- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "v0.31:Adventurer mode"
|  (reorganize) |  (update combat, talking, reorganize, and other stuff) | ||
| Line 136: | Line 136: | ||
| There is also Butchering, but you can't allocate points to that at creation time. | There is also Butchering, but you can't allocate points to that at creation time. | ||
| − | |||
| = Gameplay = | = Gameplay = | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| == Moving Around == | == Moving Around == | ||
| Line 209: | Line 171: | ||
| |} | |} | ||
| − | Diagonal movement is particularly important especially when chasing or running away from things. | + | You will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.   | 
| + | |||
| + | The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things. | ||
| Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning. | Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning. | ||
| Line 247: | Line 211: | ||
| Other commands are not available until you exit fast travel with {{k|>}}. | Other commands are not available until you exit fast travel with {{k|>}}. | ||
| − | ==  | + | |
| + | == Status and Information == | ||
| {| class="wikitable" style="border:1px solid #ccc;" | {| class="wikitable" style="border:1px solid #ccc;" | ||
| |- | |- | ||
| − | | {{k| | + | | {{k|l}} | 
| − | |  | + | | Look around | 
| + | |- | ||
| + | | {{k|Space}} | ||
| + | | Advance/Clear Messages | ||
| |- | |- | ||
| − | | {{k| | + | | {{k|a}} | 
| − | |  | + | | View Announcements | 
| |- | |- | ||
| − | | {{k| | + | | {{k|z}} | 
| − | |  | + | | Status | 
| |} | |} | ||
| − | + | === 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. | ||
| + | |||
| + | 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 site) 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 === | ||
| + | |||
| + | 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 === | ||
| + | |||
| + | 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 === | |
| − | + | 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. | |
| − | |||
| == Managing Equipment == | == Managing Equipment == | ||
| Line 324: | Line 303: | ||
| The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games. | The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games. | ||
| + | |||
| + | |||
| + | == Time and Weather == | ||
| + | |||
| + | {| class="wikitable" style="border:1px solid #ccc;" | ||
| + | |- | ||
| + | | {{k|D}} | ||
| + | | Date/Time | ||
| + | |- | ||
| + | | {{k|P}} | ||
| + | | Temperature | ||
| + | |- | ||
| + | | {{k|W}} | ||
| + | | Weather | ||
| + | |} | ||
| + | |||
| + | The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|D}} command. | ||
| + | |||
| + | When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day.   | ||
| + | |||
| + | At night you won't be able to see nearly as well and you will be more vulnerable to ambush. | ||
| + | |||
| + | The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold. | ||
| + | |||
| + | Weather can also reduce visibility. | ||
| == Sleep == | == Sleep == | ||
| − | + | {| class="wikitable" style="border:1px solid #ccc;" | |
| + | |- | ||
| + | | {{k|Z}} | ||
| + | | Sleep | ||
| + | |} | ||
| + | |||
| + | Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep.  | ||
| + | |||
| + | Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) | ||
| + | |||
| + | Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a human habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety. | ||
| − | |||
| == Food and Drink == | == Food and Drink == | ||
| + | |||
| + | {| class="wikitable" style="border:1px solid #ccc;" | ||
| + | |- | ||
| + | | {{k|e}} | ||
| + | | Eat or drink something | ||
| + | |} | ||
| + | |||
| + | '''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes. | ||
| The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved. | The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved. | ||
| − | |||
| + | == Combat == | ||
| − | == Combat == | + | {| class="wikitable" style="border:1px solid #ccc;" | 
| + | |- | ||
| + | | {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} | ||
| + | | Attack adjacent hostile creature | ||
| + | |- | ||
| + | | {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} | ||
| + | | Attack adjacent hostile creature | ||
| + | |- | ||
| + | | {{k|A}} | ||
| + | | Attack an adjacent creature. | ||
| + | |- | ||
| + | | {{k|A}} then {{k|Enter}} | ||
| + | | Wrestle an adjacent creature. | ||
| + | |- | ||
| + | | {{k|f}} | ||
| + | | Fire a projectile | ||
| + | |- | ||
| + | | {{k|t}} | ||
| + | | Throw an item | ||
| + | |- | ||
| + | | {{k|C}} | ||
| + | | Open combat preferences interface | ||
| + | |} | ||
| + | |||
| + | {{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress. | ||
| + | |||
| + | === 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 free up any stuck weapon. | ||
| + | |||
| + | Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}. | ||
| − | + | Attacking a creature with {{k|A}} will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective. | |
| − | + | Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Depending on the situation, it may be worth trying to take even a "Difficult" shot at the head. Severing limbs can also be effective even if not fatal, so if you have any Easy and Square attacks against limbs it may be worth taking them because, if a limb is chopped off, it will stun the opponent possibly making a followup shot to the head much easier. Removing a weapon arm can leave an opponent with no offensive ability, and removing a leg or foot can make it very difficult for them to escape or chase after you. | |
| − | + | === Ranged Attacks === | |
| − | + | To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. 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. | |
| − | + | It is not possible to aim ranged or thrown attacks. | |
| − | + | === Wrestling and Unarmed Attacks === | |
| − | + | '''Wrestling''' (grappling) can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. | |
| − | + | It's also possible to punch, kick, and bite. | |
| − | + | === Weapons === | |
| − | + | {{L|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. 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. | + | If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. 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. | 
| If you have some bolts or arrow 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}} | If you have some bolts or arrow 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}} | ||
| + | === Combat Preferences === | ||
| + | |||
| + | (Need a good description of these.) | ||
| + | |||
| + | |||
| + | == Talking == | ||
| + | [[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]] | ||
| + | {| class="wikitable" style="border:1px solid #ccc;" | ||
| + | |- | ||
| + | | {{k|k}} | ||
| + | | Talk to somebody | ||
| + | |} | ||
| + | |||
| + | Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful. | ||
| + | |||
| + | Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation. | ||
| + | |||
| + | Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion: | ||
| + | *'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops. | ||
| + | *'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation. | ||
| + | *'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as "in 123 Urist McSucker founded Boatmurdered". This can be selected repeatedly to reveal multiple facts about the area. | ||
| + | *'''Capital''' - Ask where the capital of the current civilization is. | ||
| + | *'''Service''' - Ask for a [[#Quests|quest]]. | ||
| + | *'''Profession''' - Ask the individual about their profession. How this is useful is not clear. | ||
| + | *'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like Surroundings this can also reveal bits of information about history such as "Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Flames of Burninating the Dragon." | ||
| + | *'''Report success/accomplishments''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Basically everyone is telepathic and doesn't want to hear the same story again. | ||
| + | *'''Goodbye''' - End the conversation. | ||
| + | |||
| + | Sometimes other options may also appear. Experiment with them and see what happens. | ||
| + | |||
| + | |||
| + | == Civilization == | ||
| + | |||
| + | Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns. | ||
| + | |||
| + | === Towns === | ||
| − | + | Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops. | |
| − | + | Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building. | |
| + | |||
| + | Once you find a building, step through the door.  It should have multiple U's, each of which is a human. | ||
| + | |||
| + | === Fortresses === | ||
| + | |||
| + | Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|>}}, and walk toward the direction of the fortress. | ||
| + | |||
| + | Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops. | ||
| + | |||
| + | === Other Sites === | ||
| + | |||
| + | '''Note:''' As of version .25, only humans have civilization sites. | ||
| Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named. | Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named. | ||
| − | |||
| − | |||
| Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}! | Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}! | ||
| Line 425: | Line 522: | ||
| At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. | At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. | ||
| + | |||
| == Quests == | == Quests == | ||
Revision as of 05:35, 6 April 2011
| This article is about an older version of DF. | 
- This is a detailed reference guide for Adventurer Mode. For a tutorial see the Template:L.
- See Template:L to quickly look up key commands.
In adventurer mode, you pick a race (Template:L, Template:L, or Template:L) and start out in a Template:L of your race. You can receive Template:Ls, venture into the wilderness to find Template:Ls, abandoned towers and other Template:L. You can even visit your old Template:Les and find whatever riches were left to be guarded by the Template:Ls that sealed their fate.
The user interface differs somewhat from Template:L; you may want to refer to the Template:L guide.
World Selection
You can play Adventurer mode in any world that has a civilization with the Template:L token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival.
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy regionX to regionX-copy or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.
Character Creation
Race and Civilization
Any race with the Template:L token is playable in adventure mode. In an unmodded game this means Template:L, Template:L, and Template:L. All three races can complete the same quests.
- Civilized Humans begin with bronze 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 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 Template:L token to the race's entity definition.
- Dwarves Have the advantage of being able to go into a Template:L when fighting multiple foes at once. 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 shops. They can start with almost all of the same weapon skills as civilized humans. Most human weapons must be wielded two-handed by dwarves, due to their size.
- Elves start with very weak wooden weapons and have a more limited list of weapon skills during character creation. If they have any advantages over other races then it certainly isn't very obvious. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.[Verify]
Status
Determines the number of starting skill and attribute points, which does not change based on race:
- Peasant: 15 attribute, 35 skill
- Hero: 35 attribute, 95 skill
- Demigod: 105 attribute, 161 skill
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
Template:L are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
Body
- Strength - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
- Agility - This attribute is directly related to a character's Speed and is also used in combat skills.
- Toughness - Reduces physical damage. Also relates to defensive combat skills.
- Endurance - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.
- Recuperation - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.
- Disease Resistance - Reduces the risk of disease. It isn't clear how useful this currently is in adventurer mode.
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent.
Soul
Some of these are useful for adventure-mode-applicable skills, but some are totally useless.
- Analytical Ability - Useful for certain crafting skills, the only one currently being Knapping.
- Focus - Affects Archer, Ambusher, Observer.
- Willpower - Fighter, Crutch Walker, Swimmer, and helps resist pain effects such as those caused by chipped bones.
- Creativity - Currently completely useless in adventure mode. Normally it impacts crafting skills.
- Intuition - Only helps with Observer.
- Patience - Currently useless.
- Memory - Appears to be useless.
- Linguistic Ability - Currently useless because adventurers don't have social skills.
- Spatial Sense - Important. Effects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
- Musicality - Completely useless as of yet.
- Kinesthetic Sense - Important. Combat skills, Crutch Walker, Swimming, Knapping,
- Empathy - Might increase chance of persuading people to Join you.[Verify]
- 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.
Starting Skills
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting Template:Ls, as well as ones not available at character creation, can be improved through use in game.
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see Template:L. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.
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 of these.
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).
- Swordsman - Using swords.
- Maceman - Using maces (not hammers).
- Axeman - Using axes.
- Hammerman - Using hammers/mauls.
- Pikeman - Using pikes (not spears).
- Bowman - Using bows (not crossbows).
- Crossbowman - Using crossbows.
- Spearman - Using spears.
- Lasher - Using whips.
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.
- Fighter - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
- 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.
Defensive
These skills are critical for survival. Starting out with good ability in one if not all is strongly advised.
- Shield User - Ability to block things with shields.
- Armor User - Affects the ability of armor to block attacks. How this is supposed to work exactly is unknown, but armor is much less effective when worn by someone with a low Armor User skill.
- Dodger - Ability to dodge out of the way of attacks.
Unarmed or Ad-Hoc Combat
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
- Wrestler - Ability to grapple, restrain, "takedown", throw opponents, etc. Can be raised very easily in game.
- Striker - Punching ability.
- Kicker - Kicking ability.
- Biter - Biting ability.
- Thrower - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.
- Misc. Object User - Ability to beat things to death with their own severed body parts, basically. Also somewhat more commonly used for shield bashing.
Movement and Awareness
- Template:L - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.
- Template:L - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, starting out as an Adequate swimmer is advisable. If you don't, at least start as Novice and go get some swimming practice right away.
- Template:L - The skill of Sneaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.
Crafting
These allow your character to create things. There is only one skill currently available in an unmodified game.
- Knapper - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.
There is also Butchering, but you can't allocate points to that at creation time.
Gameplay
Moving Around
Local Movement
 
  | 8 2 4 6 7 9 1 3 | Move | 
| ↑ ↓ ← → | Move | 
| Alt and a direction key | Move carefully / Deliberately enter dangerous terrain | 
| < or Shift+5 (num lock off) | Ascend | 
| > or Ctrl+5 (num lock off) | Descend |