirely of ramps only connected up, which a minecart can travel up forty levels and more, needing no more than a single push.<br />
<br />
=== Controlling traffic ===<br />
<br />
==== Switching ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
As tracks are constructions or tile features, [[door]]s and other furniture can be built on them. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be <s>dangerous</s> [[fun]], however. <br />
{{diagram|spaces=yes|\<br />
-><br />
A ════┤≡════ B<br />
┤ : roller pushing to East<br />
≡ : door<br />
}}<br />
The roller pushes the cart east, but until the "departure condition" is fulfilled, the door remains closed and blocks the path. <br />
<br />
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.<br />
<br />
A powered track switch can be constructed by building an "inverted" corner as illustrated below.<br />
{{diagram|spaces=yes|\<br />
B B<br />
║ -> ║<br />
║ ║<br />
════╚═══ ════├════<br />
A C A C<br />
├ : roller pushing to West.<br />
}}<br />
<br />
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'. The switch works by the roller first reversing the incoming cart's movement and the cart ''then'' following the track corner.<br />
<br />
This switch is very reliable, reacts instantly to on/off signals, and carts of any speed can be switched by this design, although very fast carts will require rollers that are several tiles long, up to three. The requirement for power can be inconvenient or impractical. Non-powered solutions may use controlled derailment, or a connecting bridge.<br />
{{diagram|spaces=yes|\<br />
B ╥<br />
║<br />
║<br />
╞════╝ ════╡<br />
A D C<br />
}}<br />
Here the track between A and C is not continuous. The only continuous track is A->B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).<br />
<br />
Since it depends on derailing, this switch requires a very fast cart, faster than what can be achieved with rollers alone. To gain sufficient speed, a cart must be accelerated further, usually by descending several levels or through impulse ramps. The high speed makes the cart much more dangerous and harder to control.<br />
<br />
If carts are moving too slowly to derail at the corner, a retractable bridge may be used as a connector between A and C. <br />
{{diagram|spaces=yes|\<br />
B╥<br />
║<br />
║<br />
A╞════bbb════╡C<br />
}}<br />
The bridge must overlap the corner. Bridges behave like a track crossing, allowing carts to pass in a straight line. When retracted, the corner reappears, so the carts will continue to B. Bridges take 100 steps to react to a signal, necessitating rather long "lead times" when switching tracks via bridge.<br />
<br />
As mentioned above, special care must be taken to make sure the bridge doesn't change state while the cart is passing over it. Retracting bridges will throw the cart, causing it to stop dead. Raising bridges can even crush the cart.<br />
<br />
==== Controlling Speed ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 t/st (tiles per step), '''unless''' the route in the direction of travel is blocked:<br />
<br />
Will derail at > 0.5 t/st:<br />
<br />
{{diagram|spaces=yes|\<br />
in ══╗ -> derailing<br />
║<br />
out<br />
}}<br />
<br />
Will not derail at > 0.5 t/st:<br />
{{diagram|spaces=yes|\<br />
in ══╗O<br />
║<br />
out<br />
<br />
O : wall/column.<br />
}}<br />
<br />
This behavior can be used to build a "speed limiter", that will ensure that when a minecart exits it is traveling below derail speed:<br />
{{diagram|spaces=yes|\<br />
░░░░ ░░░░░ ░░░░░<br />
in ═╔═╗░ ░╔S╗░ ░╔S╗░<br />
out ═╬═╝░ out ═╗═╝░ out ═╗═╝░<br />
░╚S╝░ ░╚═╝═ in ░╚S╝░<br />
░░░░░ ░░░░ ║░░░<br />
in<br />
░ : wall<br />
S : Track Stop (High Friction or lower)<br />
}}<br />
If the minecart is traveling below derailment speed, it will not be affected; if above, will be slowed down and checked again. Granted, you could do the same just with track turns, but it may take a lot of turns and time.<br />
<br />
Since all the derailings, bounces and ramps can impart a sideway component of speed small enough to start visible drift many tiles away (say, [[Fun|in the middle of a bridge]]), track turns have one more use: forcing the carts to move strictly along the grid directions. Carts passing a turn below derailing speed convert one component of velocity into another, thus eliminating the drift.<br />
<br />
=== Loading liquids ===<br />
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7 while standing still or moving at speeds of at most 10000. Loading fluids onto minecarts can be difficult because the added friction provided by fluids can stop a cart in a submerged tile. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough fluid to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 459Γ (water) or 999Γ (magma). An iron or steel cart filled with magma weighs 1313Γ, while an adamantine cart filled with magma weighs 1007Γ. Since you need a minecart above the liquid's level, possible arrangements may include pressure-activated sluices, rollers (with magma-safe chains for magma), pouring from above to "submerge" it briefly on the same level and drain excess away (dig deeper and leave a vaporizer, though if you could have power for rollers, may as well use a pump) and exploits with ramps (not necessarily impulse ramps, "same height" passing dip does it).<br />
The liquids can be dumped by a constructed track stop.<br />
<br />
== Quirks ==<br />
This little quirk concerns dwarf-managed minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.<br />
<br />
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.<br />
<br />
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.<br />
<br />
Dwarves can admire buildings while riding mine carts. Dwarves will not fall asleep during a ride (at least not from being drowsy). If riding on a continuous powered track loop, the dwarf will die of dehydration/starvation as they can not jump off to get sustenance.{{cite forum|109460/3377228}} Dwarves riding in submerged minecarts will gain experience in [[swimming]].{{cite forum|129889}}<br />
<br />
Tracks block wagon access to trade depots, unless they're on a ramp. [[Bridge]]s can also be used, as they function as tracks but do not block wagons.<br />
<br />
== Physics ==<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecart physics depend greatly on the departure mode set in the route stop conditions.<br />
<br />
When set to "Push" or "Ride", minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move in a straight line until they either are brought to a stop by friction or an obstacle, or until they encounter a turn. A minecart will roll straight past "blocked" ends of T-junctions or track ends, they have no power to restrict a cart's movement. The cart's behavior is largely independent of the weight of its contents (including fluids and dwarves): heavily loaded carts gain more momentum when accelerating, but this only plays a role in collisions: a heavy cart gains just as much speed and is as easy to stop as a light one. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.<br />
<br />
The difference between "Push" and "Ride" is whether the dwarf will go along with the cart or not.<br />
{{DFtext|Push}}: the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job.<br />
{{DFtext|Ride}}: the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.<br />
{{DFtext|Guide}}: minecarts seem to ignore all laws of physics. That is:<br />
*Ignore the weight of any and all items inside. Therefore:<br />
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.<br />
*Ignore working rollers.<br />
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.<br />
*Will go up ramps like nobody's business.<br />
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.<br />
<br />
Some samples with behavior:<br />
{{diagram|spaces=yes|\<br />
A <-> B A <-> C A <-> B<br />
B B B <br />
║ ║ ║ <br />
A══╝ A══╩══C A══╬╗<br />
You can only go A->B ╚╝<br />
Works when the cart Works <br />
is in Guide mode. <br />
}}<br />
In the second example above, a cart "pushed" from B will go over the junction and roll off into the unknown south.<br />
<br />
=== Numbers behind the scenes ===<br />
<br />
According to early research by '''expwnent'''{{cite forum|112831/3536975}}:<br />
<br />
The minecart has 3 variables for velocity. Velocity can be thought of as tiles per 100000 ticks, so a velocity of one hundred thousand means a cart travels one tile per tick. By going down a large number of ramps, a maximum velocity of 270,000 can be reached, which presents the limit for most practical applications. Short bursts of (much) higher speeds are possible through carefully planned collisions of high-speed carts.{{cite forum|137557/5145499}} (See [[#Perfectly Elastic Collisions|Perfectly Elastic Collisions]].)<br />
<br />
Every tick the cart adjusts sub-tile position units by the amount of their velocity, as well as adjusts velocity depending on current tile (speed is reduced by the "friction" of the tile, or accelerated if going "down" a ramp). On flat (non-ramp) tiles, the cart will move to the next tile when the sub-tile position goes 50000 away from the centre of the tile, denoted by the no-fraction integer value - tile 15 e.g. has its centre at the exact value 15 and its borders at co-ordinates 14.5 and 15.5. <br />
<br />
Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can travel about four times the distance before coming to a stop when going in a straight line, but only twice the distance along a winding track with very many corners.<br />
<br />
A push will teleport a cart to the middle of the next tile in one tick with 19990 speed (10 speed is lost due to track friction), while a roller will directly give a cart the roller's set speed (minus friction) and the cart starts accumulating distance from its standing position. When a cart leaves a ramp it will emerge after one tick at the very end of the next regular tile. <br />
<br />
Friction of tiles:<br />
{| class="wikitable"<br />
|-<br />
! Tile<br />
! Friction<br />
! Comment<br />
|-<br />
| Tracks<br />
| 10<br />
|-<br />
| Ground/Floor<br />
| 200<br />
|-<br />
| Unusable ramp<br />
| 10<br />
|-<br />
| Upwards ramp<br />
| 4910 (10+4900)<br />
|-<br />
| Downwards ramp<br />
| -4890 (10-4900)<br />
|-<br />
| Roller<br />
| ±100000 (but capped by the set speed)<br />
|-<br />
| Corner track <br />
| 10<br />
| Speed reduced by 1000 upon leaving the corner tile<br />
|-<br />
| Track stop (highest)<br />
| 50000<br />
|-<br />
| Track stop (high)<br />
| 10000<br />
|-<br />
| Track stop (medium)<br />
| 500<br />
|-<br />
| Track stop (low)<br />
| 50<br />
|-<br />
| Track stop (lowest)<br />
| 10<br />
|-<br />
| Water 1-6<br />
| Additional (WaterLevel - 1) * 100<br />
| rowspan="2" | [[#Skipping|See Skipping]]<br />
|-<br />
| Magma 1-6<br />
| Additional (WaterLevel - 1) * 500<br />
|-<br />
| Empty space<br />
| 0<br />
|}<br />
<br />
Water of depth 7/7 provides a friction of about 10000 per step. Maximum-depth magma causes at least as much friction, possibly more. This higher friction may not apply to very slow-moving carts.<br />
<br />
Impulse sources:<br />
{| class="wikitable"<br />
|-<br />
! Feature<br />
! Speed<br />
|-<br />
| Push<br />
| 20000<br />
|-<br />
| Roller lowest<br />
| 10000<br />
|-<br />
| Roller low<br />
| 20000<br />
|-<br />
| Roller medium<br />
| 30000<br />
|-<br />
| Roller high<br />
| 40000<br />
|-<br />
| Roller Highest <br />
| 50000<br />
|-<br />
|}<br />
<br />
Note, again, that nearly all of these values are applied ''per tick'', rather than ''per tile''. The exceptions are curves, which is 1k deceleration per direction change at the end of the tile, and rollers, which ''set'' the speed every tick. This makes rollers particularly useful in high-deceleration situations, such as underwater, but require that ''nearly every tile'' in such high-deceleration situations have a roller.<br />
<br />
A cart heading up a ramp can experience deceleration on multiple ticks, (and stays on the tile more ticks the slower it is going, resulting in greater deceleration,) and as such, a cart leaving a "Highest Speed" roller with 50k velocity will not be able to climb 10 consecutive straight ramps, since they are ''not'' "5k deceleration each". In fact, the first ramp not on a roller will be -15k velocity, and, depending slightly upon other factors of "remainder" x position, the second may completely cancel forward momentum, and send it rolling back down, where it will bounce off the roller repeatedly. Using rollers to power carts up ramps reliably requires rollers every other un-rollered ramp. Fortunately, rollers can be built upon ramps, themselves, which allows for rollers to only need to be built every other floor. (Exploiting the [[#Checkpoint Effect|checkpoint effect]] can allow one to bypass this requirement.)<br />
<br />
There are two important speed values which affect carts' behaviour:<br />
<br />
"Derailing" can happen when a cart moves at speeds in excess of 50000 - carts will ignore track corners unless forced to obey them by walls or other obstacles blocking the straight path.<br />
<br />
The "shotgun" effect takes place when a collision changes a cart's movement speed by more than 55000: loaded carts subject to such a change eject their contents, which then keep on moving in a ballistic trajectory, in the direction and at the speed the cart had before the collision (with a small random vector added). This effect entirely rides on the amount of speed ''change'' - a speeding cart crashing into a wall can be subject to it just as well as a standing cart accelerated by a speedy cart smacking into it. It can even happen when two relatively slow-moving carts (down to speeds below 20000 in extreme cases) collide head-on.<br />
<br />
=== Sub-tile Positions and Velocity ===<br />
Carts store six values that are unique to them. Three sub-tile position values, and three velocity values. (X, Y, and Z.)<br />
<br />
Note that the Z position and velocity only matter when a cart is in flight. (See [[#Falling|Falling]] and [[#Cart Jumps|Cart Jumps]].)<br />
<br />
Each non-ramp tile is functionally composed of 100,000 individual minimal-length positions ''within'' the tile in both dimensions. When a cart has velocity, it is added or subtracted from the current position every tick, and then a friction force is applied to the cart. <br />
<br />
In essence, every sub-tile position unit is a decimal value of a tile, 0.00001 tiles, in a game that largely prefers integer values. <br />
<br />
The exact cart coordinates shown e.g. by a DFHack script must be rounded arithmetically (up or down to the nearest integer) to find the current tile: a cart in the centre of a tile will be at sub-tile zero in all directions, and it will cross into the next tile when subtile value is more than 50 000 higher or lower than the full number.<br />
<br />
When carts move beyond the borders of a tile, they physically move a tile on the map, and start at the far end of the sub-tile position the next tile. (I.E., traveling West, a cart that starts a tick 15,000 X away from the border and has an X velocity of -20,000 will move -5000 X past the adjacent border of the next tile in direction -X. It will also lose 10 velocity in that tick due to friction with the track if it is on a track, or 100 velocity if it is on regular ground, or no velocity if it is airborne.) <br />
<br />
Ramp tiles are longer, approximately 141,420{{cite forum|157627/0}} in the direction where it "slants downward", (to approximate a 45 degree slope, it is square root of two times longer,) with a centre-to-border distance of 70,710. Because of this, a cart with no velocity dropped from a hatch will land at the center of a tile, 70,710 away from the tile's borders in both directions, and will start rolling in the ramp's "downward" direction, picking up the ramp's acceleration (4890 per tick in the direction of the ramp's "downward" direction) every single tick, then moving that sub-tile amount every tick. (This results in a cart that takes 5 ticks of acceleration to leave its ramp - 6 ticks overall - and to leave the ramp with about 23k velocity, slightly more than a push.) When it enters another ramp ''facing the same direction downwards'', a cart will start at the -70710 or +70710 position, and have twice as far to travel. This means that if a cart enters a ramp from the side, it will gain twice the momentum of simply starting at the midpoint of a ramp. <br />
<br />
Note that passing from one direction of ramp to another or to flat terrain causes unintuitive behavior, "teleporting" to the end of another tile in what is called the "[[#Checkpoint Effect|checkpoint effect]]".<br />
<br />
Note, however, that all sub-tile positions are carried over from tile-to-tile. This separate tracking of velocity and position between X and Y can lead to problems with diagonal motion:<br />
<br />
{{diagram|spaces=yes|\<br />
z0 z-1<br />
▒║▒ ▒▒▒<br />
═▼═ ▒╬▒<br />
▒ ▒ ▒║▒<br />
▒ : Wall<br />
═, ║ : Track <br />
╬ : Track and Ramp<br />
}}<br />
<br />
If a cart is passing West-to-East over this setup, the valid ramp to the South will apply "Southward" acceleration to the cart (-Y velocity) as it passes through the ramp tile. Assuming it only spends two ticks in that tile, it will have gained a lasting -5k Y velocity, which will still apply motion Southward. If the cart continues travelling over straight track for another ten steps, it will have accumulated enough Southward motion to try to move a tile South, even if all tracks are facing East-West. <br />
<br />
A single tile spent on the ramp will not grant lasting southward motion, because the acceleration will be neutralised through the checkpoint effect when the cart leaves the ramp again, but the cart will be displaced about 5k sub-tiles southward, which can cause it to gain more or less speed than an undisplaced cart when meeting another south- or north-accelerating ramp.<br />
<br />
'''Non-curving tracks do not correct this motion'''. <br />
<br />
They don't "tip back over" without adjustments in the track. Any value of sideways motion on tracks larger than 990 will lead to a derailment. (Lower values will be nullified by friction before they are enough to lead to derailment, but there is currently no way to apply such a small amount of velocity.) <br />
<br />
If the tile to the South is a wall at that point, it will be considered a collision with a wall that ''halts all motion''. If the tile is open, the cart will simply leave the track and travel over the terrain beside it. In almost any circumstance, this is undesirable behavior. <br />
<br />
The only way to appropriately deal with this is to either cancel out this behavior with an equal amount of acceleration in the opposite direction, or to take a curve. <br />
<br />
Note, again, that sub-track position is saved in both directions, so when a cart approaches a curve, it will already have a shorter or longer distance past the curve when it makes the turn. <br />
<br />
Curves are applied at the end of a tile. If a cart is moving East, and approaches a North-West track corner at 30k velocity, and friction is eliminated for the purposes of a cleaner demonstration, then when it enters the tile on the western (X coordinate) border of the tile, but in a central North-South (Y) orientation (sub-tile -50k X and 0 Y due to arithmetic rounding), it will then move 30k East (+X) the next tick, and be at -20k X sub-tile position, and 0 Y sub-tile position. Next tick, it is at +10k X sub-tile position, and 0k Y sub-tile position. Two more ticks would take it to +70k X, but that's past the tile border, so it stops at 50k, turns (and thus loses 1k velocity, but translates the rest from X-velocity to Y-velocity) and travels another 20k. It is now at 0k X sub-tile position, and -20k Y sub-tile position (i.e. it's re-set from the end to the middle of the tile with respect to the X co-ordinate). Next tick, it travels at 29k velocity North, and so moves to 0k X sub-tile position, and +9k Y sub-tile position. Then in two more turns, it leaves to the North. <br />
<br />
In the case of diagonal motion due to having velocities in X and Y at the same time, it is critical which tile the cart actually tries to enter next. Only if the path into that tile is blocked by the corner branches will the cart take the corner and rewrite its velocity, otherwise it leaves the corner tile without changes to its motion. If the cart is redirected by the corner, all sideways velocity is lost, as forwards velocity ''overwrites'' sideways velocity in a curve. If, in that example in the paragraph above, the cart entered at -50k X sub-tile position with 30k X velocity, and 40k Y sub-tile position and -1k Y velocity, it would take that "curve" (or rather, redirection of velocity) on the fourth turn, while it is at 37k Y sub-tile position to start with, and then move to -53k Y sub-tile position at the end of that tick. It would then move to -26k Y sub-tile position in the following turn, and take 3 turns to clear the tile.<br />
<br />
But, most importantly, it would be centered in the X sub-tile position, and all sideways velocity is safely removed.<br />
<br />
There are two common ways to gain sideways velocity: Rollers facing perpendicular to the cart's travel path (which, as covered above, are almost always a bad idea, as it is easier to push ''against'' the travel direction of a cart into a curve, which redirects all velocity in the new direction,) and [[#Corner Ramp Derail|corner ramps]], and require a curved track to compensate for sideways velocity within a few tiles.<br />
<br />
=== Track Direction Irrelevance ===<br />
Carts that are traveling independently, (that is, not guided,) only care that tracks ''are'' on the tile, not which direction the tracks actually move. Tracks respect only curves (with two exits) and ramps. <br />
<br />
This means, for example, that the following tracks, when a (non-guided) cart travels from West-to-East, are functionally identical in effect:<br />
<br />
{{diagram|spaces=yes|\<br />
A════════════B A╬║╚╔╣╩╦╠╥╨╞╡B<br />
}}<br />
<br />
This is because so far as the cart is concerned, only valid ramps and curves with two exits where there is no exit in the path they are traveling matters. <br />
<br />
Hence, if a minecart encounters the end of the track or a T junction with no "exit" in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another track even if the tile at which it joins the new track instantly sends it around a corner.<br />
<br />
In fact, in a track designed for pushes or rides, a "║", a "╦", a "╬", and a "╥" are ''only different in appearance'', and are ignored by an unguided cart, which will continue in its current direction, regardless of the track. For any purpose but guided tracks, ''only curves and ramps matter at all''. <br />
<br />
Tracks like T-junctions, however, ''are'' respected by dwarves guiding carts, who will lift and carry carts if they cannot find a valid track to their destination, and can choose to follow any orthogonal direction at a four-way junction in much the same way as they normally pathfind. What this functionally means is that T and four-way junctions ''only guide dwarves hauling a cart, not carts, themselves''.<br />
<br />
Carts only check for curves when they are halfway through a tile. When they get there, they look to see if their path has no exit. (That is, if it is traveling East, it checks if there is an East exit.) If there is, it ignores all other track directions, and keeps traveling. If there is not, it checks to see if there are only two exits to the track, and if one of those directions was the direction it "came from". (That is, if traveling West from the East, it checks if there is a valid exit to the West, and if not, if there is an East exit and EITHER a North or South exit.) If there is not, it ignores the track anyway, and keeps on traveling as though it were still on track. <br />
<br />
If there is a curve the cart will respect, it checks for derailment. Carts derail if their speed is higher than 50k. Carts at this critical speed will then check for blockages of their forward path. If there is an obstacle to their path, which may be a wall or even furniture or buildings like a door, they will not derail and respect the curve, anyway. Derailing carts do not "[[#Cart Jumps|jump]]" unless they hit completely untracked tile or an invalid ramp, but simply ignore the layout of the tracks entirely. With invalid ramps, this means not respecting the ramp, and likely results in collision with a wall, zeroing of all velocity, and a cart that requires manual retrieval. <br />
<br />
If the cart is traveling at a speed that will not derail, or is forced to turn by a supporting wall, it will subtract 1000 from the "forwards" velocity of the cart, and redirect all forward velocity to the direction of the curve. This change in the direction of velocity ''overwrites'' any "diagonal" velocity, which can prevent diagonal velocity derailments, but any perpendicular velocity is not preserved, and is instead discarded.<br />
<br />
=== Valid and Invalid Ramps ===<br />
Ramps are functionally defined for cart purposes as being a tile which exerts an acceleration force upon its "downward slope", and which allows connection to tracks a z-level above or below. This downward slope requires a cart to have at least one track branch touching a wall tile and one ''and exactly one'' carved exit to the tile that is the "bottom" of the ramp. Ramps accelerate carts in this "downward" direction (possibly leading to [[#Corner Ramp Derail|diagonal movement]]), and the deceleration of an "uphill" ramp is actually just the acceleration being applied against the direction of a cart's movement. <br />
<br />
This is where players can find an exploit in the behavior of ramps - if there are ''two'' "downhill" exits to a ramp (such as a "T junction" on a ramp where only one exit faces a wall), then the ramp provides no acceleration ''or'' deceleration, allowing carts to travel up ramps without any loss of momentum except for the standard "flat track" deceleration, because as far as the cart is concerned, the track ''is'' flat. (A T junction is also not a curve, so the track is considered flat and straight no matter what direction the cart is traveling.) <br />
<br />
Similar effects can be achieved when there are ''no'' "downhill" exits to a ramp. This may be the case if you have, for example, an East-West track with a one-tile channel with a ramp in it. The cart will travel through the "dip" with no change in velocity. It can also be the case if you abuse the [[#Track Direction Irrelevance|Track Direction Irrelevance]], and set only exits ''up'' the ramp, and none leading ''down'' the ramp. For example, if a cart is traveling from West to East up a slope, only carving East exits on each tile of ramp will make the cart travel up the ramp, and then recognize the tile it is on as being a "flat" tile, thus ignoring any deceleration from traveling uphill. <br />
<br />
Note that this effect only reliably occurs at below-derail speeds as the cart will treat the ramp as an invitation for a ramp jump otherwise. (This almost always results in a collision with a wall that will stop forward progress.)<br />
<br />
=== Falling ===<br />
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels.{{cite devlog|2012|04|06}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.<br />
<br />
While airborne, carts do not feel the effects of friction in any horizontal direction, and will continue until they strike an obstacle. Carts that land on tracks instantly re-rail themselves regardless of track directionality. <br />
<br />
Falling carts accelerate similarly to the way that a ramp will accelerate a cart in a special z-only velocity that only applies to airborne carts. (Actually, since a tile is notionally 1.5 times as high as it is wide/long, acceleration due to gravity in freefall appears slightly ''slower'' than ramp acceleration, since it has to move the cart (or any other object) a greater distance.) Ramp acceleration, while it logically should be partially z-directional, is only recorded as x- or y-directional, and there is no translation of z-directional velocity upon landing. Landing carts zero out their vertical velocity upon landing, even when landing on ramps, although carts that had horizontal momentum while falling preserve it.<br />
<br />
This means a cart falling onto a track ramp is accelerated as if starting from the middle of the ramp - i.e. to the same speed, no matter how many Z-levels it was dropped, vertical velocity is negated. {{cite forum|144328/5701211}} As a consequence, the fall damage to passengers is also negated.<br />
<br />
Carts falling onto a floor can, however, cause damage to creatures ''one tile below the floor''. This can be used in an [[exploit]] called a "thumper", where carts are caused to repeatedly fall on a floor above an entrance to the fort, inflicting significant damage (as though it were a collision) on those below the cart.<br />
<br />
=== Cart Jumps ===<br />
Carts that cross off of "up" ramps relative to their current direction of travel, which do not have a ceiling above them, are traveling above derail speed, and do not have valid ramp track before them can translate a portion of their horizontal velocity into vertical velocity, causing a cart to be projected into the air until vertical velocity is negated and overcome by the gravitational acceleration. Because downwards acceleration is applied per-tick, this creates a reasonable facsimile of the parabolic motion of an actual object rolled up a ramp and launched with significant speed. <br />
<br />
{{diagram|spaces=yes|\<br />
z0 z0 hiding ramps z+1 A z+1 B (hidden ramp)<br />
▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒▒▒<br />
═▲▲▲▲▲══▲▒▲═ ═╚╚╚╚╚═══▒══ ▼▼▼▼▼ ▼═▼ ▼▼▼▼▼ ▼╚▼ <br />
▒ : Wall<br />
═ : track <br />
▲ : Ramp<br />
}}<br />
In this diagram, if there is no ceiling above it, the track in z+1 A will launch its carts airborne when they travel across the ramp. z+1 B (with a ramp on the tile on the hill) will not launch the cart. The cart would also not be launched with ''any'' valid ramp, even if it does not travel in an appropriate direction, such as North/South (which the cart will ignore, as it is not a curve, anyway, although it may produce acceleration that may cause diagonal movement.) <br />
<br />
Carts that are traveling at derail velocity will also start "jumping" from the track if it hits an un-tracked tile, flying over and ignoring any tracks until it is ready to land. Carts that land upon tracked tiles re-rail themselves, and clever designers use this feature to jump over curved track sections in one direction or another. (Retracting bridges over untracked tiles can cause jumps or not cause jumps depending upon the status of the bridge.) Minecart speed must be carefully regulated to ensure reliability of jump length. <br />
<br />
Hitting untracked tiles at around 70k velocity creates a vertical component to acceleration that allows for jumps of around 6 (horizontal) tiles that do not actually leave the z-level the cart is on, but which do apply z-direction velocity on the cart, as per falling.<br />
<br />
Carts that approach a downward slope at a high enough velocity will also make a jump, (or rather, ignore the ramp and fly forwards) but will not do so if the [[#Checkpoint Effect|Checkpoint Effect]] is exploited through an impulse ramp before the actual downhill as the impulse ramp "tricks" the cart into thinking it has already started going downhill. <br />
<br />
=== Skipping ===<br />
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].<br />
<br />
Skipping causes significant friction on the cart, and even a cart going at max speed from ramps can only make about 50 tiles without requiring re-acceleration. (Carts that decelerate enough that they do not trigger the skipping effect will, of course, sink.)<br />
<br />
=== Corner Ramp Derail ===<br />
<br />
Corners on upward ramps can cause diagonal movement, forcing a derail even if the cart has a wall next to it, which will force a stop when it touches a wall that forces dwarves to manually reset the cart. <br />
<br />
This is caused by the fact that a cart, after turning the bend in the track and entering e.g. a flat tile, will be subject to the checkpoint effect which applies 5k acceleration opposed to the last amount of ramp acceleration it received. Since the cart has just passed a corner, this compensatory speed adjustment now goes to the "outside" of the corner and creates enough lateral velocity to carry the cart off the track after eleven steps. (Down corner ramps do not have this problem, as the downward direction is in line with the past-corner movement direction and the checkpoint effect works on the only remaining movement vector.) <br />
<br />
There are two fixes to this problem. One is to simply not put corners on up ramps. The other is to "cancel" the lateral speed after a cart has passed the ramp, either by sending the cart through another corner or by putting a high-friction track stop on the exit tile. In the latter case, the cart will lose 10000 speed in the desired direction, but the same speed loss will apply to the undesired lateral speed, nullifying it.<br />
<br />
=== Checkpoint Effect ===<br />
The checkpoint effect, [http://www.bay12forums.com/smf/index.php?topic=144328.0 explained in depth by Larix], is an odd and highly exploitable feature of ramps where minecarts "teleport" through the next tile of track, ignoring nearly all minecart physics (except that they stop at all walls or other obstacles and only respect curves with no backing wall and invalid ramps if they are below derail speed) and passing through that tile in just a single tick, and to the very end of the next tile.<br />
<br />
This effect occurs when a cart leaves a downward ramp for any other direction of tile. (This includes ramps which accelerate in different directions, even a ramp which goes from accelerating East to accelerating North due to a bend in a chain of standard down ramps in a curve.) This allows, for example, two valid straight ramps directly next to one another with a cart dropped onto one or the other with no momentum to have the cart pick up acceleration going "down" the ramp as normal, but then flying up through the "up" ramp it travels into with no loss of momentum, as though it had come from an impulse ramp. If the two ramps had at least one space of distance between them, and then a cart were dropped in, the cart would instead "rock" back and forth between the two ramps. <br />
<br />
This seems to be because ramps have a slightly longer length than regular tiles - 141,420, rather than 100,000 distance. When this "snaps back" after a ramp, it seems to project the cart suddenly further along the track, making it jump a tile ahead even when otherwise moving at relatively low speeds.<br />
<br />
This [[bug]] is the cause of a ''wide array'' of unexpected behavior among people who do not take this bug into account. It causes derailments or failure to climb up seemingly valid impulse elevators. In general, it makes a system that behaves extremely counter-intuitively, and operates ''any time a cart encounters a valid ramp''. At the same time, when its effect is accounted for, it is highly exploitable: It causes "perpetual motion devices" using no power when two opposing ramps are placed next to one another, since the "uphill" effect of the opposing ramp is ignored, preventing deceleration.<br />
<br />
Another useful thing to note about this exploit is that carts traveling at no less than 71,000 or so speed (enough to travel half a ramp tile in a single tick) can travel through every tile in just one tick at no change in velocity as long as the tiles alternate between impulse ramp or actual down ramp and any other tile type. The cart checkpoints through the non-down-ramp tiles, and can pass through the (impulse) down ramp tiles in a single tick, before they can actually start gaining momentum. <br />
<br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒▒▒▒▒▒ ▒▒▒▒▒▒▒▒▒▒ <br />
═▲═▲═▲═▲═▲═ ═╚═╚═╚═╚═╚═ <br />
▒ : Wall<br />
═ : Normal track <br />
▲/╚ : N/E Track/Ramp<br />
}}<br />
<br />
If the cart enters from the West at less than 72,000 speed, some of those ramps will cause Eastward acceleration. <br />
<br />
This means that an impulse ramp not contiguous to other impulse ramps has a top speed of around 75k:<br />
<br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒ ▒▒▒▒▒<br />
▒╔═╗▒ ▒╔═╗▒<br />
▒╚▲╝▒ ▒╚╗╝▒<br />
▒▒▒▒▒ ▒▒▒▒▒<br />
}}<br />
This setup makes a cart that travels clockwise at a speed that fluctuates around 75k velocity. If the cart has more than 72k velocity, it fails to accelerate in the ramp, as it leaves the ramp in a single turn due to checkpointing to the halfway point. After that, the curves sap 1k velocity, and every tick saps 10 velocity. <br />
<br />
Two contiguous impulse ramps with a same-facing "downwards slope", however, do not suffer the checkpoint effect in the second tile, giving functionally triple the space to accelerate. This means it will add velocity (at the standard rate of 4.9k per tick) up to a maximum speed of 216k. <br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒▒ ▒▒▒▒▒▒<br />
▒╔══╗▒ ▒╔══╗▒<br />
▒╚▲▲╝▒ ▒╚╗╗╝▒<br />
▒▒▒▒▒▒ ▒▒▒▒▒▒<br />
}}<br />
This example results in a cart moving three times as fast as the previous cart.<br />
<br />
Three successive ramps results in the highest attainable speeds.<br />
<br />
In practical terms, this means that only consecutive ramps should be used for high acceleration, but singleton ramps can be used to have speeds that are somewhat regulated.<br />
<br />
=== Stacking ===<br />
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry. Moderation should still be exercised: carts take longer to fall into a "stacking" tile already occupied by other carts and will spend that time "hanging" in the air above the stack. This can lead to following carts striking them, which can cause all kinds of malfunctions. The extra time is two game steps for every cart already in the stack, which doesn't hurt stacks of ten carts very much but makes stacks of 100+ rather impractical.<br />
<br />
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option is safest done by shooting it away with another minecart, manual removal of a stack-supporting cart typically causes the next cart from the stack to [[fun|fall on top]] of the hauler.<br />
<br />
=== Perfectly Elastic Collisions ===<br />
Minecart collisions are perfectly elastic, meaning that not only do minecarts not take damage, but that two carts that are rolling which have frontal collisions of near-similar speed, and where one cart is no more than twice the mass of the other cart, will result in a billiard-ball-like effect of the lighter cart bouncing off the heavier cart with a proportional speed increase dependent upon the relative momentum behind the heavier cart. <br />
<br />
Using this trick with carts already at the 270,000 maximum speed from ramps can result in "supersonic" carts traveling at speeds in the millions (travelling a dozen tiles per tick), but where they are suddenly subject to 10,000 units of "terminal velocity" friction per tick. [http://www.bay12forums.com/smf/index.php?topic=137557.0 Thread with SCIENCE here].<br />
<br />
While hypothetically capable of launching a minecart into orbit when used in conjunction with a ramp, no cargo can be contained in the launched cart, as the collisions will force ejections of the cargo. Your "unwilling volunteer" [[goblin]] space pioneers will simply become paste underneath the wheels of an extreme high-speed cart.<br />
<br />
== Non-standard uses ==<br />
Minecarts include some interesting characteristics that have motivated uses beyond hauling. They can be useful for creating fully-automated [[exploit|quantum stockpiles]], [[garbage disposal]]s, [[Water_wheel#Micro_Water_Reactor|water reactors]], and [[portable drain]]s. Storing perishable goods (meat, meals, etc.) inside a minecart appears to guard against rot and vermin.<br />
Minecarts can be [[Trap_design#Minecarts|used as weapons]], or as (hopefully non-fatal) triggers to restart stalled [[healthcare]]. They can also be used to time/control game events, either using a basic [[repeater]] or much more advanced [[minecart logic]].<br />
Minecarts trigger [[pressure plate]]s, which means a trap can be designed to trigger when a thief attempts to steal a minecart.<br />
A pressure plate can be used as automatic and more precise custom "launch when full enough" system - as long as weight of your minecarts stays the same. You cannot build a hatch or roller on the same tile, so launch by bumping with another cart. {{cite forum|15096/4580050}}<br />
Dwarves riding minecarts can attack enemies within reach (which goes back to dev log). This applies to shooting, and they actually can hit targets while riding by.{{cite forum|109460/5266119}} Whether a minecart protects the rider and how it interacts with dodging is not known yet. Minecart riders can also [[Swimming#Minecart_training|train swimming]] and [[Megaprojects#Surveillance_Track|detect ambushers]].<br />
<br />
== Adventure mode ==<br />
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from forum thread {{cite forum|122903/4258212}})<br />
<br />
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.<br />
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).<br />
# You will be presented with the following options:<br />
[[File:minecart adventure mode menu.png|left]]<br />
{{clear}}<br />
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. <br />
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. However, it is currently possible to jump out of a moving minecart safely.{{bug|10104}} Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.<br />
* When the minecart is on a track, options appear to {{DFtext|Guide}} it in directions that the tracks lead. This moves the cart 1 tile in the direction it is guided. Guiding the cart is the only way to move a minecart from a maximum friction track stop (other than taking it into inventory.)<br />
<br />
Minecarts in adventure mode are not restricted by a lack of tracks. However, they are hindered by natural ramps. Attempting to go up a slope will lead up the cart slamming into the wall. The good news is you'll make it over the ramp. The bad news is you likely won't stick the landing.<br />
<br />
Note that while carts are a powerful weapon if heavy and fast enough, they have their limits, and a collision can sharply reduce the speed of a cart depending on what you hit, potentially enough to eject the rider. Trying to run over a human will send them flying, while trying to ram a dragon will not end well.<br />
<br />
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})<br />
<br />
== Forging and Melting ==<br />
* Metal minecarts cost '''two''' [[metal]] bars to forge, or '''six''' [[adamantine]] wafers. <br />
* When a non-adamantine metal minecart is melted down, it will return '''1.8''' metal bars, for an '''efficiency of 90%'''.<br />
* When an adamantine minecart is melted down, it will produce '''1.8''' wafers, for an '''efficiency of 30%'''.<br />
<br />
== See also ==<br />
* [http://www.bay12forums.com/smf/index.php?topic=109460.0 The "How Does Minecart" Thread] by '''Girlinhat''' et al.<br />
* [http://www.bay12forums.com/smf/index.php?topic=112831.0 SCIENCE: Quantifying minecart physics] by '''Snaake''' et al.<br />
* [http://www.bay12forums.com/smf/index.php?topic=129676.0 How to build a Multi-cart Ore to Magma Minecart Project without needing power] by '''WanderingKid'''.<br />
* [http://www.bay12forums.com/smf/index.php?topic=144328.0 My very own Minecart Education Thread. Ten Lessons, now complete.] by '''Larix'''.<br />
* [https://www.youtube.com/watch?v=hctG2dQzHwg Real-life railcarts/conveyor hybrid] which uses similar mechanics.<br />
<br />
== Bugs ==<br />
*A dwarf will drop her [[child|baby]], if she has one, when boarding a minecart set to be ridden.<br />
*Dwarves have no concept of traffic safety and will walk into busy minecart lines to retrieve objects, often with deadly consequences. This is especially problematic in [[Swimming#Minecart_training|clever applications]] depending on dwarves riding the carts very frequently, because they have a bad habit of dumping their worn clothes on the tracks after a minecart ride. Adding an automatically-operated [[hatch cover]] at the end of such a ride can help prevent [[unfortunate accident]]s.<br />
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}<br />
*It is possible for a creature and minecart moving towards each other to pass without collision if they exchange tiles in the same tick.<br />
*After a minecart ride, a dwarf will sometimes haul the minecart to a storage stockpile, leaving another dwarf to haul the vehicle back to the route.<br />
*Minecarts falling onto a floor injure creatures in the tile below the floor.{{bug|6068}}<br />
*If a minecart travelling at high speed hits a wall, it and its contents may go through the wall, or even end up embedded in it.{{bug|5996}}<br />
*A minecart's initial velocity is not affected by weight, when pushed or launched from rollers.{{bug|6296}}<br />
*Removing a stop that has a vehicle waiting on it may cause the game to crash.{{bug|5980}}<br />
*Jumping out of a minecart in motion does not lead to injury.{{bug|10104}}<br />
<br />
{{Gamedata|{{raw|DF2014:item_tool.txt|ITEM_TOOL|ITEM_TOOL_MINECART}}}}<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Interface}}<br />
<br />
[[ru:Minecart]]</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Strawberry&diff=247310Strawberry2019-10-01T04:01:26Z<p>35.191.2.4: Removed the warning about a possible bug because ´the bug has been resolved as of v0.44.12.</p>
<hr />
<div>{{Quality|Exceptional|17:23, 3 January 2017 (UTC)}}<br />
{{plantlookup|uses=<br />
* [[Food]]<br />
* [[Alcohol]]}}<br />
{{av}}<br />
<br />
'''Strawberries''' are an [[above ground|above-ground]] [[crop]]. They can be [[plant gathering|gathered]] nearly anywhere, and are common items when [[trading]] with non-[[dwarven]] [[caravan|caravans]]. They can be [[food|eaten raw]], [[cooking|cooked]], or [[brewing|brewed]] into [[Alcohol|strawberry wine]]. They are much like an above-ground version of [[plump helmet]]s, having the same [[value]] and uses. Strawberries are one of the only plants with multiple usable products.<br />
<br />
Some dwarves [[Preferences|like]] strawberries for their ''vivid red color''.<br />
<br />
[[File:Strawberry BNC.jpg|thumb|300px|center|Admired for its ''vivid red color''.]]<br />
<br />
{{Translation| dwarven = atith-lisig | elvish = aÿife-ada | goblin = slatspu-smug | human = pak-tikbo}}<br />
<br />
{{gamedata}}<br />
{{Plants}}</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Armor&diff=246893Armor2019-09-13T02:09:51Z<p>35.191.2.4: /* Some more workarounds regarding Size, Permit and Layering */ Added useful information about the production of a full set of armor</p>
<hr />
<div>{{Quality|Masterwork|15:07, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Armor''' is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs.<br />
<br />
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''<br />
<br />
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the Armor User skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.<br />
<br />
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]<br />
[[File:dwarf_in_armor.png|thumb|250px|Model of a dwarf in armor.<br />''Art by Alex Vasin'']]<br />
== Basics ==<br />
=== Purpose ===<br />
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.<br />
<br />
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly-armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.<br />
<br />
=== Types of armor ===<br />
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.<br />
<br />
Though all clothes can protect from damage, a "true" suit of armor consists of the following pieces, one cell from each column.<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
|-<br />
! scope="col" style="background:#efefef;" | Torso<br />
! scope="col" style="background:#efefef;" | Head<br />
! scope="col" style="background:#efefef;" | Arm<br />
! scope="col" style="background:#efefef;" | Leg<br />
! scope="col" style="background:#efefef;" | Feet<br />
! scope="col" style="background:#efefef;" | [[Shield|Shields]] (block attacks)<br />
|-<br />
|Mail shirt (upper body + lower body + neck + upper arms + upper legs) <br />
'''and/or''' Breastplate (upper body + lower body)<br />
|Helm<br />
|Gauntlets (hands + wrists)<br />
|Greaves, made of plate<br />
|High boots (feet + lower legs)<br />
|Shield<br />
|-<br />
|Leather armor (upper body + lower body)<br />
|Cap<br />
|Gloves (hands)<br />
|Leggings, made of chain<br />
|Low boots (feet)<br />
|Buckler<br />
|}<br />
<br />
The first row is the more effective choice, while the second row is an alternative, offering less protection.<br />
<br />
Note that if a mail shirt is combined with high boots, explicit leg covering can be omitted. (Dwarves don't have knees to protect, so upper leg from the shirt and lower leg from the boot is complete).<br />
<br />
=== Armor skill ===<br />
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.<br />
<br />
Every time a dwarf deflects an attack with their armor ([[reports|report]]ed as "the attack was deflected by his/her <armor>"), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.<br />
<br />
=== Shield skill ===<br />
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.<br />
<br />
=== Material ===<br />
:''See also: [[Metal#Weapon and armor quality]]''<br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left"<br />
! Material !! Workshop !! Labor !! Notes<br />
|-<br />
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below<br />
|-<br />
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only<br />
|-<br />
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only<br />
|-<br />
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.<br />
|-<br />
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.<br />
|-<br />
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|elves]])<br />
|}<br />
<br />
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piercing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.<br />
<br />
Shields are a bit different than other pieces of armor. Their material doesn't affect how well they deflect attacks. Wood or leather, both being very light, are very effective. <br />
<br />
Certain weapons are surprisingly good at penetrating armor. Copper whips will shatter skulls through steel helmets. <sup>[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]</sup><br />
<br />
{|border="1" cellpadding="5" style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center"<br />
! colspan=5|Armor material comparison<br />
|-<br />
! Poor !! Acceptable !! Good !! Excellent !! Best <br />
|-<br />
| Leather/Bone || Copper || Iron/Bronze<nowiki>*</nowiki> || Steel || Adamantine<br />
|}<br />
<nowiki>*</nowiki>Bronze here also includes Bismuth Bronze, as both have the same values and are armor-grade metals. [[Black_bronze|Black bronze]] can '''not''' be used for armor.<br />
<br />
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.<br />
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).<br />
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.<br />
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin this way.<br />
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.<br />
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?<br />
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.<br />
<br />
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].<br />
<br />
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.<br />
<br />
=== Quality and strange moods ===<br />
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.<br />
<br />
{{DF2014:Item quality/Table}}<br />
<br />
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.<br />
<br />
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. Artifact-quality weapons-grade armor items are very strong defensively. However, artifacts can also be made of totally inappropriate materials, and the spectacularly low defensive values of a [[giant hedgehog]] [[bone]] leggings vastly outweigh any bonuses it gets. Fortunately, soldiers will not by themselves claim artifact equipment, it can only be issued by the overseer assigning it as specific item. <br />
<br />
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.<br />
<br />
=== Attachment ===<br />
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming [http://www.bay12forums.com/smf/index.php?msg=7312290 better] at withstanding blows with it and unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.<br />
<br />
=== Mechanics ===<br />
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and the fact that only non-clothing garments increase the armor user skill.<br />
<br />
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. Dwarves are gender-insensitive; a male dwarf may well put on a dress.<br />
<br />
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].<br />
<br />
=== Encumbrance ===<br />
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. <br />
<br />
Since most dwarves are not danger room-trained right away into legendary armor users, it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.<br />
<br />
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 {{Verify}} (are armor levels still relevant in the new material properties-based mechanics?) layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade, but will still be vulnerable to crushing attacks, since no metal greaves or breastplate is worn. Lighter and weaker types of armor, like leather armor and bone greaves, can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks. However, wooden and leather shields wear out and break rather quickly in the new version when used to block, so in the long run a metal shield might be worth it.<br />
<br />
=== Wear ===<br />
Armor can suffer [[wear]] when it is struck in combat.{{version|0.43.04}} Whether armor is damaged in a fight depends on material differences (steel weapons can easily damage copper armor, etc.), and presumably also the power of the attacker. Armor is irreparable, so if it's destroyed in combat, new armor must be made or purchased to replace it.<br />
<br />
Armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated wear—this is a "feature" intended to dispose of unwanted armor.{{bug|5711}}<br />
<br />
== Layers ==<br />
<br />
The layers are, in order from inner to outer:<br />
*Under<br />
*Over<br />
*Armor<br />
*Cover<br />
<br />
==Types of Protection==<br />
===Material Requirements===<br />
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.<br />
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.<br />
<br />
===Headgear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cap[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|+<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.3<br />
|style="border:1px #AAA solid;padding:0.2em;"|30%<br />
<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Helm[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"|Hood<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mask†[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Turban†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Head Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Face Veil†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Headscarf†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Upper Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Dress<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5 <br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Tunic<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Toga<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Vest<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Robe<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Coat<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leather Armor[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|9<br />
|style="border:1px #AAA solid;padding:0.2em;"|M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|2.7<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cape†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|300<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
[[Quiver]] and [[Backpack]] are also worn on the upper body, counting towards layer permit size.<br />
<br />
===Hands===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting Efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gloves<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Gauntlets[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1 <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mittens<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cover<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed. The items from a single job may have different quality levels.<br />
<br />
===Lower Body===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|LBSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Trousers<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Leggings[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|5<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,B,S,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.5<br />
|style="border:1px #AAA solid;padding:0.2em;"|150%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Greaves[S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|6<br />
|style="border:1px #AAA solid;padding:0.2em;"|B,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.8<br />
|style="border:1px #AAA solid;padding:0.2em;"|90%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Loincloths†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|50%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Thongs†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|25%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Short)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Skirts (Long)†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|100<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Braies†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
===Footwear===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class=wikitable class=sortable<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting (per pair)<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency %<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Socks<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Sandals†<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shoes<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Over<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Low Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|High Boots<br />
|style="border:1px #AAA solid;padding:0.2em;"|1+<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M<br />
|style="border:1px #AAA solid;padding:0.2em;"|25<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Armor<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Chausses†<br />
|style="border:1px #AAA solid;padding:0.2em;"|<br />
|style="border:1px #AAA solid;padding:0.2em;"|3<br />
|style="border:1px #AAA solid;padding:0.2em;"|C,L<br />
|style="border:1px #AAA solid;padding:0.2em;"|10<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|Under<br />
|style="border:1px #AAA solid;padding:0.2em;"|100%<br />
|style="border:1px #AAA solid;padding:0.2em;"|MAX<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|style="border:1px #AAA solid;padding:0.2em;"|N/A<br />
|}<br />
<br />
Each crafting job produces one pair of footwear. Unlike gloves, footwear items are interchangeable (they are not right- or left-footed). The two items from a single crafting job may have different quality levels.<br />
<br />
===Shield===<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:1.2em;"|Clothing Type<br />
!style="border:1px #AAA solid;padding:1.2em;"|Armor Level*<br />
!style="border:1px #AAA solid;padding:1.2em;"|Material Size<br />
!style="border:1px #AAA solid;padding:1.2em;"|Materials<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Size]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Size, Permit, and layering armor|Permit]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Layer<br />
!style="border:1px #AAA solid;padding:1.2em;"|Coverage %<br />
!style="border:1px #AAA solid;padding:1.2em;"|[[Armor#Coverage|UPSTEP]]<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars to make<br />
!style="border:1px #AAA solid;padding:1.2em;"|Bars returned on melting<br />
!style="border:1px #AAA solid;padding:1.2em;"|Melting efficiency<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Buckler<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|0.6<br />
|style="border:1px #AAA solid;padding:0.2em;"|60%<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Shield<br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|4<br />
|style="border:1px #AAA solid;padding:0.2em;"|L,M,W<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"|NA<br />
|style="border:1px #AAA solid;padding:0.2em;"| <br />
|style="border:1px #AAA solid;padding:0.2em;"|2<br />
|style="border:1px #AAA solid;padding:0.2em;"|1<br />
|style="border:1px #AAA solid;padding:0.2em;"|1.2<br />
|style="border:1px #AAA solid;padding:0.2em;"|120%<br />
|}<br />
<br />
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.<br />
* + {{=}} The armor level of an item with a "+" can be increased by one if made from metal.<br />
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.<br />
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).<br />
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.<br />
Note: Striking with a shield trains both misc object user and armor user skills. Additionally, shield material and quality only matters for bashing attacks and does not affect blocking. [http://www.bay12forums.com/smf/index.php?topic=134779.0 Source]<br />
<br />
==Special procedurally generated armors==<br />
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the "base" armor, and adding an adjective ("bulging", "segmented", "rounded", etc.). Dwarves in [[strange mood]]s which select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.<br />
<br />
==Equipping Clothing==<br />
<br />
Items in ''Dwarf Fortress'' must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This issue doesn't typically occur with soldiers, however.<br />
<br />
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.<br />
<br />
===Process for equipping a new piece of clothing===<br />
<br />
The following variables will be used in the logic below: <br />
:'''Current Item''' refers to the specific item being equipped. <br />
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). <br />
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.<br />
<br />
<br />
In order to equip a new item, the dwarf (or other creature) ...<br />
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).<br />
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped<br />
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.<br />
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.<br />
:*then checks if total size of items on each body part the current item would cover (excluding the current item's size) is less than or equal to the current item's permit.<br />
:*in case of an Armor layer item, also checks whether its own size + permit value is greater than the total size of items already on the body part.<br />
:*in case of any non-Cover item, the total size of '''items in the same layer including the current item''' has to be less than the smallest permit value among these items.<br />
:*if all above logic is true, the dwarf will equip the item.<br />
<br />
===Equipment process example===<br />
<br />
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
<br />
!style="border:1px #AAA solid;padding:0.2em;"|Item Type<br />
!style="border:1px #AAA solid;padding:0.2em;"|Size<br />
!style="border:1px #AAA solid;padding:0.2em;"|Permit<br />
!style="border:1px #AAA solid;padding:0.2em;"|Total Size*<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|0<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|30<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Breastplate [S]<br />
|style="border:1px #AAA solid;padding:0.2em;"|20<br />
|style="border:1px #AAA solid;padding:0.2em;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;"|45<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Mail Shirt<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|50<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|65<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|80<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|95<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|110<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|125<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;"|140<br />
|-<br />
<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|Cloak<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|15<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|150<br />
|style="border:1px #AAA solid;padding:0.2em;color:#F00;"|155<br />
|}<br />
<br />
* * = Total Size include the size of all equipped items, but does not include the item being equipped<br />
*<span style="color:#F00">Red Text</span> = This item cannot be equipped, because the total size is larger than the item's permitted size.<br />
<br />
==Size, Permit, and layering armor==<br />
<br />
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.<br />
<br />
Under the old system the lowest "permit" value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body. (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)<br />
<br />
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. <br />
<br />
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.<br />
<br />
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under "armor" such as boots is recommended for an adventurer.<br />
<br />
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head. Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each successive time he gets dressed he feels the need to do it differently.)<br />
<br />
===Some more workarounds regarding Size, Permit and Layering===<br />
<br />
Let's say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.<br />
<br />
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.<br />
<br />
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;<br />
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.<br />
* Against the breastplate you have '''3 x 15 = 45 < 50''', fine.<br />
Now if you add a fourth mail shirt these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.<br />
<br />
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.<br />
<br />
However, you can add cover layer items, in this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.<br />
<br />
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;<br />
<br />
'''Armor'''<br/><br />
1 x breastplate<br /><br />
3 x mail shirts<br /><br />
6 x cloaks<br />
<br />
'''Armor (cheap)'''<br/><br />
6 x dress<br/><br />
3 x robe<br/><br />
3 x cloak<br/><br />
<br />
<br />
'''Legs'''<br/><br />
3 x long skirts<br /><br />
1 x greaves<br />
<br />
'''Legs (no foreign items)'''<br/><br />
2 x trousers<br /><br />
1 x greaves<br />
<br />
'''Legs (cheap)'''<br/><br />
2 x trousers<br /><br />
1 x leggings<br />
<br />
<br />
'''Helm'''<br/><br />
1 x helm<br /><br />
6 x hood<br />
<br />
<br />
'''Gloves'''<br/><br />
1 x pairs of gauntlets<br /><br />
1 x pairs of mittens<br />
<br />
'''Gloves (cheap)'''<br/><br />
2 x pairs of gloves<br /><br />
1 x pairs of mittens<br />
<br />
<br />
'''Boots †'''<br/><br />
1 x pairs of chausses<br /><br />
1 x pairs of high boots<br />
<br />
'''Boots (no foreign items) †'''<br/><br />
1 x pairs of socks<br /><br />
1 x pairs of high boots<br />
<br />
'''Boots (cheap) †'''<br/><br />
1 x pairs of socks<br /><br />
1 x pairs of shoes<br />
<br />
To produce a set of full armor for a single dwarf (assuming you use no foreign items), you would require 14 metal bars and 16 units of cloth (or silk or yarn.)<br />
<br />
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.<br />
<br />
''Note: "Cheap" implies the sets can be made from secondary materials such as bone and cloth, with item types not overlapping with the other, more combat oriented sets which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection, but cheap sets are lighter and easier to mass-produce.''<br />
<br />
† It appears that equipping footwear on one foot can affect what can be equipped on the other. For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.<br />
<br />
==Coverage==<br />
<br />
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.<br />
<br />
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:<br />
<br />
:'''[UBSTEP]'''<br />
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.<br />
<br />
Breastplates have a default of 0, meaning they only cover the torso.<br /><br />
Mail shirts have [UBSTEP:1], so cover the upper arms and neck.<br />
<br />
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.<br /><br />
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.<br />
<br />
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).<br />
<br />
:'''[LBSTEP]'''<br />
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.<br />
<br />
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.<br /><br />
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]<br />
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.<br />
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.<br />
<br />
:'''[UPSTEP]'''<br />
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.<br />
<br />
Low boots literally only cover the foot.<br /><br />
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.<br />
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.<br />
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.<br />
<br />
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.<br />
<br />
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).<br />
<br />
== Other Restrictions ==<br />
<br />
In fortress mode, "under" layers cannot be put on over "over" layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes. They can wear over layers without putting an under layer on first, which explains their fondness for "going commando" (trousers without loincloth). Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.<br />
<br />
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. Particularly, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. <br />
<br />
Military dwarves have a "pecking order" for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...<br />
<br />
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and "one only" (shaped) restrictions. This means you can wear three suits of mail (total size 45) plus another suit of chain or plate on top of them. On top of this, you can add six cloaks.<br />
<br />
== Bugs ==<br />
In fortress mode it is possible to have (at least) 3 shields equipped.<br />
<br />
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}<br />
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|535}}<br />
<br />
{{Translation<br />
| dwarven = tosid<br />
| elvish = datome<br />
| goblin = nuklat<br />
| human = stalcon<br />
}}<br />
<br />
{{Industry}}<br />
<br />
{{Category|Armor|0}}<br />
[[ru:Armor]]</div>35.191.2.4http://dwarffortresswiki.org/index.php?title=Adventurer_mode&diff=245760Adventurer mode2019-07-18T02:09:52Z<p>35.191.2.4: /* Race and civilization */</p>
<hr />
<div>{{old}}<br />
{{Quality|Exceptional|Jan 2016}}<br />
{{av}} <br />
<br />
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see the [[Adventure mode quick start]]. <br />
:''See [[Adventure mode quick reference]] to quickly look up key commands.<br />
<br />
In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start out somewhere in one of your generated worlds. You can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]]. You can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 Rogue] or [http://en.wikipedia.org/wiki/Nethack Nethack] taking place in the same procedurally-generated worlds used for fortress mode. Whereas in fortress mode, you are in charge of a large group of people in real-time, restricted to a small parcel of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.<br />
<br />
==World selection==<br />
<br />
You can play adventure mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat]]s. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[Fortress|fortresses]] which are built into the surface, and almost always connect to the underground, and "hill dwarves" which inhabit a loose collection of [[hillock|mounds]] built into hillsides. Goblins typically live in [[dark fortress|Dark Fortresses]]. 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. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.<br />
<br />
==Character creation==<br />
<br />
===''Race and civilization''===<br />
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, adventure mode cannot be played.<br />
<br />
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.<br />
<br />
* '''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.<br />
<br />
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.<br />
<br />
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERING|c}} species stroll very slowly in lieu of normal movement.<br />
<br />
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.<br />
<br />
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}<br />
<br />
====''Outsider''====<br />
Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required.<br />
<br />
Outsiders will always try to begin in a populated site. Caves and even lairs with [[megabeast]]s will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.<br />
<br />
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.<br />
<br />
=== ''Status'' ===<br />
<br />
Determines the number of starting skill and attribute points, which does not change based on race:<br />
*'''Peasant:''' 15 attribute, 35 skill<br />
*'''Hero:''' 35 attribute, 95 skill<br />
*'''Demigod:''' 105 attribute, 161 skill<br />
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.<br />
<br />
=== ''Starting attributes'' ===<br />
<br />
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.<br />
<br />
==== ''Body'' ====<br />
<br />
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.<br />
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.<br />
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.<br />
*'''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 [[unconscious]]ness.<br />
*'''Recuperation''': Increases the rate of wound healing.<br />
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)<br />
<br />
==== ''Soul'' ====<br />
<br />
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 [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].<br />
<br />
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}<br />
<br />
*'''Focus''': Affects Archer, Ambusher, Observer.<br />
<br />
*'''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.<br />
<br />
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}<br />
<br />
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.<br />
<br />
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}<br />
<br />
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.<br />
<br />
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.<br />
<br />
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}<br />
<br />
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}<br />
<br />
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.<br />
<br />
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.<br />
<br />
*'''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. Your fame still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.<br />
<br />
==== ''Attribute advancement cap'' ====<br />
<br />
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.<br />
<br />
=== ''Starting skills'' ===<br />
<br />
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game. <br />
<br />
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.<br />
<br />
==== ''Weapon'' ====<br />
<br />
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.<br />
<br />
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.<br />
<br />
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.<br />
<br />
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.<br />
<br />
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.<br />
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.<br />
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.<br />
*'''[[Hammerman]]''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.<br />
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.<br />
*'''[[Lasher]]''': allows characters to use whips and scourges more effectively. Very deadly weapons.<br />
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.<br />
*'''[[Pikeman]]''': allows characters to use pikes more effectively. Like spears, but much bigger.<br />
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.<br />
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.<br />
<br />
==== ''General combat'' ====<br />
<br />
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.<br />
<br />
*'''[[Fighter]]''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.<br />
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.<br />
<br />
==== ''Defensive'' ====<br />
<br />
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.<br />
<br />
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.<br />
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.<br />
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.<br />
<br />
==== ''Unarmed combat and improvised weapons'' ====<br />
<br />
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.<br />
<br />
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in-game.<br />
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.<br />
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.<br />
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.<br />
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.<br />
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.<br />
<br />
A well written article on the fanon martial arts style "Kisat Dur" can be found on the forums [http://www.bay12forums.com/smf/index.php?topic=148015.0 here].<br />
<br />
==== ''Movement and awareness'' ====<br />
<br />
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.<br />
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.<br />
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.<br />
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.<br />
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.<br />
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.<br />
<br />
==== ''Crafting'' ====<br />
<br />
These allow your character to create things:<br />
<br />
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.<br />
<br />
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same quality as dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.<br />
<br />
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.<br />
<br />
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.<br />
<br />
==== ''Social'' ====<br />
<br />
Almost all of these are only used in arguments. <br />
<br />
*'''[[Persuader]]''': Increases your ability to convince people of your view.<br />
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.<br />
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.<br />
<br />
==== ''General performance skills'' ====<br />
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.<br />
<br />
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.<br />
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.<br />
<br />
==== ''Performance skills'' ====<br />
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.<br />
<br />
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.<br />
*'''[[Singer]]''': Increases quality of all songs your character sings.<br />
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.<br />
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.<br />
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.<br />
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.<br />
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) <br />
<br />
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''<br />
<br />
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.<br />
<br />
==== ''Other'' ====<br />
<br />
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.<br />
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.<br />
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.<br />
<br />
=== ''Character appearance and preferences'' ===<br />
<br />
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction.<br />
<br />
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}<br />
<br />
In the current version, some of these are unable to be fulfilled in adventurer mode.<br />
<br />
== Gameplay ==<br />
<br />
=== Common UI concepts ===<br />
{{KeyConventions|3}}<br />
<br />
=== Moving around ===<br />
<br />
==== ''Local movement'' ====<br />
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Move<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Move<br />
|-<br />
| {{k|Alt}} and a direction key<br />
| Move carefully / Deliberately enter dangerous terrain<br />
|-<br />
| {{k|Shift}}+{{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)<br />
| Ascend<br />
|-<br />
| {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)<br />
| Descend<br />
|-<br />
| {{k|.}}<br />
| Wait for 10 instants<br />
|-<br />
| {{k|,}}<br />
| Wait for 1 instant<br />
|-<br />
| {{k|s}}<br />
| Stand or lie down<br />
|-<br />
| {{k|S}}<br />
| Open Movement Speed/Sneak Menu<br />
|}<br />
<br />
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, and not the open space over the water, as in the later case, you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.<br />
<br />
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.<br />
<br />
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.<br />
<br />
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.<br />
<br />
==== ''Fast travel'' ====<br />
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|T}}<br />
| Fast Travel<br />
|-<br />
| {{k|d}}<br />
| Exit fast travel mode<br />
|-<br />
| {{k|K}}<br />
| Display detected tracks and odors<br />
|-<br />
| {{k|c}}<br />
| Toggle display of clouds on region map<br />
|-<br />
| {{k|s}}<br />
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.<br />
|-<br />
| {{k|m}}<br />
| Cycle through maps and significant structures<br />
|-<br />
| {{k|Q}}<br />
| View Quest Log<br />
|-<br />
| {{k|Z}}<br />
| Bring up sleep menu<br />
|-<br />
| {{k|h}}<br />
| Hide parts of the bottom bar<br />
|-<br />
| {{k|>}} and {{k|<}}<br />
| Enter/exit tunnel<br />
|-<br />
|}<br />
<br />
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.<br />
<br />
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.<br />
<br />
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:<br />
<br />
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.<br />
* 2 presses: hide most local name, reducing the bar to one line of text.<br />
* 3 presses: hide less local name, eliminating the bar entirely.<br />
* 4 presses: shows all information<br />
<br />
=== Status and information ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|l}}<br />
| Look around<br />
|-<br />
| {{k|Space}}<br />
| Advance/Clear Messages<br />
|-<br />
| {{k|a}}<br />
| View Announcements<br />
|-<br />
| {{k|z}}<br />
| Status<br />
|}<br />
<br />
==== ''Looking around'' ====<br />
<br />
If you're not sure what a tile is, the {{k|l}}ook 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.<br />
<br />
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.<br />
<br />
==== ''Messages'' ====<br />
<br />
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|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 {{k|a}}.<br />
<br />
==== ''Status screen'' ====<br />
<br />
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.<br />
<br />
==== ''Saving the game'' ====<br />
<br />
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.<br />
<br />
=== Searching and manipulating ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|u}}<br />
| Interact with building, furniture, or mechanism<br />
|-<br />
| {{k|L}}<br />
| Search the nearby area very carefully<br />
|}<br />
<br />
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.<br />
<br />
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.<br />
<br />
=== Managing equipment ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|i}}<br />
| Show Inventory<br />
|-<br />
| {{k|d}}<br />
| Drop an item<br />
|-<br />
| {{k|g}}<br />
| Get (pickup) an item off the ground<br />
|-<br />
| {{k|p}}<br />
| Put an item into a container<br />
|-<br />
| {{k|r}}<br />
| Remove an item you are wearing or from a container<br />
|-<br />
| {{k|w}}<br />
| Wear an item<br />
|-<br />
| {{k|I}}<br />
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)<br />
|-<br />
| {{k|q}}<br />
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)<br />
|}<br />
<br />
==== ''Inventory'' ====<br />
<br />
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in 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.<br />
<br />
==== ''Getting/dropping things'' ====<br />
<br />
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et 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 {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|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.<br />
<br />
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.<br />
<br />
==== ''Containers'' ====<br />
<br />
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.<br />
<br />
==== ''Wearing'' ====<br />
<br />
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.<br />
<br />
''Note that "large" or "small" clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.<br />
<br />
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.<br />
<br />
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.<br />
<br />
==== ''Wielding'' ====<br />
<br />
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.<br />
<br />
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.<br />
<br />
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.<br />
<br />
It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.<br />
<br />
During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.<br />
<br />
==== ''Advanced interaction'' ====<br />
<br />
The {{k|I}} key allows "complex interaction" with objects in your inventory. <br />
<br />
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.<br />
<br />
Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.<br />
<br />
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). <br />
<br />
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well<br />
<br />
====''Sheathing''====<br />
The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects.<br />
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.<br />
<br />
=== Time and weather ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|D}}<br />
| Date<br />
|-<br />
| {{k|P}}<br />
| Temperature<br />
|-<br />
| {{k|W}}<br />
| Weather/Time<br />
|}<br />
<br />
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.<br />
<br />
=== Sleep ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Z}}<br />
| Sleep<br />
|}<br />
<br />
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep. <br />
<br />
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeyman|Bogeymen]]. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting "Number of Bogeymen" to 0)<br />
<br />
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then [[bogeymen]] won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.<br />
<br />
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to <s>perform music, preferably playing guitar</s> stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.<br />
<br />
=== Food and drink ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|e}}<br />
| Eat or drink something<br />
|}<br />
<br />
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. <br />
<br />
====''Announcements when eating''====<br />
When eating or drinking, the following announcements will be displayed:<br />
*(nothing): You can eat or drink more, no problem.<br />
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.<br />
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.<br />
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].<br />
<br />
=== Combat ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}<br />
| Attack adjacent hostile creature<br />
|-<br />
| {{k|A}}<br />
| Attack an adjacent creature.<br />
|-<br />
| {{k|f}}<br />
| Fire a projectile<br />
|-<br />
| {{k|t}}<br />
| Throw an item<br />
|-<br />
| {{k|C}}<br />
| Open combat preferences interface<br />
|}<br />
<br />
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.<br />
<br />
==== ''Melee attacks'' ====<br />
<br />
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complicatedly interacting with the weapon.<br />
<br />
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using {{k|alt}}+{{k|y}}.<br />
<br />
After selecting (and maybe confirming) which creature you want to attack, {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.<br />
<br />
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. <br />
<br />
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.<br />
<br />
There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.<br />
<br />
In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected.<br />
<br />
==== ''Ranged attacks'' ====<br />
<br />
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.<br />
<br />
It is not possible to aim for specific body parts with ranged or thrown attacks.<br />
<br />
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.<br />
<br />
==== ''Wrestling and unarmed attacks'' ====<br />
<br />
:''Main article: [[Wrestling]]''<br />
<br />
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.<br />
<br />
==== ''Weapons'' ====<br />
<br />
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.<br />
<br />
==== ''Wounds'' ====<br />
<br />
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.<br />
<br />
==== ''Combat preferences'' ====<br />
<br />
At any time during gameplay (except fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:<br />
<br />
*'''{{k|a}}ttack'''<br />
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.<br />
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.<br />
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.<br />
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. <br />
<br />
*'''{{k|d}}odge'''<br />
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.<br />
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.<br />
<br />
*'''{{k|c}}harge Defense'''<br />
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.<br />
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.<br />
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.<br />
<br />
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.<br />
<br />
=== Talking ===<br />
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|k}}<br />
| Talk to somebody<br />
|}<br />
<br />
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner. While this is less entertaining, it can sometimes be useful. To begin a conversation or performance, press {{k|k}}. 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 {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or you can even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories or dancing, and is very important if you want to be a bard.<br />
<br />
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.<br />
<br />
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.<br />
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.<br />
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.<br />
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}<br />
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.<br />
* {{DFtext|Nevermind}} — This has you back out of having a conversation.<br />
<br />
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} and get to this first menu.) Your choices are as follows:<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
| style="text-align:right;width:30%;" | {{DFtext|Return to current topic (new menu)}}<br />
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up specific incident or rumor (new menu)}}<br />
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Create a performance troupe together (group naming menu)}}<br />
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a hearthperson}}<br />
| Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a hearthperson}}<br />
| Only appears when you are a leader. Allows the listener to become one of your guards.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to become a lieutenant}}<br />
| Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Invite listener to become a lieutenant}}<br />
| Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}}<br />
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for your performance troupe to become performers for group}}<br />
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}<br />
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}<br />
|-<br />
|-<br />
| style="text-align:right;" | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}<br />
| Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Bring up the journey together}}<br />
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about any troubles}}<br />
| Asks the listener what things in the world are bothering them and their people.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for directions (new menu)}}<br />
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the local ruler}}<br />
| As you might imagine, this gets you some information on who controls this particular area.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Trade or settle debts}}<br />
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about available services, drinks, rooms, etc.}}<br />
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Exchange, give, or take personal items}}<br />
| Like {{DFtext|Trade}}, only that it works with non-merchants.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}<br />
| Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask listener to join you (new menu)}}<br />
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Claim this site for yourself (group naming menu)}}<br />
| This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask for permission to stay a day}}<br />
| Allows you to sleep in the listener's building for the night.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the structure you are in}}<br />
| Tells you about whatever structure you are standing in, if you are standing in one.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about this site's neighbors and trade partners}}<br />
| Lets you learn what sites this site is neighboring and/or trading with.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about the surrounding area}}<br />
| Choosing this will tell you about some location nearby, and why it's significant.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Express your emotions (new menu)}}<br />
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|State your values (new menu)}}<br />
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing. {{version|0.42.01}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on weather}}<br />
| Small talk about the weather. Really.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Comment on natural surroundings}}<br />
| Same as the weather, only about the nature around you.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Accuse listener of being a night creature}} <br />
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}<br />
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. This can also potentially oust bandits if they aren't hostile, if you aren't sure you have the right <strike>victim</strike> suspect.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Ask about listener's family}}<br />
| Discover what family the listener has, as expected.<br />
|-<br />
| style="text-align:right;" | {{DFtext|Brag about your past violent acts}}<br />
| Causes you to brag about whatever last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}}<br />
|-<br />
| style="text-align:right;" | {{DFtext|Say goodbye}}<br />
| Ends the conversation.<br />
|}<br />
<br />
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.<br />
<br />
=== Companions ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|c}}<br />
| View companion interface<br />
|}<br />
<br />
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions that is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you "if you lead [them] to glory and death".<br />
<br />
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.<br />
<br />
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. If they survive long enough/are trained well enough, then companions are capable of leveling stats and skills. Thus, they are susceptible to gaining a title or having a job title change as well. Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a "minor river" (shown by a single dark blue line). Brooks are obviously also safe to cross.<br />
<br />
{{new in v0.42}}<br />
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.<br />
<br />
=== Personal finance ===<br />
<br />
==== ''Trading (barter)'' ====<br />
<br />
In human towns (not hamlets or castles), you can find shops, in elven Trading-trees you can find markets, and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|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. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. Once the trade is accepted, all of the items you offered will be on the floor underneath you. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.<br />
<br />
==== ''Theft'' ====<br />
<br />
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. It is punishable by death if you are caught, and excommunication 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. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep, still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill-repute in another country. In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site. 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.<br />
<br />
==== ''Managing coins'' ====<br />
<br />
You will find that coins from one civilization are nearly worthless in other civilizations (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. 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. Remember, merchants will always try to pay you in higher-denomination currency first but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. <br />
<br />
Coin values are as follows:<br />
* Copper Coin == 1☼<br />
* Silver Coin == 5☼<br />
* Gold Coin == 15☼<br />
<br />
To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value, and then sell back all of the goods for their original value, but in gold. Alternatively, you can take your excess coinage and use it to purchase [[Gem|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. A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in any given world - please harvest responsibly.<br />
<br />
==== ''Where to get items to sell'' ====<br />
<br />
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits. You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods. The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items. Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag. At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.<br />
<br />
You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud, despite the unlimited free mud just outside their shop.<br />
<br />
=== Quest log ===<br />
<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|Q}}<br />
| Open quest log<br />
|-<br />
| {{k|Esc}}<br />
| Exit quest log<br />
|-<br />
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}<br />
| Access various lists<br />
|-<br />
| {{k|m}}<br />
| Switch between the world map and additional info<br />
|-<br />
| {{k|z}}<br />
| Center cursor on location of selected list item, if known<br />
|-<br />
| {{k|c}}<br />
| Center cursor on your location<br />
|-<br />
| {{k|l}}<br />
| Toggle the visibility of the line between you and some other point on the map.<br />
|-<br />
| {{k|f}}<br />
| Filter the list<br />
|-<br />
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}<br />
| Navigate the list<br />
|}<br />
<br />
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|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.<br />
<br />
There are various kinds of lists you can check on the quest log:<br />
<br />
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(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.<br />
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.<br />
* '''Sites''' — A list of various sites around the world.<br />
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.<br />
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord, and why people are traveling with you and the history of your agreements.<br />
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.<br />
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.<br />
<br />
=== Create ===<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|x}}<br />
| Perform action (butcher, create item...)<br />
|}<br />
<br />
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.<br />
<br />
==== ''Crafting'' ====<br />
<br />
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.<br />
<br />
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...<br />
<br />
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.<br />
<br />
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.<br />
<br />
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.<br />
<br />
==== ''Butchery'' ====<br />
<br />
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.<br />
<br />
==== ''Natural abilities and acquired powers'' ====<br />
<br />
* '''Spitting''' gives you spit(if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.<br />
<br />
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.<br />
<br />
==== ''Composing'' ====<br />
<br />
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.<br />
<br />
==== ''Writing'' ====<br />
<br />
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.<br />
<br />
* '''Guide''' - General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail.<br />
<br />
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The ascension of that adventurer to lordship, companions joining the party, and other such events.<br />
<br />
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.<br />
<br />
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject.<br />
<br />
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.<br />
<br />
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song on.<br />
<br />
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.<br />
<br />
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.<br />
<br />
Additionally at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.<br />
<br />
== Woodcutting, building and site management ==<br />
{| class="wikitable" style="border:1px solid #ccc;"<br />
|-<br />
| {{k|b}}<br />
| Found a site and build<br />
|}<br />
<br />
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 on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.<br />
<br />
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).<br />
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay) After building your structure, you can designate zones for {{DFtext|Mead Hall}}, {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).<br />
<br />
==== ''Faction management'': ====<br />
<br />
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the<br />
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.<br />
<br />
== Sites ==<br />
<br />
More information on each type of site can be found in the site's specific article.<br />
<br />
=== ''Civilization'' ===<br />
<br />
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.<br />
<br />
==== ''Human sites'' ====<br />
<br />
===== ''Towns'' {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====<br />
Humans live in towns comprised of buildings and often a paved road. Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.<br />
<br />
===== ''Hamlets'' {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====<br />
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.<br />
<br />
==== ''Dwarven sites'' ====<br />
<br />
===== ''Dwarf fortresses'' {{Raw Tile|Ω|7:0:1}} =====<br />
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.<br />
<br />
===== ''Mountain halls'' {{Raw Tile|Ω|0:0:1}} =====<br />
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.<br />
<br />
===== ''Hillocks'' {{Raw Tile|Ω|7:0:0}} =====<br />
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].<br />
<br />
==== ''Elven sites'' ====<br />
<br />
===== ''Forest retreats'' {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====<br />
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.<br />
<br />
==== ''Goblin sites'' ====<br />
<br />
===== ''Dark fortresses'' {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====<br />
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].<br />
<br />
===== ''Dark pits'' {{Raw Tile|º|5:0:0}}=====<br />
These are the goblin equivalent of hamlets and hillocks. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.<br />
<br />
==== ''Kobold sites'' ====<br />
===== ''Caves'' {{Raw Tile|•|0:0:1}}=====<br />
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.<br />
<br />
==== ''Beast and night creature sites'' ====<br />
<br />
===== ''Necromancers' towers'' {{Raw Tile|I|5:0:0}} =====<br />
[[Necromancer]]s' Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[Book|book]] from your [[Library|library]]) and gain the ability to raise corpses.<br />
<br />
===== ''Lairs'' {{Raw Tile|•|0:0:1}}=====<br />
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.<br />
<br />
===== ''Minotaurs' labyrinths'' {{Raw Tile|#|0:7:0}}=====<br />
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.<br />
<br />
===== ''Shrines'' {{Raw Tile|Å|7:0:0}} =====<br />
[[Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossi]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.<br />
<br />
== FAQ ==<br />
<br />
=== ''How do I cut down a tree?'' ===<br />
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).<br />
Then walk up to the tree and press "g", select the "fell tree" option. {{version|0.43.01}}<br />
<br />
=== ''How do I find an entrance to the underworld?'' ===<br />
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.<br />
<br />
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.<br />
<br />
Method 3: You can start a [[fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.<br />
<br />
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer. Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.<br />
<br />
=== ''I keep getting maimed! How can I fight without getting seriously hurt?'' ===<br />
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.<br />
* Try to '''avoid fighting difficult enemies until you get some armor'''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.<br />
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough this may be exhausting, but active dodging and blocking will recover energy.<br />
* If you have good speed, try to '''fight enemies one-by-one''' — keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded. <br />
* If you have a slashing weapon, try to '''chop body parts off of your enemy''' — it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.<br />
* Remember that '''it's better to let your enemy come to you, than to go to your enemy'''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is out of striking range, consider throwing a knife, rock, or other object to do some damage before they can retaliate. However, keep in mind that throwing takes time, and if the enemy is too close you may give them the first and possibly even second strike before ''you'' can retaliate. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.<br />
* Follow the advice under [[#Combat Preferences|Combat Preferences]].<br />
<br />
=== ''How can I obtain armor as quickly as possible?'' ===<br />
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.<br />
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.<br />
* You can also take along companions and have them killed, or just plainly murder people and take their stuff. <br />
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted in, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing. <br />
* Warehouses in human towns tend to have items in them, including weaponry, food, Items of high value, and alongside those is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.<br />
* If you don't mind taking extra time, you can also start a "temporary" fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.<br />
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set of ☼Adamantium armor☼.<br />
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your character.<br />
** If you choose to abandon the "fortress" instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the "fortress" if they have a walkable path from an edge of the map (see [[Abandon]]).<br />
<br />
=== ''How do I increase my skills and attributes?'' ===<br />
<br />
Here are some techniques for raising your skills; very rapidly in some cases.Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier. Increasing skills increases associated attributes, which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping, which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.<br />
<br />
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p><br />
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. Stay occupied (tell the enemy a story about one of your fortresses or mumble a "poem" written with Dabbling skills) for a nice time skip. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.<br />
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.<br />
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)</p><br />
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.<p>An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|<}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.</p><br />
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.</p><br />
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.</p><p>As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.</p><br />
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.<br />
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.<br />
<br />
=== ''I managed to escape, but my limbs are chopped off. Now what?'' ===<br />
<br />
'Tis but a scratch! Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. Now, go find someplace reasonably safe, and walk back and forth until your Crutch Walking skill gets up to Legendary. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before. You can wield a sword, shield, and crutch all in one hand, so, even if you are missing an arm, then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing, then you'll be limited to rolling around on the ground biting things, though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, but if you lose both legs, then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.<br />
<br />
=== ''What creatures of night can I become?'' ===<br />
<br />
You basically have four different choices. Firstly, you can become a [[necromancer|'''necromancer''']]:<br />
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand.<br />
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.<br />
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are, however, an easy way to gain manpower for construction.<br />
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.<br />
<br />
Secondly, you can become a [[vampire|'''vampire''']]:<br />
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared.<br />
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.<br />
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.<br />
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions, where companions would only care if you drained someone they cared about.<br />
* To become a vampire, defeat one in combat and drink his blood.<br />
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}<br />
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Thirdly, you can become a [[werebeast|'''werebeast''']]:<br />
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.<br />
* There's a fixed list of animals on which the wereform is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.<br />
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.<br />
* You don't show any abnormality outside of beast form. You are still mortal.<br />
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.<br />
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.<br />
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.<br />
* Also, some werebeasts are truly gigantic — the weremammoth has a size of 9000000, on par with demons.<br />
* To become a werebeast, make one bite you - it has to be in the beast form.<br />
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a werebeast by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}<br />
* You cannot be a werebeast and a vampire at the same time.<br />
<br />
And finally, you can become a mist [[zombie|'''zombie''']]:<br />
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have the health point limit that raised zombies have.<br />
* You become permanently hostile to everyone except other undead.<br />
* Your strength and toughness are tripled and fixed. Train beforehand.<br />
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.<br />
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.<br />
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.<br />
<br />
=== ''What does it mean to be cursed?'' ===<br />
After suffering a mummy's curse, you will critically fail 20% of all skill checks, so you miss attacks, fail when reciting poetry etc.<br />
<br />
=== ''Can zombie companions build for me?'' ===<br />
Yes, they can build just like any other companion.<br />
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==See also==<br />
*[[Adventure mode quick reference]]<br />
*[[Adventure mode quick start]]<br />
<br />
==A glimpse into the Future==<br />
{{D for dwarf}}<br />
<br />
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer :<br />
<br />
{{Quote|align=left|<br />
... While seemingly absurd, the practice of one's abilities with a ranged weapon can be furthered by directing said weapon towards the sky. <br />
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. <br />
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. <br />
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. <br />
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. <br />
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}<br />
<br />
{{Getting Started}}<br />
{{Category|Adventurer mode}}<br />
{{Category|Interface}}<br />
[[ru:Adventurer mode]]</div>35.191.2.4