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''This is an intermediate guide for Adventurer Mode. For a beginner's tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ''See [[Adventure Mode quick reference]] to look up key commands.
 
''This is an intermediate guide for Adventurer Mode. For a beginner's tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ''See [[Adventure Mode quick reference]] to look up key commands.
:''Updated to DF 0.44.02. Work in progress!
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:''Updated to DF 44.02. Work in progress!
  
  
This guide focuses on powerplay: that is, building the most powerful combat-oriented character and achieving goals that can be considered "winning the game". Yet, fun is a priority, so there will be no glitch/bug abuse to get an advantage. For the most part, it's tailored towards players with some adventure mode experience, as there will be no explanation of basic gameplay elements, such as Fast ['''T''']ravelling, ['''R''']emoving an item, ['''W''']earing an armour or ['''S''']tanding up, and familiarity with fortress mode to the point of being able to make at least steel weapons/armor.
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This guide focuses on powerplay: that is, building the most powerful combat-oriented character and achieving goals that can be considered "winning the game". Yet, fun is prioritised, so glitch/bug abuse to get an advantage will not be used. For the most part, it's tailored towards players with some adventure mode experience, as there will be no explanation of basic gameplay elements, such as Fast ['''T''']ravelling, ['''R''']emoving an item, ['''W''']earing an armour or ['''S''']tanding up. Also, it is assumed that readers are familiar with fortress mode to the point of being able to make at least steel weapons/armor, as there will be no explanation on this part, either.
  
 
However, this does not mean that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained thoroughly without missing any steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!
 
However, this does not mean that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained thoroughly without missing any steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!
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*A [[DF2014:Tower (necromancy)|tower]]
 
*A [[DF2014:Tower (necromancy)|tower]]
*2 or 3 [[DF2014:Dark fortress|dark fortresses]]
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*2 or 3 [[DF2014:Dark fortress|Dark fortresses]]
*A [[vault]]
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*A [[DF2014:Vault|vault]]
  
 
Optional features:
 
Optional features:
  
*A [[desert]]
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*A [[DF2014:Desert|desert]]
*An [[island]] no more than 2 blocks away from the mainland
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*An [[DF2014:Island|island]] no more than 2 blocks away from the mainland
 
*A [[DF2014:Labyrinth|maze]]
 
*A [[DF2014:Labyrinth|maze]]
  
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* A '''"Smaller"''' world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.<br />
 
* A '''"Smaller"''' world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.<br />
*A '''"Short"''' history setting will make the world 125 years old. This is done to ensure that goblin settlements (a.k.a [[dark pit]]s) are not too abundant. It also prevents a lot of takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or more likely, goblins).<br />
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*A '''"Short"''' history setting will make the world 125 years old. This is done to ensure that goblin settlements (a.k.a Dark Pits) are not too abundant. It also prevents a lot of takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or what's more likely, goblins).<br />
*A '''"High"''' number of civilizations provides increased chances of Towers and [[dark fortress]]es appearing. Same applies to the "High" Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.
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*A '''"High"''' number of civilizations provides increased chances of Towers and Dark Fortresses appearing. Same applies to the "High" Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.
*'''Number of Beasts''' determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurrence.
 
  
'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:
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Number of beasts determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurrence.
  
'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. Starting on an isle will guarantee safety from being besieged. It also provides an exciting challenge for your adventurer, who has to swim across the long strait (possibly filled with sea lampreys, bull sharks, giant orcas and other [[DF2014:Sea_monster|wondrous]] creatures).
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'''IMPORTANT:''' As of 43.05, after creating the desirable world, you have two options:  
  
'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
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'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[DF2014:Nether-cap|Nether Cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use.
  
Afterwards, unretire the new fort. Option two makes your adventurer playable in fortress mode, which is much more engaging than simply visiting the fort to collect the items. The adventurer is now a full part of the fort, able to be assigned labors and noble ranks, just like any dwarf could! You're now a new human commander of the fort (regardless of who holds the expedition leader title). Stand tall, lead your dwarves to create a burgeoning colony, and be '''directly''' interwoven in all its affairs! Feel the relevance of your newly-made weapons that were forged under your adventurer's firsthand guidance! Master the intricate craft of [[DF2014:Cheese maker|cheesemaking]]! And of course, make [[siege]]s personal by fighting alongside dwarven militia!
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'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint [[DF2014:Militia commander|militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valour (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[DF2014:Citizenship|citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
  
Don't forget that time flies MUCH quicker in fort mode, and human lifespan is half that of dwarves - make sure your adventurer is aging-proof before taking option 2. Also, you will be subject to skill and attribute [[DF2014:Skill#Skill_rust|rust]], which can be severe in the case of the Reader skill (make sure your fort has enough books to read). Remember - you're a part of the clan, just as mortal as any other denizen of the fort... And obviously, should your adventurer die in fort mode for whatever reason out of millions possible, he or she will be gone for good.
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Afterwards, unretire the new fort. You will discover that option two will make your adventurer playable in fortress mode, which is much more engaging than simply visiting the fort to collect the items. The adventurer is now a full part of the fort, able to be assigned labors and noble ranks, just like any dwarf could! You're now a new human commander of the fort (regardless of who holds the expedition leader title). Stand tall, lead your dwarves to create a burgeoning colony, and be '''directly''' interwoven in all its affairs! Feel the relevance of your newly-made weapons that were forged under your adventurer's firsthand guidance! Master the intricate craft of [[DF2014:Cheese maker|cheesemaking]]! And of course, make [[DF2014:Siege|sieges]] personal by fighting alongside dwarven militia!
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 +
But don't forget, that time flies MUCH quicker in fort mode, and human lifespan is half that of dwarves. Make sure your adventurer is aging-proof before taking option 2. Also, you will be subject to skill and attribute [[DF2014:Skill#Skill_rust| rust]], which can be severe in the case of the Reader skill. Make sure your fort has enough books to read. Remember - you'll become a part of dwarfkind, and you're just as mortal as any other denizen of the fort... And obviously, should your adventurer die in fort mode for whatever reason out of millions possible, he or she will be gone for good.
  
 
=Character Creation=
 
=Character Creation=
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==Race and Civilization==
 
==Race and Civilization==
  
Human or Dwarf - besides armour and clothing size, the only considerable gameplay difference is that dwarves can see in the dark. Some may argue that dwarves have an advantage due to being able to wear better armour, made in a player fortress. However, as of 0.43.05 it is possible to set the size of armor to be crafted to "Large", giving humans (and many other larger/smaller races) access to any armor a dwarf can wear. Moreover, later on you will realize that masterwork armour is just as useful as standard quality. More on this will be explained in "Armour" section. As for the dwarven "[[DF2014:Martial trance|Battle Trance]]" - it will not activate against megabeasts, generally doesn't benefit much to a legendarily skilled adventurer, moreover, this guide emphasizes on NOT finding yourself alone and surrounded most of the time. Hence, battle influence on race choice is negligible.
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Human or Dwarf - there is little difference besides the armour and clothing size, pick whatever you want. Some may argue that dwarves have an advantage due to being able to wear better armour, made in a player fortress. However, as of 43.05 it is possible to set the size of armor to be crafted to "Large", giving humans (and many other larger/smaller races) access to any armor a dwarf can wear. Moreover, later on you will realize that masterwork armour is just as useful as standard quality. More on this will be explained in "Armour" section. As for the dwarven "[[DF2014:Martial trance|Battle Trance]]" - it will not activate against megabeasts, generally doesn't bemefit much to legendarily skilled adventurer, and more so, this guide emphasizes on NOT finding yourself alone and surrounded most of the time. Hence, battle influence on race choice is negligible.
 
 
As of 0.43.05, it is now possible to play as one of the many [[animal people]], who have their own ups and downs that are numerous, and best discussed elsewhere.
 
  
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As of 43.05, it is now possible to play as one of the many [[DF2014:Animal people|animal-people]], insect-people and even plant-people with [[DF2014:Gorlak|gorlaks]]. They have their own ups and downs that are numerous, and best discussed elsewhere.
 
Human will be used for this guide as the most accessible and reasonably challenging option.
 
Human will be used for this guide as the most accessible and reasonably challenging option.
  
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*'''Demigod:''' 105 attribute, 161 skill
 
*'''Demigod:''' 105 attribute, 161 skill
  
Peasant, Hero and Demigod look completely different, with demigod seemingly holding the most advantage. However, all three are mortal, and all three are capable of becoming unstoppable. The key difference is in starting stats/skills (with Demigod beginning with most, Peasant with least) and stats cap (maximum attainable value).  
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Peasant, Hero and Demigod look completely different, with demigod seemingly holding the most advantage. However, all three are mortal, and all three are capable of becoming unstoppable. The key difference is in starting stats/skills (with demigod beginning with most, Peasant with least) and stats cap (maximum attainable value).  
  
 
Simply put, the higher the starting stat (e.g. Strength), the higher it can be increased over the course of the game. Hence, demigods can have the highest stats in the end by simply having more to start with. Yet, even a Peasant adventurer is capable of killing a [[Demon]] or [[Dragon]] in the endgame, so at the end of the day all the status does '''is determine how easy and how fast your starting game will be.'''
 
Simply put, the higher the starting stat (e.g. Strength), the higher it can be increased over the course of the game. Hence, demigods can have the highest stats in the end by simply having more to start with. Yet, even a Peasant adventurer is capable of killing a [[Demon]] or [[Dragon]] in the endgame, so at the end of the day all the status does '''is determine how easy and how fast your starting game will be.'''
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===Body Attributes===
 
===Body Attributes===
  
As of 0.43.05, all these stat distributions will leave no points wasted.
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As of 43.05, all these stat distributions will leave no points wasted.
  
 
'''Peasant:'''
 
'''Peasant:'''
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Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.
 
Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.
  
The concept of pain was revised in 0.43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken pinky finger. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).
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The concept of pain was revised in 43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken toe. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).
  
 
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.
 
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.
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===Background and Gender===
 
===Background and Gender===
  
It is advised to start as a hearthperson, since your character will begin inside of a human fortress, close to weapons and armor stockpiles. Gender and deity worshiped are insignificant beyond aesthetics and roleplay. Of course, when building a killing machine of a character you'd most likely want them to worship a deity of war (or similar). But if you play as an antman, gender is important.
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It is advised to start as a hearth-person, since your character will begin inside of the human fortress, close to weapons and armor stockpiles. Gender and deity worshiped are insignificant beyond aesthetics and roleplay. Of course, when building a killing machine of a character you'd most likely want him to worship a deity of war (or similar). But if you play as antman, gender is important.
  
 
===Appearance===
 
===Appearance===
  
Visual facial features (e.g. long hair, lobed ears, etc.) bear little significance, and are there just for show. The physical constitution is what really matters - your character might be described as "tall", "having a broad body" or "corpulent/fat/having great sacks of lard" (common when starting as a peasant). Fat does not slow down, and will be burnt away as your character does anything that involves sweating (sprinting or fighting to name a few). Broad body allows wielding of 2-handed weapons in one hand.
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Visual facial features (e.g. long hair, lobed ears, etc.) bear little significance, and are there just for show. The constitution is what really matters - your character might be described as "tall", "having a broad body" or "corpulent/fat/having great sacks of lard" (common when starting as a peasant). Fat does not slow down, and will be burnt away as your character does anything that involves sweating (sprinting or fighting to name a few). Broad body allows wielding of 2-handed weapons in one hand.
  
 
However, avoid "tall" or "having a broad body" traits. In my experience, adventurers with these tend to get hit more often than ones with an average build, and two-handed weapons are slow to ever use anyway. Press "r" or "f" to re-roll your character's appearance until it becomes to your liking.
 
However, avoid "tall" or "having a broad body" traits. In my experience, adventurers with these tend to get hit more often than ones with an average build, and two-handed weapons are slow to ever use anyway. Press "r" or "f" to re-roll your character's appearance until it becomes to your liking.
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Your warlike adventurers naturally value (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).
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Your warlike adventurer naturally values (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).
  
  
On the emotional plane, they never fall in love or lust, hate easily though not prone to anger, never give in to feelings of sadness or anxiety, impervious to stress, have calm demeanor, modest, strive for perfection, sometimes cruel, relentless, private to the point of paranoia, do not go out of their way to help others and fear nothing.  
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On the emotional plane, they never fall in love or lust, hate easily though not prone to anger, never give in to feelings of sadness or anxiety, impervious to stress, have calm demeanor, modest, strive for perfection, sometimes cruel, relentless, private to the point of paranoia, does not go out of their way to help others and fears nothing.  
  
  
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[[File:Mindset4402.PNG|thumb|center|600px|]]
 
[[File:Mindset4402.PNG|thumb|center|600px|]]
  
As seen in the above image, your warmongering adventurer will have a strong desire for crafting, training, practicing, learning, and staying busy. This is where the advantage of picking values and emotions according to the instructions above start to show up: fighting anything will simultaneously satisfy four major needs (training, learning, battling, practicing) while crafting can be easily fulfilled by knapping (make sharp rock). This mindset is also optimized to eliminate almost-impossible or hard-to-satisfy needs, like "Eat good meal" and "Help somebody", allowing you to reach the "Focused!" state easily. More on satisfying character needs will be explained in the "Needs and Focus" section.
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As seen in the above image, your warmongering adventurer will have a strong desire for crafting, training, practicing, learning, and staying busy. This is where the advantage of picking the values and emotions according to the instructions above start to show up: fighting anything will simultaneously satisfy four major needs (training, learning, battling, practicing) while crafting can be easily fulfilled by knapping (making sharp rock). This mindset is also optimized to eliminate almost-impossible or hard-to-satisfy needs, like "Eat good meal" and "Help somebody", allowing you to reach the "Focused!" state easily. More on satisfying the needs will be explained in the "Needs and Focus" section.
  
Take into account that you will not be able to EVER see this description (except list of needs) again during regular gameplay. It is only available during the character creation stage, so it is in your interests to make a screenshot and save it.
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Take into account that you will not be able to EVER see this description (except list of needs) again during the regular gameplay. It is only available during the character creation stage, so it is in your interests to make a screenshot and save it.
  
 
===Finalizing the character===
 
===Finalizing the character===
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*Any 2 bags (chuck out anything that might have been inside)
 
*Any 2 bags (chuck out anything that might have been inside)
*Full set of armor (Helm, mail shirt, breastplate, gauntlets, greaves, high boots, shield/buckler. These can be of any material for the time being).
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*Full set of armor (Helm, mail shirt, breastplate, gauntlets, greaves, high boots, shield/buckler. These can be of any material for the time being.
 
*An axe and a warhammer. These can be of any material or 2-handed for the time being. If there are training versions of axe or spear, take those as well.
 
*An axe and a warhammer. These can be of any material or 2-handed for the time being. If there are training versions of axe or spear, take those as well.
 
*A pike and a whip/scourge (optionally, if there are any available)
 
*A pike and a whip/scourge (optionally, if there are any available)
 
*5-10 copper or silver bolts
 
*5-10 copper or silver bolts
  
Some fortresses might be under-stocked and lack some items from the list. In this case, fast travel to another fort and search again.
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Some fortresses might be under-stocked and lack some items from this list. In this case, fast travel to another fort and search again.
 
[[File:berrybag.png|thumb|right|200px|Berry bags are common in human villages]]
 
[[File:berrybag.png|thumb|right|200px|Berry bags are common in human villages]]
After you got your gear together, equip the armor and a spear (without shield), then travel to the nearest river and fill (I) one of your empty bags with water, resulting in a container with 100 water units - more than enough for a long journey, even though you will be amazed how fast it will disappear.  
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After you got your gear together, equip the armor and a spear (without shield). Travel to the nearest river and fill (I) one of your empty bags with water. This will result in a container with 100 water units - more than enough for a long journey, even though you will be amazed how fast it will disappear.  
  
To follow up, go to the nearby village and search in the peasants' houses for fisher/prickle berry/strawberry bags. All human civs start with fisher berries, so a village is guaranteed to have some. Usually, these bags contain multiple stacks of 20-100 berries. As soon as you've found one, drop your starting [5]stack food and pick the largest stack of berries. [P]ut it inside of your second bag.
+
To follow up, go to the nearby village and search in the peasants' houses for fisher/prickle berry/strawberry bags. All human civs start with fisher berries, so a village is guaranteed to have some. Usually, these bags contain multiple stacks of 20 to 100 berries. As soon as you've found one, drop your starting [5]stack food and pick the largest stack of berries. [P]ut it inside of your second bag.
  
  
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Now you are armored and armed, alongside a companion, with plenty of food and drink. While still quite far from being combat-worthy, your character is now ready for training.
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Now you are armored and armed, alongside a companion with plenty of food and drink. While still quite far from being combat-worthy, your character is now ready for training.
  
 
==Training==
 
==Training==
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At this stage, you are going to train your character's offensive and defensive skills. Even though they can be trained in any order, I suggest that you learn how to defend yourself first. However, it is completely up to you, and whatever training "facilities" you might have. When training, ask your companion to wait nearby - he/she will not interfere with your training. This way, you will have a backup handy. However, '''waiting companions will not defend you''' if training gets out of control or something hostile comes your way. You must ask the companion to follow you for him/her to help you in fights again.
 
At this stage, you are going to train your character's offensive and defensive skills. Even though they can be trained in any order, I suggest that you learn how to defend yourself first. However, it is completely up to you, and whatever training "facilities" you might have. When training, ask your companion to wait nearby - he/she will not interfere with your training. This way, you will have a backup handy. However, '''waiting companions will not defend you''' if training gets out of control or something hostile comes your way. You must ask the companion to follow you for him/her to help you in fights again.
  
It is very important that you don't train while Tired. Otherwise, what seemed like a mock fight can take a wrong turn and lead to injury, missing teeth, or worse. If at any point of training your character becomes tired, drop whatever you were doing, retreat, rest, and only then continue.
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It is very important that you don't train while Tired. Otherwise, what seemed like a mock fight can take a wrong turn and lead to injury, missing teeth, or worse. If at any point of training your character becomes tired, drop whatever you were doing, retreat, rest. And only then continue.
  
 
NOTE: Subsequent instructions include a lot of tedious button presses. To make your training experience more comfortable, it is advised that you install the amazing key shortcut tool "AutoHotkey", available free of charge. It is a wonderful utility that will make a lengthy combination into a matter of a single key press, which counts when typing Aa*gzua repeated 30 times, for example. Quickstart guide for AutoHotkey (along with an example script) can be found under "Tools" section. I personally do not consider this cheating in any way - it is a simple timesaver. By sticking to "hardcore style" button mashing you are not raising the challenge - you're introducing a handicap.
 
NOTE: Subsequent instructions include a lot of tedious button presses. To make your training experience more comfortable, it is advised that you install the amazing key shortcut tool "AutoHotkey", available free of charge. It is a wonderful utility that will make a lengthy combination into a matter of a single key press, which counts when typing Aa*gzua repeated 30 times, for example. Quickstart guide for AutoHotkey (along with an example script) can be found under "Tools" section. I personally do not consider this cheating in any way - it is a simple timesaver. By sticking to "hardcore style" button mashing you are not raising the challenge - you're introducing a handicap.
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Make sure you have a weapon and a shield drawn. Prepare by placing your weapon in a backpack, then remove the said backpack and drop it somewhere you can remember. This will free you of unnecessary load.  
 
Make sure you have a weapon and a shield drawn. Prepare by placing your weapon in a backpack, then remove the said backpack and drop it somewhere you can remember. This will free you of unnecessary load.  
Begin by finding a small animal - a [[DF2014:Cavy|cavy]] makes a good choice, as do [[DF2014:Horseshoe crab|horseshoe crabs]], [[DF2014:Duck|ducks]], [[DF2014:Blue peafowl|peacocks]], [[DF2014:Turkey|turkeys]], etc. Catch up to the animal and grab it with your free hand. Now, simply spam the "Wait 10 ticks" button [.] and you will gain dodging/armor user/shield user experience as the animal you're holding attacks you. To gain shield user experience faster, manually block the incoming attacks with the shield. If the animal passes out from exhaustion, simply wait, then repeat the above routine. Repeat until Legendary in all three skills.
+
Begin by finding a small animal - cavies make a good choice, so do [[DF2014:Horseshoe crab|horseshoe crabs]], [[DF2014:Duck|ducks]], [[DF2014:Blue peafowl|peacocks]], [[DF2014:Turkey|turkeys]], etc. Catch up to the animal and grab it with your free hand. Now, simply spam the "Wait 10 ticks" button [.] and you will gain dodging/armor user/shield user experience as an animal you're holding attacks you. To gain shield user experience faster, manually block the incoming attacks with the shield.  
 +
 
 +
If the animal you were holding passes out from exhaustion, simply wait, then repeat the above routine. Repeat until Legendary in all three skills.
  
Be aware that though your "animal training companion" is small, even a cat or a duck possesses enough force to scratch teeth out or stun with a well-placed bite to the head, right through the helmet! Make sure your character is not tired prior to training.
+
Be aware that though your "animal training companion" is small, even a cat or a duck possesses enough force to scratch the teeth out or stun with a well placed bite to the head, right through the helmet! Make sure your character is not tired prior to training.
  
 
*AUTOHOTKEY: Using '''*1::Send, .''' script will let you hold down [1] to continuously wait, instead of spamming the [.] wait button
 
*AUTOHOTKEY: Using '''*1::Send, .''' script will let you hold down [1] to continuously wait, instead of spamming the [.] wait button
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===Offensive training===
 
===Offensive training===
  
Every skill that directly harms the enemy is a part of the Offensive skill tree. This includes: any weapon mastery, Improvised weapons skill (misc. object user), wrestling and throwing.
+
Every skill that directly that harms the enemy is a part of the Offensive skill tree. This includes: any weapon mastery, Improvised weapons skill (misc. object user), wrestling and throwing.
The majority of your targets will be dispatched with weapon strikes, some with unarmed strikes and wrestling and in certain cases, by having a heavy/sharp object flung at them. Hence, your character must learn to handle 3 weapon types (at least), punching/kicking, wrestling and throwing. Optionally, misc. object user is recommended, as this skill determines the hit rate (and damage) when bashing with a shield.
+
Majority of your targets will be dispatched with weapon strikes, some with unarmed strikes and wrestling and in certain cases, by having a heavy/sharp object flung at them. Hence, your character must learn to handle 3 weapon types (at least), punching/kicking, wrestling and throwing. Optionally, misc. object user is recommended, as this skill determines the hit rate (and damage) when bashing with the shield.
  
 
By this time, you should have the gear as instructed earlier in "Immediate Actions" section. Make no mistake, ensure you have all the necessary equipment! The method of training is as such:
 
By this time, you should have the gear as instructed earlier in "Immediate Actions" section. Make no mistake, ensure you have all the necessary equipment! The method of training is as such:
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*As you have found a pasture spot with animals, memorize its location on the fast travel map. Remove your backpack and drop it there - it will be your training location for quite some time.  
 
*As you have found a pasture spot with animals, memorize its location on the fast travel map. Remove your backpack and drop it there - it will be your training location for quite some time.  
Next, take out the axe or a spear you have. Enter the [S]neaking mode and approach a horse. Use [A]ttacking menu and look for an Easy/Solid strike on legs/tail of the horse. You might have to approach it from multiple sides to find one. As soon as you have found an opening, stab the horse in the leg. If your strike connects, the horse will now have reduced movespeed, allowing to easily pursue it and stab another leg to bring the horse to the ground.
+
Next, take out the axe or a spear you have. Enter the [S]neaking mode and approach a horse. Use [A]ttacking menu and look for an Easy/Solid strike on legs/tail of the horse. You might have to approach it from multiple sides to find one. As soon as you have found an opening, stab the horse in the leg. If your strike connects, the horse will now have reduced movespeed, allowing to easily pursue it and stab another leg to bring horse to the ground.
  
 
[[File:geld.png|thumb|right|200px|Sometimes even wooden weapons are dangerous]]
 
[[File:geld.png|thumb|right|200px|Sometimes even wooden weapons are dangerous]]
*From now on, you have to disable the horse, so it cannot move or attack (when enraged). An Enraged horse will make quick work of an inexperienced adventurer, often biting (or wrestling!) the unfortunate to death by breaking all their bones. Hence, proceed to bashing both of its eyes with the shaft (or flat of the axe), then punch the teeth out. Finally,chop off all hooves. Wait around until horse regains consciousness if it passed out. Use ['''S''']neak mode to confirm that it has been blinded - if the usual cone of vision is not shown, it has. A blind animal cannot see you (obviously), and it does not run away from what it cannot see. Also, it stops the horse from attacking you when enraged, but '''only''' when you are '''not standing on the same tile as the enraged horse'''.
+
*From now on, you have to disable the horse, so it cannot move or attack (when enraged). An Enraged horse will make quick work of an inexperienced adventurer, often biting (or wrestling!) the unfortunate to death by breaking all their bones. Hence, proceed to bashing both of its eyes with the shaft (or flat of the axe), then punch the teeth out. Finally,chop off all hooves. Wait around until horse regains consciousness if it passed out. Use ['''S''']neak mode to confirm that it has been blinded - if the usual cone of vision is not shown, it has. A blind animal cannot see you (obviously), and it does not run away from what it cannot see. Also, it stops the horse from attacking you when enraged, but ONLY when you are '''not standing on the same tile as the enraged horse'''.
  
 
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear.  
 
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear.  
 
*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand
 
  
 
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.
 
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.
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*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.
 
*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.
 
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.
 
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.
 
+
*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand
  
 
====Crucial concepts====
 
====Crucial concepts====
  
An attack in Adventure Mode consists of three stages: 1 - Starting 2 - Hit 3 - Recovery time. Just like in real life, a swing with a weapon in DF has a wind-up time, the moment of actual contact with the target and an afterswing recovery. Therefore, attack speed is defined by these (except Hit stage, which seems to always be 1 tick long). The shorter the Starting and Recovery times, the faster the attack speed.
+
An attack in Adventure Mode consists of three stages: 1 - Starting 2 - Hit 3 - Recovery time. Just like in real life, a swing with the weapon in DF has a wind-up time, the moment of actual contact with the target and an afterswing recovery. Therefore, attack speed is defined by these (except Hit stage, which seems to always be 1 tick long). The shorter the Starting and Recovery times, the faster the attack speed.
  
 
*'''[[Time#Breakdown|Tick]]''' - 1 second of in-game time, equivalent of one press of the [,] key. To draw parallels with in-game actions, standing up/lying down takes almost 1 full tick.
 
*'''[[Time#Breakdown|Tick]]''' - 1 second of in-game time, equivalent of one press of the [,] key. To draw parallels with in-game actions, standing up/lying down takes almost 1 full tick.
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*Worst vs: inorganic enemies
 
*Worst vs: inorganic enemies
  
High armor and tissue penetration values, fast speed, widespread availability. Stab attacks are lethal to any organic enemy: be it a goblin or a dragon, a pierced brain is a sure death. It is the weapon of choice of the beasthunter and demonslayer alike,  a first weapon of choice for fighting huge organic enemies (except blobs). Against humanoids, it is capable of piercing breastplates and chipping bones, which leads to unconsciousness due to pain (that is an instant death sentence). Stabs against armor or an enemy made out of superior material (e.g. copper spear vs steel) glance off harmlessly most of the time, so material is crucial to the performance of the spear. It also tends to get stuck in the body of the target quite often.
+
High armor and tissue penetration values, fast speed, widespread availability. Stab attacks are lethal to any organic enemy: be it a goblin or a dragon, a pieced brain is a sure death. It is the weapon of choice of the beasthunter and demonslayer alike,  a first weapon of choice for fighting huge organic enemies (except blobs). Against humanoids, it is capable of piercing breastplates and chipping bones, which leads to unconsciousness due to pain (that is an instant death sentence). Stabs against armor or an enemy made out of superior material (e.g. copper spear vs steel) glance off harmlessly most of the time, so material is crucial to the performance of the spear. It also tends to get stuck in the body of the target quite often.
  
 
However, a spear is ineffective against targets with little or no vital organs (i.e. blobs, sponges) and is useless against inorganic enemies (i.e. made out of stone, metal, glass), as those have no organs whatsoever.  For those situations, use the next weapon on the list, the axe.
 
However, a spear is ineffective against targets with little or no vital organs (i.e. blobs, sponges) and is useless against inorganic enemies (i.e. made out of stone, metal, glass), as those have no organs whatsoever.  For those situations, use the next weapon on the list, the axe.
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Halberds are essentially hybrid version of the axe with much greater slashing potential (in fact greatest of all weapons), as well as an additional stab attack. This makes halberds fare better against enemies axe is weak against, as well as making bisecting easy. However, it is still ill-advised to use it versus extremely large creatures.  
 
Halberds are essentially hybrid version of the axe with much greater slashing potential (in fact greatest of all weapons), as well as an additional stab attack. This makes halberds fare better against enemies axe is weak against, as well as making bisecting easy. However, it is still ill-advised to use it versus extremely large creatures.  
  
The downsides come in a form of halberds being 2-handed, as well as being foreign weapons, meaning dwarves cannot manufacture them. As any 2handed weapon it is slower than its 1h equivalent, meaning your enemy might sneak in an attack before you do. Inability to equip a shield can be a serious downside, though not as serious as lack of high-quality halberds. Thus, your selection is limited to whatever you can find in human fortresses. Bandit ringleaders sometimes wield masterwork weapons, which can turn out to be a halberd.
+
The downsides come in a form of halberds being 2-handed, as well as being foreign weapons, meaning dwarves cannot manufacture them. As any 2handed weapon it is slower tan its 1h equivalent, meaning your enemy might sneak in an attack before you do. Inability to equip a shield can be a serious downside, though not as serious as lack of high-quality halberds. Thus, your selection is limited to whatever you can find in human fortresses. Bandit ringleaders sometimes wield masterwork weapons, which can turn out to be a halberd.
  
 
If you happen to be born under a particularly lucky star, a moody dwarf can sometimes produce an artifact-quality halberd from whatever metals you might have in the fort, including adamantine. But if that is the case, what are you doing here? Get to the scratching cards pronto!
 
If you happen to be born under a particularly lucky star, a moody dwarf can sometimes produce an artifact-quality halberd from whatever metals you might have in the fort, including adamantine. But if that is the case, what are you doing here? Get to the scratching cards pronto!
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This is a list of the best weapons you can possibly have (without exploiting) to give you something to aspire to. While some are impractically difficult to acquire, it is possible to manufacture them in fortress mode with creative resource management.
 
This is a list of the best weapons you can possibly have (without exploiting) to give you something to aspire to. While some are impractically difficult to acquire, it is possible to manufacture them in fortress mode with creative resource management.
  
*'''AXE:''' Artifact-quality adamantine battle axe, coated with paralyzing FB dust.
+
*'''AXE:''' Artifact quality adamantine battle axe, coated with paralyzing FB dust.
*'''SPEAR:''' Artifact-quality adamantine spear, coated with paralyzing FB dust.
+
*'''SPEAR:''' Artifact quality adamantine spear, coated with paralyzing FB dust.
*'''WARHAMMER:''' Artifact-quality platinum warhammer, coated with necrosis inducing FB dust. Best blunt weapon you can ever get, period.
+
*'''WARHAMMER:''' Artifact quality platinum warhammer, coated with necrosis inducing FB dust. Best blunt weapon you can ever get, period.
  
 
'''''Legendary:'''''
 
'''''Legendary:'''''
  
*'''PIKE:''' Artifact-quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.
+
*'''PIKE:''' Artifact quality adamantine pike, coated with paralyzing FB dust. Best piercing weapon you can ever get, period.
*'''HALBERD:''' Artifact-quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you can ever get, period.
+
*'''HALBERD:'''Artifact quality adamantine halberd coated with paralyzing FB dust. Best slashing weapon you ever can ever get, period.
*'''WHIP''' Artifact-quality platinum whip, coated with necrosis-inducing FB dust. Absolutely the cheesiest weapon, period.
+
*'''WHIP''' Artifact quality slade whip, coated with necrosis inducing FB dust. Absolutely best weapon.
  
 
====Weapons to avoid====
 
====Weapons to avoid====
  
 
*'''Mace''' - warhammer is better in almost every aspect
 
*'''Mace''' - warhammer is better in almost every aspect
*'''Sword''' - Lower penetration value than spear, less limb-hacking potential than axe and astonishingly useless slap attack, more fit to squishing mosquitoes. But adamantine and/or artifact can be useful, if you have no better spear and axe.  
+
*'''Sword''' - Lower penetration value than spear, less limb-hacking potential than axe and astonishingly useless slap attack, more fit to squishing mosquitoes.
 
*'''Most of 2h weapons''' - these  are slower, come in poor quality and rob you of opportunity to use shield (which is huge). Broad body adventurers can equip them in one hand, but unless you have an artifact produced by your fortress, 2-handed weapons' quality and material will be way below their 1-handed counterparts.  
 
*'''Most of 2h weapons''' - these  are slower, come in poor quality and rob you of opportunity to use shield (which is huge). Broad body adventurers can equip them in one hand, but unless you have an artifact produced by your fortress, 2-handed weapons' quality and material will be way below their 1-handed counterparts.  
 
*'''Ranged weapons''' - Some weapons are simply least effective, some are plain bad, but none are actually as dangerous to '''their user''' as bow and crossbow get. After taking a shot (which, by the way,  cannot be aimed at a particular body part), your character will be stuck in place for about 20-40 [[Time#Breakdown|ticks]], unable to move, fight or in fact, unable to do anything. Maybe it was implemented to simulate reloading, but in any case, it leaves you vulnerable, very vulnerable. To add insult to injury, ammunition is dreadfully heavy, with as much as 10 bolts enough to slow down "high" strength character. And 10 is rarely enough to bring anything substantial down. If you want a ranged attack, throw bolts/arrows instead.
 
*'''Ranged weapons''' - Some weapons are simply least effective, some are plain bad, but none are actually as dangerous to '''their user''' as bow and crossbow get. After taking a shot (which, by the way,  cannot be aimed at a particular body part), your character will be stuck in place for about 20-40 [[Time#Breakdown|ticks]], unable to move, fight or in fact, unable to do anything. Maybe it was implemented to simulate reloading, but in any case, it leaves you vulnerable, very vulnerable. To add insult to injury, ammunition is dreadfully heavy, with as much as 10 bolts enough to slow down "high" strength character. And 10 is rarely enough to bring anything substantial down. If you want a ranged attack, throw bolts/arrows instead.
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====Dual-wielding====
 
====Dual-wielding====
  
Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consecutively, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is near useless.
+
Having a weapon in each hand does not allow you to strike with both at the same time, not even when using multi-attack (attacks are executed consecutively, one after another). At most, it will spare you the effort of one key press if one of those weapons will get stuck in target's body. This gimmick comes with a huge cost of not being able to block. As such, dual-wielding is useless.
  
 
====Sheathing====
 
====Sheathing====
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===Needs and Focus===
 
===Needs and Focus===
  
You've honed your character's body. It is essential that you hone their spirit next. Any adventurer will benefit from a ''Focused'' mind, therefore, you must learn how to reach this state, or at least avoid being ''Distracted''. Since it is done to prepare for battles, reaching "Focused!" state will be referred to as "Pre- battle Meditation" in this guide from now on.
+
You've honed your character's body. It is essential that you hone their spirit next. Any adventurer will benefit from a ''Focused'' mind, therefore, you must learn how to reach this state, or at least avoid being ''Distracted''. Since it is done to prepare for battles, reaching "Focused!" state will be referred to as "Meditation" in this guide from now on.
  
 
If you have followed the instruction from "Values and personality" section, your character would now have the following needs:
 
If you have followed the instruction from "Values and personality" section, your character would now have the following needs:
 
*1. Stay occupied - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.
 
*1. Stay occupied - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.
 
*2. Excitement - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.
 
*2. Excitement - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.
*3. Cause trouble - fulfilled by pressing an argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument (e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Argue" need.
+
*3. Cause trouble - fulfilled by pressing the argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument(e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Argue" need.
*4. Learn something - fulfilled by practicing any skill/craft or reading a book concerning something (E.g. Essay concerning the hamlet Braidedgrasped) or on a scientific subject (e.g. Essay on Fluid statics). These books are commonly found in the world, being held by scholars who are willing to trade them away.
+
*4. Learn something - fulfilled by practicing any skill/craft or reading a book concerning something (E.g. Essay concerning hamlet Braidedgrasped) or on a scientific subject (e.g. Essay on Fluid statics). These books are commonly found in the world, being held by scholars who are willing to trade them away.
*5. Craft object - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this. Doing this also fulfills 'be creative' and 'stay occupied' .  
+
*5. Craft object - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.
 
*6. Martial training - fulfilled by practicing any combat skill. Easily satisfied by shooting a bow/crossbow once or yet again, kicking a cat. Note, that Thrower and Misc. Object user do not count as combat skills for this purpose.  
 
*6. Martial training - fulfilled by practicing any combat skill. Easily satisfied by shooting a bow/crossbow once or yet again, kicking a cat. Note, that Thrower and Misc. Object user do not count as combat skills for this purpose.  
 
*7. Be creative -  - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.
 
*7. Be creative -  - fulfilled by knapping or bone carving, both can be easily performed from [X] menu. You will need any sharp object to carve bone, bolts are the best for this.
 
*8. Fight - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.
 
*8. Fight - fulfilled by fighting or brawling. It does not matter what you fight, hence, all you need is to find a cat and kick it once.
*9. Argue - fulfilled by pressing an argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument (e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Cause trouble" need.
+
*9. Argue - fulfilled by pressing the argument. Talk to anyone friendly, pick "state your values" from dialogue options, and state some nuances that will prompt an argument(e.g. "Nuances of law"). Press the argument once, and you will have the need satisfied, alongside the "Cause trouble" need.
 
*10. Think abstractly - fulfilled by reading ANY book or scroll. These are commonly found in the world, being held by scholars or, in case of scrolls, sometimes lying around at fortresses.
 
*10. Think abstractly - fulfilled by reading ANY book or scroll. These are commonly found in the world, being held by scholars or, in case of scrolls, sometimes lying around at fortresses.
*11. Hear eloquence - fulfilled by reciting a poem. Begin a performance and recite any poem your character knows. If you do not know any (highly unlikely), you can learn poems by reading books (containing poetry), or listening to bards at taverns, but the odds of the character knowing no poems at all are slim.
+
*11.Hear eloquence - fulfilled by reciting a poem. Begin performance and recite any poem your character knows. If you do not know any (highly unlikely), you can learn poems by reading books (containing poetry), or listening to bards at taverns. But the odds of character knowing no poems at all are slim.
 
*12. Practice skill - fulfilled by practicing ANY skill, but easier to satisfy by knapping or bone carving.
 
*12. Practice skill - fulfilled by practicing ANY skill, but easier to satisfy by knapping or bone carving.
  
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*See a great beast - cannot be satisfied, period.
 
*See a great beast - cannot be satisfied, period.
  
Therefore, your average "Pre-combat meditation" will consist of knapping, reciting a poem, arguing with a friend, reading, and kicking a small animal.
+
Therefore, your average "Pre-combat meditation" will consist of knapping, reciting a poem, arguing with the friend, reading, and kicking a small animal.
  
 
===F.A.Q===
 
===F.A.Q===
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=Mid Game=
 
=Mid Game=
  
The majority of your character's life, adventures and heroic deeds will happen here, in the mid-game.
+
Majority of your character's life, adventures and heroic deeds will happen here, in the mid game.
  
 
==First steps in a big world==
 
==First steps in a big world==
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===Early quests===
 
===Early quests===
  
(The method below utilizes the "rumors" system, which allows you to be a freewheeling adventurer who lets the stories of your renown build your reputation through word-of-mouth. If you prefer the more traditional RPG model of getting a specific quest assignment from a leader whom you can report back to, see the [[Quest#Agreements|Agreements]] section of the [[quest]] page for more information.)
+
(The method below utilizes the "rumors" system, which allows you to be a freewheeling adventurer who lets the stories of your renown build your reputation through word of mouth. If you prefer the more traditional RPG model of getting a specific quest assignment from a leader whom you can report back to, see the [[Quest#Agreements|Agreements]] section of the [[quest]] page for more information.)
 
   
 
   
Travel to any human fortress and look for a lord/lady. Talk to the noble, introduce yourself and inquire about troubles, choosing "Tell me about bandits" option. With almost 100% chance, you will be told of a bandits' camp nearby. Note that it has to be stopped with violent force and ask for directions there. At that moment, you will have the location of the camp added to your [Q]uest journal under "Sites" tab.
+
Travel to any human fortress and look for a lord/lady. Talk to the noble, introduce yourself and inquire about troubles, choosing "Tell me about bandits" option. With almost 100% chance, you will be told of bandits' camp nearby. Note, that it has to be stopped with violent force and ask for directions there. At that moment, you will have the location of the camp added to your [Q]uest journal under "Sites" tab.
  
Make your way to the campsite. As ringleaders are always notable figures, look for a bandit with a flashing icon. Once located, swiftly dispatch the brigand leader with the techniques you've practiced during training. You will most likely be able to cripple the legs and behead in two [Q]uick hacks with an axe. Seeing their chief die, most other bandits will become demoralized and either run or freeze in fear. With help from your companions, dispatching the rest won't be difficult.
+
Make your way to the campsite. As ringleaders are always notable figures, look for bandit with a flashing icon. Once located, swiftly dispatch the brigand leader with the techniques you've practiced during training. You will most likely be able to cripple legs and behead in two [Q]uick hacks with an axe. Seeing their chief die, most other bandits will become demoralized and either run or freeze in fear. With the help from your companions, dispatching the rest won't be difficult.
  
Rinse, repeat. Complete at least 3 bandit hunt quests, make sure to report (turn in) your success, and you will be revered as a brave protector of the defenseless. These are but the first steps in building your reputation.  
+
Rinse, repeat. Complete at least 3 bandit hunt quests, make sure to report (turn in) your success, and you will be revered as a brave protector of defenseless. These are but first steps in building your reputation.  
  
 
====Trophies====
 
====Trophies====
  
Make sure to get a trophy from your significant kills! If the target was decapitated, take the head. If not (e.g. pierced brain), butcher the corpse and take the skull/chitin. This will let you remember the name of the kill when you turn it in to the quest giver as well as being (in case of megabeast skulls) a great adornment for pedestals. Additionally, bite ears off any bandits that you are about to kill, Diablo 2 style.  It will add to satisfaction much more than just mere numbers and listings of the kill counter. Remember: attempting to cut ears off might result in premature lethal hit, and as such, being unable to get the ear.
+
Make sure to get a trophy from your significant kills! If the target was decapitated, take the head. If not (e.g. pierced brain), butcher the corpse and take the skull/chitin. This will let you remember the name of the kill when you turn it in to the quest giver as well as being (in case of megabeast skulls) a great adornment for the pedestals. Additionally, bite ears off any bandits that you are about to kill, Diablo 2 style.  It will add to satisfaction much more than just mere numbers and listings of the kill counter. Remember: attempting to cut ears off might result in premature lethal hit, and as such, being unable to get the ear.
  
 
Human-sized heads and ears can be stored in any container and even put in cages - press [P] while standing near the cage. It makes sense to cage skulls of slain named animals, trolls, bogeymen or the like. Take into account the weight of the trophy - the larger the enemy, the heavier the trophy.
 
Human-sized heads and ears can be stored in any container and even put in cages - press [P] while standing near the cage. It makes sense to cage skulls of slain named animals, trolls, bogeymen or the like. Take into account the weight of the trophy - the larger the enemy, the heavier the trophy.
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You will need to install the Rumor System UI improvement script (DFhack is required) by 1337G4mer: [http://www.bay12forums.com/smf/index.php?topic=155262.0 Link]. Otherwise, finding the needed kill in the long list of useless rumours will be next to impossible.  
 
You will need to install the Rumor System UI improvement script (DFhack is required) by 1337G4mer: [http://www.bay12forums.com/smf/index.php?topic=155262.0 Link]. Otherwise, finding the needed kill in the long list of useless rumours will be next to impossible.  
  
Copy the CODE section to any text document, save it as rumors.lua (remember to change the file extension), and copy the resulting .lua file into your \hack\scripts directory. The script can now be used by typing "rumors" (without quotes) into DFhack console window whenever you are at the rumor selection list, then typing "slew" in the rumour filter (in the ''Dwarf Fortress'' window). This will display all your kills in an easy to browse and select list.
+
Copy the CODE section to any text document, save it as rumors.lua (remember to change the file extension), and copy the resulting .lua file into your \hack\scripts directory. The script can now be used by typing "rumors" (without quotes) into DFhack console window whenever you are at the rumor selection list, then typing "slew" in the rumour filter (in Dwarf fortress window). This will display all your kills in an easy to browse and select list.
  
Unfortunately, in version 0.44.02 the "unknown creature" bug prevents you from turning in kills. Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.
+
Unfortunately, in the version 44.02 the "unknown creature" bug prevents me from turning kills. Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.
  
 
==Road to fame==
 
==Road to fame==
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==F.A.Q==
 
==F.A.Q==
  
*'''Q:''' How do I trade with the merchants? '''A:''' Don't, it's a fruitless endeavour. None of the merchants will ever have anything useful for sale. However, dwarves at [[hillock]]s sometimes have steel equipment, and are willing to part with it for a worthy offer. To trade with other NPC's, use "Exchange personal items" talk menu.
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*'''Q:''' How do I trade with the merchants? '''A:''' Don't, it's a fruitless endeavour. None of the merchants will ever have anything useful for sale. However, dwarves at hillocks sometimes have steel equipment, and are willing to part with it for a worthy offer. To trade with other NPC's, use "Exchange personal items" talk menu.
 
*'''Q:''' What enemies I should avoid at all costs at any point of the game? '''A:''' Web-slingers and deadly-dust users. Those two attacks cannot be avoided AT ALL, except by staying as far away as possible.
 
*'''Q:''' What enemies I should avoid at all costs at any point of the game? '''A:''' Web-slingers and deadly-dust users. Those two attacks cannot be avoided AT ALL, except by staying as far away as possible.
*'''Q:''' How to earn fame in 0.44.02? The "unknown creature" bug prevents me from turning in kills! '''A:'''Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.
+
*'''Q:''' How to earn fame in 44.02? The "unknown creature" bug prevents me from turning in kills! '''A:'''Here's a workaround: Report a kill (e.g. "Not a day ago, I slew Ettin"). You will receive "Unknown creature was struck" response. Then, choose the "Ask about somebody" option and ask about the creature you've killed (e.g. "What can you tell me about Ettin?"). You will receive a correct "Ettin is dead" response. Finally, go back to "spread rumour" and report the kill again (e.g. "Not a day ago, I slew Ettin"). This time, the NPC will say "unknown creature attacked unknown creature", but despite this, you will receive the credit and reputation for the kill.
  
 
= General FAQ =
 
= General FAQ =

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