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Difference between revisions of "Adventurer mode"

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{{av}}  
 
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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start]].
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:''See [[Adventure mode quick reference]] to quickly look up key commands.
  
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].
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In '''Adventurer mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts 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, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress]]es and take all the precious items you yourself once created.
:''See [[Adventure Mode quick reference]] to quickly look up key commands.
 
  
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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, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.
  
In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]]) who starts 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, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your previously abandoned and retired [[fortress]]es and take all the precious items you yourself once created.
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==World selection==
  
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, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.
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You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|forest retreats]]. 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 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).
  
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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.
  
=World Selection=
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===The world is alive===
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The world is now alive as you play this used to not be the case, before playing it may be helpful for adventure mode players to take a look at this article on [[World activities|World Activation]]{{version|0.42.01}}
  
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, humans, goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns are currently the only sites with shops and other places to officially buy goods.  
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May also be useful to look at the article on [[Quest|Rumors]] as this is the chief way for an adventurer to get famous in game.
  
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.
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==Character creation==
  
==The World is Alive==
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===Race and civilization===
The world is now alive as you play this used to not be the case, before playing it may be helpful for adventure mode players to take a look at this article on [[World activities|World Activation]]
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Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means dwarves, elves, and humans. All three races can complete the same quests.
  
=Character Creation=
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*'''Humans''' always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  
==Race and Civilization==
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*'''Human Outsiders''' are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
 
  
*'''Humans''' Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
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*'''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 which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in human shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits 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.
  
*'''Human Outsiders''' Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
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*'''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 have the {{token|AT_PEACE_WITH_NATURE}} tag, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a SMELL_TRIGGER of 10, instead of 90, which means they can sense smells over much larger distances. Like dwarves they wear small sized clothing and will have the same problem finding suitable armor and weapons.
  
*'''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 which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in human shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits 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.
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*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. 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.  
  
*'''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 also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them.They also have a notably better sense of smell compared to the other races with a SMELL_TRIGGER of 10, instead of 90, which means they can sense smells over much larger distances.  Like dwarves they wear small sized clothing and will have the same problem finding suitable armor and weapons.
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*'''Goblins''' can be played only if goblin populations have been absorbed into dwarven, human or elven civilizatons during world generation. They possess the same body proportions of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows.
  
 
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.
 
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.
 
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. 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.
 
  
 
If no civilization for a given race exists in a world you can only play as an outsider.
 
If no civilization for a given race exists in a world you can only play as an outsider.
  
== Status ==
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=== Status ===
  
 
Determines the number of starting skill and attribute points, which does not change based on race:
 
Determines the number of starting skill and attribute points, which does not change based on race:
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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.
 
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.
  
== Starting Attributes ==
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=== Starting attributes ===
  
 
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
 
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
  
=== Body ===
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==== Body ====
  
 
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
 
*'''Strength''': Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect.  Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
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*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.
 
*'''Disease Resistance''': Seems to have some effect on vampirism infectivity; may have to do with infected wounds.
  
=== Soul ===
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==== Soul ====
  
 
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.
 
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.
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*'''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.
 
*'''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.
  
=== Attribute Advancement Cap ===
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==== Attribute advancement cap ====
  
 
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.
 
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.
  
== Starting Skills ==
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=== Starting skills ===
  
 
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.  
 
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.  
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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.
 
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.
  
=== Weapon ===
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==== Weapon ====
  
 
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.
 
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.
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*'''[[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.
 
*'''[[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.
  
=== General Combat ===
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==== General combat ====
  
 
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.
 
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.
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*'''[[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.
 
*'''[[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.
  
=== Defensive ===
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==== Defensive ====
  
 
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.
 
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.
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*'''[[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.
 
*'''[[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.
  
=== Unarmed Combat and Improvised Weapons ===
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==== Unarmed combat and improvised weapons ====
  
 
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
 
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
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*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes at 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.
 
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes at 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.
  
A well written article on martial arts "Kisat Dur" can be found on the forums [http://www.bay12forums.com/smf/index.php?topic=148015.0 here].
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A well written article on martial arts "Kisat Dur" can be found on the forums [http://www.bay12forums.com/smf/index.php?topic==148015.0 here].
  
=== Movement and Awareness ===
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==== Movement and awareness ====
  
 
*'''[[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.
 
*'''[[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.
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*'''[[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.
 
*'''[[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.
  
=== Crafting ===
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==== Crafting ====
  
 
These allow your character to create things.
 
These allow your character to create things.
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*'''[[Writer]]''': Your adventurers 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.
 
*'''[[Writer]]''': Your adventurers 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.
  
=== Social ===
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*'''[[Carpenter]]''': Your adventurers ability to craft wooden objects and create wooden buildings and displays.
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==== Social ====
  
 
Almost all of these are only used in arguments.  
 
Almost all of these are only used in arguments.  
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*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.
 
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.
  
=== Other ===
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==== General performance skills ====
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These are your general performance skills, similar to fighter in that they enhance rolls for many different skills and can be leveled easily.
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 +
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.
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*'''[[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 its with performance rolls not fighting rolls. May also effect arguments {{verify}}.
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 +
==== Performance skills ====
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Skills that affect your characters ability to pull off performances. These skills can be used to play as a bard.
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 +
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.
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*'''[[Singer]]''': Increases quality of all songs your character sings.
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*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.
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*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.
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*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments
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*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments
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*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments (Note, shows up far less often in character generation then any of the others)
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 +
'''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.'''
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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.
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==== Other ====
  
 
*'''[[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.
 
*'''[[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.
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*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.
 
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.
  
= Gameplay =
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=== Character appearance and preferences ===
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As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and preferences. Just like with any citizen in fortress mode, the needs will have to be fulfilled or else the character suffers from distraction.
 +
 
 +
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}}
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In the current version, some of these are unable to be fulfilled in adventurer mode.
 +
 
 +
== Gameplay ==
  
== Common UI Concepts ==
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=== Common UI concepts ===
 
{{KeyConventions|3}}
 
{{KeyConventions|3}}
  
== Moving Around ==
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=== Moving around ===
  
=== Local Movement ===
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==== Local movement ====
 
[[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.]]
 
[[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.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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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.
 
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.
  
=== Fast Travel ===
+
==== Fast travel ====
 
[[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.]]
 
[[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.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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* 4 presses: shows all information
 
* 4 presses: shows all information
  
== Status and Information ==
+
=== Status and information ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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|}
 
|}
  
=== Looking Around ===
+
==== Looking around ====
  
 
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.
 
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.
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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.
 
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.
  
=== Messages ===
+
==== Messages ====
  
 
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}}.
 
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}}.
  
=== Status Screen ===
+
==== Status Screen ====
  
 
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.
 
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.
  
=== Saving the Game ===
+
==== Saving the game ====
  
 
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.
 
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.
  
 
+
=== Searching and manipulating ===
== Searching and Manipulating ==
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
 
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
  
== Managing Equipment ==
+
=== Managing equipment ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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|}
 
|}
  
=== Inventory ===
+
==== Inventory ====
  
 
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.
 
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.
  
=== Getting/Dropping Things ===
+
==== Getting/dropping things ====
  
 
You can {{k|d}}rop items in 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.
 
You can {{k|d}}rop items in 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.
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{{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.
 
{{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.
  
=== Containers ===
+
==== Containers ====
  
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
  
=== Wearing ===
+
==== Wearing ====
  
 
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. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armor must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armor second. After all, who, in real life, would wear chainmail over a hard plate?
 
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. You also must put on equipment in an order that makes sense,. for example a shirt first ''then'' the armor, not the other way around. Armor must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armor second. After all, who, in real life, would wear chainmail over a hard plate?
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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. The thin, flexible chain can be worn under the breastplate, but not the other way around.
 
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. The thin, flexible chain can be worn under the breastplate, but not the other way around.
  
=== Wielding ===
+
==== Wielding ====
  
 
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.
 
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.
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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.
 
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.
  
=== Advanced Interaction ===
+
==== Advanced interaction ====
  
 
The {{k|I}} key allows "complex interaction" with objects in your inventory.   
 
The {{k|I}} key allows "complex interaction" with objects in your inventory.   
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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
 
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
  
===Sheathing===
+
====Sheathing====
 
The {{k|q}} key lets you strap your weapons to your back.
 
The {{k|q}} key lets you strap your weapons to your back.
  
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People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.
 
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.
  
== Time and Weather ==
+
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.
 +
 
 +
=== Time and weather ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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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.
 
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.
  
== Sleep ==
+
=== Sleep ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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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.
 
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.
  
== Food and Drink ==
+
=== Food and drink ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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If the temperature is low enough 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 can also be used to gather water from water sources, or snow from the ground.  
 
If the temperature is low enough 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 can also be used to gather water from water sources, or snow from the ground.  
  
===Announcements when eating===
+
====Announcements when eating====
 
When eating or drinking, the following announcements will be displayed:
 
When eating or drinking, the following announcements will be displayed:
 
*(nothing): You can eat or drink more, no problem.
 
*(nothing): You can eat or drink more, no problem.
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*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].
 
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].
  
== Combat ==
+
=== Combat ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.
 
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.
  
=== Melee Attacks ===
+
==== Melee attacks ====
  
 
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 complexly interacting with the weapon.
 
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 complexly interacting with the weapon.
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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 its 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.
 
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 its 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.
 
  
 
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack 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.
 
There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack 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.
 
  
 
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.
 
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.
  
=== Ranged Attacks ===
+
==== Ranged attacks ====
  
 
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.
 
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.
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Throwing 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.
 
Throwing 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.
  
=== Wrestling and Unarmed Attacks ===
+
==== Wrestling and unarmed attacks ====
  
 
:''Main article: [[Wrestling]]''
 
:''Main article: [[Wrestling]]''
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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}}.
 
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}}.
  
=== Weapons ===
+
==== Weapons ====
  
 
[[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.
 
[[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.
  
=== Wounds ===
+
==== Wounds ====
  
 
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 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.
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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.
 
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.
  
=== Combat Preferences ===
+
==== Combat preferences ====
  
 
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 preferences each:
 
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 preferences each:
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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.
 
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.
  
== Talking ==
+
=== Talking ===
 
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]
 
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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|-
 
|-
 
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}}
 
| style="text-align:right;" | {{DFtext|Ask to be made a performer for group}}
| Only appears when you are talking to a leader. Allows you to become performers for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}
+
| 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}}
 
|-
 
|-
 
| style="text-align:right;" | {{DFtext|Ask for your performance troupe to become performers for group}}
 
| style="text-align:right;" | {{DFtext|Ask for your performance troupe to become performers for group}}
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|-
 
|-
 
| style="text-align:right;" | {{DFtext|State your values (new menu)}}
 
| style="text-align:right;" | {{DFtext|State your values (new menu)}}
| 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.{{version|0.42.01}}
+
| 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}}
 
|-
 
|-
 
| style="text-align:right;" | {{DFtext|Comment on weather}}
 
| style="text-align:right;" | {{DFtext|Comment on weather}}
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|-
 
|-
 
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}
 
| style="text-align:right;" | {{DFtext|Inquire about listener's profession}}
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them.
+
| 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.
 
|-
 
|-
 
| style="text-align:right;" | {{DFtext|Ask about listener's family}}
 
| style="text-align:right;" | {{DFtext|Ask about listener's family}}
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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.
 
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.
  
== Companions ==
+
=== Companions ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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{{new in v0.42}}
 
{{new in v0.42}}
In v0.42, you can have companions join you as performer 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.
+
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.
  
== Personal Finance ==
+
=== Personal finance ===
  
=== Trading (barter) ===
+
==== Trading (barter) ====
  
 
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. 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.
 
In human towns (not hamlets or castles), you can find shops,in Elven Trading trees you can find markets and at depots in dwarven fortresses you can encounter brokers. 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.
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After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.
 
After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.
  
=== Theft ===
+
==== Theft ====
  
 
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 response in another country.
 
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 response in another country.
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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.
 
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.
  
=== Managing coins ===
+
==== Managing coins ====
  
 
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now 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.  
 
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now 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.  
  
 
Coin values are as follows:
 
Coin values are as follows:
* Copper Coin = 1☼
+
* Copper Coin == 1☼
* Silver Coin = 5☼
+
* Silver Coin == 5☼
* Gold Coin = 15☼
+
* Gold Coin == 15☼
  
 
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.  
 
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.  
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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 a given world - please harvest responsibly.
 
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 a given world - please harvest responsibly.
  
=== Where to get items to sell ===
+
==== Where to get items to sell ====
  
 
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 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.
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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.
 
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.
  
== Quest Log ==
+
=== Quest log ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
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* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.
 
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.
  
==Create==
+
=== Create ===
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
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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.
 
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.
  
===Crafting===
+
==== Crafting ====
  
 
* '''[[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.
 
* '''[[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.
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* '''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.
 
* '''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.
  
* '''[[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 bonecarving options are contained in a subsection of the crafting menu, due to the number of options.
+
* '''[[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.
  
* '''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 fortress, or it can be constructed 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.
+
* '''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 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.
  
===Butchery===
+
==== Butchery ====
  
 
'''[[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, 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.
 
'''[[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, 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.
  
===Natural Abilities and Acquired Powers===
+
==== Natural abilities and acquired powers ====
  
 
* '''Spitting''' gives you spit, 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.
 
* '''Spitting''' gives you spit, 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.
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You may also gain acquired abilities when you become a creature of the night, such as a necromancer.
 
You may also gain acquired abilities when you become a creature of the night, such as a necromancer.
  
===Composing===
+
==== Composing ====
  
 
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.
 
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.
  
===Writing===
+
==== Writing ====
  
 
'''[[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.
 
'''[[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.
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* '''Essay''' - Writing about individual historical events, generally of personal relevence to the advenuter. The acension of that adventurer to lordship, companions joining the party, and other such events.
 
* '''Essay''' - Writing about individual historical events, generally of personal relevence to the advenuter. The acension of that adventurer to lordship, companions joining the party, and other such events.
  
* '''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 adventure has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.
+
* '''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.
  
 
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple characters, each chapter relating to a historical event related to the writing's subject.
 
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple characters, each chapter relating to a historical event related to the writing's subject.
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Additionally, at the bottom of the writing menu you have the option of writing down specific songs and dances known to the adventurer.
 
Additionally, at the bottom of the writing menu you have the option of writing down specific songs and dances known to the adventurer.
  
== Woodcutting and Building ==
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== Woodcutting, building and site management ==
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
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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, it will be permanently removed once you complete the construction.   
 
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, it will be permanently removed once you complete the construction.   
  
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. After building your structure, you can designate zones for tavern, library, or temple locations.  
+
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).
 
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).
  
= Sites =
+
==== Faction management ====
 +
 
 +
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 you are in control now and your title will change to lord, you may then start hiring guards and assigning them to your sites 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
 +
{{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.
 +
 
 +
== Sites ==
  
 
More information on each type of site can be found in the site's specific article.
 
More information on each type of site can be found in the site's specific article.
  
== Civilization ==
+
=== Civilization ===
  
 
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.
 
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.
  
=== Human Sites ===
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==== Human sites ====
  
==== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} ====
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===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}} =====
 
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.
 
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.
  
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Towns usually have lots of interesting structures which are described fully in the [[town]] article.
 
Towns usually have lots of interesting structures which are described fully in the [[town]] article.
  
==== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} ====
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===== Hamlets {{Raw Tile|æ|7:0:0}} {{Raw Tile|Æ|7:0:0}} {{Raw Tile|{{=}}|7:0:0}} {{Raw Tile|≡|7:0:0}} =====
 
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.
 
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.
 
Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.
  
=== Dwarven Sites ===
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==== Dwarven sites ====
  
==== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} ====
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===== Dwarf Fortresses {{Raw Tile|Ω|7:0:1}} =====
 
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the 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.
 
These are the randomly generated equivalent of the sites you build in [[dwarf fortress mode]]. [[Fortress]]es are described in detail in the 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.
 
Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.
  
==== Mountain Halls {{Raw Tile|Ω|0:0:1}} ====
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===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====
 
[[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.
 
[[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.
  
==== Hillocks {{Raw Tile|Ω|7:0:0}} ====
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===== Hillocks {{Raw Tile|Ω|7:0:0}} =====
 
[[Hillock]]s 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]].
 
[[Hillock]]s 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]].
  
=== Elven Sites ===
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==== Elven sites ====
  
==== Forest Retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} ====
+
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====
 
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.
 
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.
  
=== Goblin Sites ===
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==== Goblin sites ====
  
==== Dark Fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} ====
+
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:0}} {{Raw Tile|π|5:0:1}} =====
 
These are the main goblin sites. [[Dark fortress]]es contain a [[Underworld spire|certain spoiler]].
 
These are the main goblin sites. [[Dark fortress]]es contain a [[Underworld spire|certain spoiler]].
  
==== Dark Pits {{Raw Tile|º|0:0:1}} {{Raw Tile|º|5:0:0}}====
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===== Dark Pits {{Raw Tile|º|0:0:1}} {{Raw Tile|º|5:0:0}}=====
 
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s 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.
 
These are the goblin equivalent of hamlets and hillocks. [[Dark Pit]]s 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.
  
=== Kobold Sites ===
+
==== Kobold sites ====
==== Caves {{Raw Tile|•|0:0:1}}====
+
===== Caves {{Raw Tile|•|0:0:1}}=====
 
[[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. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.
 
[[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. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.
  
=== Beast and Night Creature Sites ===
+
==== Beast and night creature sites ====
  
==== Necromancer's Towers {{Raw Tile|I|5:0:0}} ====
+
===== Necromancer's towers {{Raw Tile|I|5:0:0}} =====
 
[[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, as necromancers cannot be elf or goblin.
 
[[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, as necromancers cannot be elf or goblin.
  
==== Lairs {{Raw Tile|•|0:0:1}}====
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===== Lairs {{Raw Tile|•|0:0:1}}=====
 
[[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.
 
[[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.
  
==== Minotaur's Labyrinths {{Raw Tile|#|0:7:0}}====
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===== Minotaur's labyrinths {{Raw Tile|#|0:7:0}}=====
 
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.
 
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.
  
==== Shrines {{Raw Tile|Å|7:0:0}} ====
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===== Shrines {{Raw Tile|Å|7:0:0}} =====
 
Shrines 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.
 
Shrines 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.
  
= FAQ =
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== FAQ ==
  
== How do I cut down a tree? ==
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=== How do I cut down a tree? ===
 
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).
 
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included).
 
Then walk up to the tree and press "g" select the fell tree option.(requires DF v0.43.01 or newer)
 
Then walk up to the tree and press "g" select the fell tree option.(requires DF v0.43.01 or newer)
  
== How do I find an entrance to the underworld? ==
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=== How do I find an entrance to the underworld? ===
 
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.
 
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.
  
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Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.
 
Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.
  
== I keep getting maimed! How can I fight without getting seriously hurt? ==
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=== I keep getting maimed! How can I fight without getting seriously hurt? ===
 
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.
 
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.
 
* 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.
 
* 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.
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* Follow the advice under [[#Combat Preferences|Combat Preferences]].
 
* Follow the advice under [[#Combat Preferences|Combat Preferences]].
  
== How can I obtain armor as quickly as possible? ==
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=== How can I obtain armor as quickly as possible? ===
 
* 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.
 
* 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.
 
** 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.
 
** 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.
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** If you choose to abandon the fortress instead of retiring, remember to put your precious preserved goods to some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scarce all over the fortress if they have a walkable path from an edge of the map (see [[Abandon]]).
 
** If you choose to abandon the fortress instead of retiring, remember to put your precious preserved goods to some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scarce all over the fortress if they have a walkable path from an edge of the map (see [[Abandon]]).
  
== How do I increase my skills and attributes? ==
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=== How do I increase my skills and attributes? ===
  
 
Here are some techniques for raising your skills; very rapidly in some cases.
 
Here are some techniques for raising your skills; very rapidly in some cases.
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*'''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>
 
*'''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>
 
*'''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>
 
*'''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>
*'''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 40_23 one seem to aquire Observer skill from regular combat.</p>
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*'''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 40_23, one seems to acquire skill in Observer from regular combat.</p>
 
*'''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.
 
*'''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.
 
*'''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.
 
*'''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.
  
== I managed to escape but my limbs are chopped off. Now what? ==
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=== I managed to escape but my limbs are chopped off. Now what? ===
  
 
'Tis but a scratch!
 
'Tis but a scratch!
  
Unfortunately, there is only one way to get them back, and that is by being bitten by 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.
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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 or above. 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.
 
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. 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.
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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, 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.
 
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, 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.
  
== What creatures of night can I become? ==
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=== What creatures of night can I become? ===
  
 
You basically have four different choices.
 
You basically have four different choices.
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* The last one means it's wise to train them beforehand.
 
* The last one means it's wise to train them beforehand.
 
* 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.
 
* 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.
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* 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.
 
* 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.
 
* 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.
  
 
Secondly, you can become a [[vampire|'''vampire''']].
 
Secondly, you can become a [[vampire|'''vampire''']].
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.
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* 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.
 
* Your strength, agility and toughness are doubled.
 
* They're still fixed forever, so, again, be prepared.
 
* They're still fixed forever, so, again, be prepared.
 
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.
 
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.
 
* 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.
 
* 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.
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* 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.
 
* To become a vampire, defeat one in combat and drink his blood.
 
* To become a vampire, defeat one in combat and drink his blood.
 
* 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}}
 
* 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}}
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* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.
 
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.
  
=See Also=
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==See also==
*[[Main:Adventure Mode quick reference|Adventure Mode Quick Reference]]
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*[[Adventure mode quick reference]]
*[[Main:Adventure mode quick start|Adventure Mode Quickstart Guide]]
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*[[Adventure mode quick start]]
  
=A glimpse into the Future=
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==A glimpse into the Future==
 
{{D for dwarf}}
 
{{D for dwarf}}
  
 
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer :
 
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer :
 
  
 
{{Quote|align=left|
 
{{Quote|align=left|
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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.  
 
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.  
 
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 ...}}
 
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 ...}}
 
  
 
{{Getting Started}}
 
{{Getting Started}}
 
{{Category|Adventurer mode}}
 
{{Category|Adventurer mode}}
 
{{Category|Interface}}
 
{{Category|Interface}}

Revision as of 19:15, 4 May 2017

This article is about the current version of DF.
Note that some content may still need to be updated.

This is a detailed reference guide for Adventurer Mode. For a tutorial see the Adventure mode quick start.
See Adventure mode quick reference to quickly look up key commands.

In Adventurer mode (also called "adventure mode") you create a single adventurer (dwarf, human, elf, goblin, or one of the varieties of animal people) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on quests to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find caves, shrines, lairs, abandoned towers, and other towns and settlements. You can even visit your previously abandoned and retired fortresses and take all the precious items you yourself once created.

Unlike Fortress mode, Adventurer Mode is a sort of advanced open world RPG version of rogue or 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, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.

World selection

You can play Adventurer mode in any world that has a civilization with the ADVENTURE_TIER token (which are elf, dwarf, humans, goblins, as well as animal peoplev0.42.01). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, Fortresses which are built into the surface and almost always connect to the underground and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Goblins typically live in 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.

The world is alive

The world is now alive as you play this used to not be the case, before playing it may be helpful for adventure mode players to take a look at this article on World Activationv0.42.01

May also be useful to look at the article on Rumors as this is the chief way for an adventurer to get famous in game.

Character creation

Race and civilization

Any race with the ADVENTURE_TIER token is playable in adventure mode. In an unmodded game, this means dwarves, elves, and humans. All three races can complete the same quests.

  • Humans always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  • Human Outsiders are humans that aren't from that world or any of