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Difference between revisions of "Adventurer mode"

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:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''
  
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial see the [[Adventure mode quick start]].  
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[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]]
:''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 [[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/retired [[fortress]]es and take all the precious items you yourself once created.
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'''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).
  
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack nethack] taking place in the same procedurally-generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.
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You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).
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As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.
  
 
==World selection==
 
==World selection==
  
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat|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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You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]).
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Each species has its own preferred style of settlement:
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* Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of [[hillock|mounds]] built into hillsides).
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* Elves inhabit [[forest retreat]]s.
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* Humans inhabit cities, towns, and the occasional above-ground fortress.
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* Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]].
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* Lastly, animal people can live with any civilization, in virtually any location.
  
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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Human cities and [[town]]s, 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. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it:
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* If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
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* If abandoned, the fortress will be considered deserted (''which pretty much means'' "'''don't abandon, if you were planning to have any further interaction whatsoever'''").
  
==Character creation==
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== Character creation ==
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{{main|Adventurer mode character creation}}
  
===Race and civilization===
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=== Race and civilization ===
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, adventure mode cannot be played.
 
  
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
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[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
  
* '''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
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* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
  
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
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* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.
  
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills.  
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* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.
  
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
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* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
  
* '''Kobolds''' are not playable, but it can be allowed with [[kobold#Playing as kobolds|modding]]. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races and it is next to impossible to find a fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}
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* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.
  
====Outsider====
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* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves. Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.
Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be an outsider by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required.
 
 
 
Outsiders will always try to begin in a populated site. Caves and even lairs with [[megabeast]]s will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site immediately as soon as the game starts to avoid an instant death.
 
 
 
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.
 
  
 
=== Status ===
 
=== Status ===
  
Determines the number of starting skill and attribute points, which does not change based on race:
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Determines the number of starting skill, attribute points, and equipment points which do not change based on race:
*'''Peasant:''' 15 attribute, 35 skill
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*'''Peasant:''' 15 attribute, 35 skill, 55 equipment
*'''Hero:''' 35 attribute, 95 skill
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*'''Hero:''' 35 attribute, 95 skill, 255 equipment
*'''Demigod:''' 105 attribute, 161 skill
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*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment
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.
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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.
  
 
=== Starting attributes ===
 
=== 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.
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:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes
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A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
  
 
==== Body ====
 
==== Body ====
  
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.
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*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.
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*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.
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*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.
 
*'''Recuperation''': Increases the rate of wound healing.
 
*'''Recuperation''': Increases the rate of wound healing.
 
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
 
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
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==== Soul ====
 
==== Soul ====
  
Some of these are demonstrated useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
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Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
 
 
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as Poems, as well as ability to speak about ideals.{{version|0.42.01}}
 
  
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*'''Analytical Ability''': Useful for Tracker, Knapping and Student.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
 
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 
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*'''Creativity''': This influences quality of poems, songs, dances, and crafts.
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}
 
 
 
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
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*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
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*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
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*'''Musicality''': Influences the adventurer's ability to perform music and song well.
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*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing.
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*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
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*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
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*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate fortresses and underground mazes.
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There is also '''Patience''', which has no known effect in Adventurer Mode.*
  
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
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:(*) as of the newest updates to adventure mode, the '''Patience''' attribute (as a base stat) determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.
  
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.
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=== Starting skills ===
  
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
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:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.
  
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}
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Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).
  
*'''Musicality''': Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}
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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]].
 
 
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing
 
 
 
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
 
 
 
*'''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 ====
 
 
 
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 ===
 
 
 
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.
 
 
 
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 ====
 
==== 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.
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Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].
 
 
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
 
  
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
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Each skill enables the character to use the appropriate weapon more effectively.
  
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.
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Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception—dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
  
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.
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Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.
 
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.
 
*'''[[Hammerman]]''': allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.
 
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.
 
*'''[[Lasher]]''': allows characters to use whips and scourges more effectively. Very deadly weapons.
 
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.
 
*'''[[Pikeman]]''': allows characters to use pikes more effectively. Like spears, but much bigger.
 
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.
 
*'''[[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 ====
 
==== General combat ====
  
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.
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Includes [[Fighter]] and [[Archer]].
 
 
*'''[[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. 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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These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.
  
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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==== Defence skills ====
  
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.
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Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirety) as your skill rises and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it as the speed penalties of lower levels can be a serious handicap.
 
*'''[[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 ====
 
==== 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.
+
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; 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, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in-game.
 
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
 
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
 
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
 
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
 
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.
 
 
 
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 ====
 
==== 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.
+
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.
 
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.
 
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.
 
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.
 
*'''[[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 ====
 
 
 
These allow your character to create things:
 
 
 
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
 
  
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same quality as dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.
+
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.
 
 
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.
 
 
 
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.
 
 
 
==== Social ====
 
 
 
Almost all of these are only used in arguments.  
 
 
 
*'''[[Persuader]]''': Increases your ability to convince people of your view.
 
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.
 
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.
 
 
 
==== General performance skills ====
 
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.
 
 
 
*'''[[Musician]]''': Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.
 
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.
 
 
 
==== Performance skills ====
 
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.
 
 
 
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.
 
*'''[[Singer]]''': Increases quality of all songs your character sings.
 
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.
 
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.
 
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.
 
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.
 
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others)
 
 
 
'''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.'''
 
 
 
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.
 
  
 
==== Other ====
 
==== 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.
+
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.
 
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books and poems and other written materials.
 
  
=== Character appearance and preferences ===
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==== [[Personality]] ====
  
As of 42.01 you are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, the needs will have to be fulfilled or else the character suffers from distraction.
+
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality_trait#Goals|goals]], as well as their tolerance for stimuli like combat, trauma, and death.
  
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}}
+
== Gameplay ==
  
In the current version, some of these are unable to be fulfilled in adventurer mode.
+
{{main|Adventurer mode gameplay}}
  
== Gameplay ==
+
=== Common UI concepts ===
  
=== Common UI concepts ===
 
 
{{KeyConventions|3}}
 
{{KeyConventions|3}}
  
=== Moving around ===
+
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
 
 
==== 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.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Move
 
|-
 
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Move
 
|-
 
| {{k|Alt}} and a direction key