<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deathworks</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deathworks"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Deathworks"/>
	<updated>2026-06-16T18:24:11Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=82116</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=82116"/>
		<updated>2010-04-04T06:39:54Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Minor points and addition */  added failure to butcher in general&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=82109</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=82109"/>
		<updated>2010-04-04T06:36:20Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Minor points and addition */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=39793</id>
		<title>Bay 12 Forums</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bay_12_Forums&amp;diff=39793"/>
		<updated>2008-04-01T09:26:08Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Created new page on forums especially to cater to the request for explicit rule information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The official Bay 12 Games Forums are the major hub of fan-based activity surrounding the game. Users can ask questions about game play, exchange stories of their exploits, advertise their own contributions (mods, tools, pregenerated worlds), make suggestions (which &amp;lt;b&amp;gt;might&amp;lt;/b&amp;gt; inspire [[Toady One]] but have no binding nature), or discuss the game in a general fashion. [[Toady One]] is known to read the forums and respond to posts when he sees fit, but there is no guarantee for such a response nor any rights to it. One important function offered, which does regularly involve [[Toady One]], is the possibility to report [[bugs|Bug]]. But usually, activity on the forums is between fans only.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Contrary to popular myth, there are rules and laws on the internet, just as everywhere else in the world.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is very lenient in policing the forums, there are still rules of conduct you should try to abide by.&lt;br /&gt;
&lt;br /&gt;
===Check the Wiki===&lt;br /&gt;
&lt;br /&gt;
Before posting any questions, please try to find the answer to the question in the wiki. The wiki does offer a lot of information not found in the included help and thus is a useful resource.&lt;br /&gt;
&lt;br /&gt;
The wiki is created by the fans and as such not perfect. Besides searching for the first term that comes to mind, you should also try searching for related terms. Sometimes, features are listed only within articles about some of their constituents.&lt;br /&gt;
&lt;br /&gt;
===Check the FAQ===&lt;br /&gt;
&lt;br /&gt;
[[Toady One]] has provided an [http://www.bay12games.com/dwarves/faq.html FAQ page] answering some expected general questions. Since it provides answers to very different questions, checking it before starting a new discussion is well worth your time.&lt;br /&gt;
&lt;br /&gt;
===Check the Development Page===&lt;br /&gt;
&lt;br /&gt;
[[Toady One]] also maintains a detailed [http://www.bay12games.com/dwarves/dev.html development page]. Besides listing the current developments, it also lists reported bugs as well as long-term plans and ideas [[Toady One]] wishes to implement eventually.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether you are planning to report a bug, ask a question about a really unexpected behavior of the game, or have a good idea for new game features, this page can save you a lot of time as it keeps you from repeating what is already known.&lt;br /&gt;
&lt;br /&gt;
The development page is actually divided into several parts for easier theme based searching. If you are not sure where to look concerning an issue, there is also the [http://www.bay12games.com/dwarves/dev_single.html consolidated development page] which tries to summarize all the other pages. This can be used together with your browser's search feature to find things quickly.&lt;br /&gt;
&lt;br /&gt;
===Use the Search Function===&lt;br /&gt;
&lt;br /&gt;
The forums offer a search function (look in the upper right corner). The forums see a lot of activity day by day and thus chances are great that someone already asked the same question before or made a similar suggestion previously.&lt;br /&gt;
&lt;br /&gt;
Please note that the search function offers searching a single forum or all forums, defaulting to the forum  from where you visited the search function. There may be cases where people posted in an unexpected forum, so you might wish to search in all forums the issue you wish to discuss might fit in (for instance, questions about how to create certain structures in fortress mode could fit both in the &amp;lt;i&amp;gt;DF Gameplay Questions&amp;lt;/i&amp;gt;  or the &amp;lt;i&amp;gt;DF Dwarf Mode Discussions&amp;lt;/i&amp;gt; subforums.&lt;br /&gt;
&lt;br /&gt;
===Support Existing Threads===&lt;br /&gt;
&lt;br /&gt;
Instead of starting new threads, consider participating in threads already dealing with the issue. This is especially an important issue for suggestions as some of the obvious ones tend to resurface regularly.&lt;br /&gt;
&lt;br /&gt;
The following are threads which are currently considered useful for handling specific discussions.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=003021 The BIGGEST gameplay problems with DF] - This thread has seen a major discussion about what people consider major obstacles for full enjoyment of the game. As such, it also includes ideas for solutions.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002607 Magic: By dwarves for dwarves] - This is one of the major discussions about possible dwarven magic.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=003065 Occam's Razor: Dwarven Magic] - Another discussion about dwarven magic.&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=003094 Occam's Razor: Elven Magic] - Despite the title, the discussion is not limited to elven magic.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums can be found [http://www.bay12games.com/cgi-local/ultimatebb.cgi here].&lt;br /&gt;
&lt;br /&gt;
==Subforums==&lt;br /&gt;
&lt;br /&gt;
The official Bay 12 Games Forums consist of several subforums, most, but not all of which are concerned with Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Announcements===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=8 forum] is a place where [[Toady One]] provides general announcements about Bay 12 Games. It does not offer any interactivity for fans.&lt;br /&gt;
&lt;br /&gt;
===DF Announcements===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=10 forum] is dedicated to announcements about Dwarf Fortress only. Besides the official statements by [[Toady One]], the threads here regularly see comments by fans, ranging from crash bug reports up to comments and praise about what has been announced (usually new release versions).&lt;br /&gt;
&lt;br /&gt;
===DF Bug Reports===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=6 forum] has a special role within the forums. This is the place where you should initially post bug reports. If the [[bug]] is already [[bug|known]], other fans may inform you about this. Likewise, if it is not a [[bug]] but a misunderstanding, it is likely to be resolved with the help of senior fans. If it is indeed a hitherto unknown [[bug]], [[Toady One]] himself may respond in your thread and most likely ask for necessary details or even a save file so he can check and eventually fix the [[bug]].&lt;br /&gt;
&lt;br /&gt;
===DF Suggestions===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=5 forum] is the place where fans can freely discuss ways of how the game could be improved. Any suggestions are welcome, ranging from minor changes to the display up to major additions like magic systems.&lt;br /&gt;
&lt;br /&gt;
While [[Toady One]] is known to visit this forum, these suggestions have no special status for him. If he likes an idea, he might implement it, but if not, the idea is not implemented. Because of this non-binding nature, &amp;lt;b&amp;gt;vote counting&amp;lt;/b&amp;gt; (which is also not automatically supported by the forums which are lacking a poll feature) is &amp;lt;b&amp;gt;meaningless&amp;lt;/b&amp;gt; and [[Toady One]] himself has recommended to refrain from using unqualified support posts (in other words, if you do like or dislike a suggestion, you should also state why you feel that way).&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that [[Toady One]] is providing all of this voluntarily. You may try to outline what you consider a good idea and try to make it look appealing, but there are no obligations on [[Toady One]]'s part. Threatening or trying to blackmail [[Toady One]] is therefore meaningless.&lt;br /&gt;
&lt;br /&gt;
===DF Gameplay Questions===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=7 forum] is the place where you can go if you encounter something you do not understand, which neither looks like a [[bug]] nor is explained sufficiently in the wiki.&lt;br /&gt;
&lt;br /&gt;
Questions about specific game mechanisms are common, but people also often ask for advice about how to implement certain ideas or features there.&lt;br /&gt;
&lt;br /&gt;
===DF Dwarf Mode Discussion===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=11 forum] is especially dedicated to discussions about [[dwarf fortress mode]]. &lt;br /&gt;
&lt;br /&gt;
This forum usually contains discussions about either ideas for ways to play in [[fortress mode]] or experiences with [[fortress mode]]. The content therefore ranges from anecdotal to inspirational.&lt;br /&gt;
&lt;br /&gt;
===DF Adventure Mode Discussion===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=12 forum] is the counterpart to the previously described forum. It is dedicated to discussions about [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Like its [[fortress mode]] counterpart, this forum ranges from ideas to anecdotes as people describe both their experiences as well as their ideas for [[adventurer mode]] playing.&lt;br /&gt;
&lt;br /&gt;
===DF Community Games &amp;amp; Stories===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=14 forum] is the youngest of the forums and dedicated to discussions about community games and stories.&lt;br /&gt;
&lt;br /&gt;
In this forum, fans can advertise their community games, succession games, and the like and also handle the actually post exchange that is required for organizing such events. And they also exchange the stories of what happens in the game. Please note that, like the other forums, this forum does not offer upload facilities.&lt;br /&gt;
&lt;br /&gt;
===DF Modding===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=13 forum] is dedicated to discussions about [[modding]].&lt;br /&gt;
&lt;br /&gt;
Fans use it to advertise their mods, exchange experiences with the modding process, and also ask and answer questions about how to mod the game successfully.&lt;br /&gt;
&lt;br /&gt;
===DF General Discussion===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=2 forum] is the catch for all forum for dwarf fortress. Any discussions that do not fit nicely in any of the other DF forums go here.&lt;br /&gt;
&lt;br /&gt;
Topics here range from random ranting only losely related to the game, over dwarf fortress' public image, fanart exchanges, general thoughts on the game, [[Toady One]], and the developments surrounding both.&lt;br /&gt;
&lt;br /&gt;
A noteworthy special feature are the &amp;lt;i&amp;gt;Future of the Fortress&amp;lt;/i&amp;gt; threads started by [[Toady One]] himself to discuss the development. This feature is noteworthy since its content somewhat overlaps with the DF Announcement forum and the suggestion forum.&lt;br /&gt;
&lt;br /&gt;
===Slaves to Armok: God of Blood===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=1 forum] is dedicated to discussions concerning the predecessor of dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
===Curses===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=3 forum] is dedicated to discussions about other ASCII based games by Bay 12 Games.&lt;br /&gt;
&lt;br /&gt;
===Other Games===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=4 forum] is dedicated to discussions about non-ASCII games by Bay 12 Games as well as gaming in general.&lt;br /&gt;
&lt;br /&gt;
===Various Nonsense===&lt;br /&gt;
&lt;br /&gt;
This [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=forum&amp;amp;f=9 forum] is dedicated to meaningless and general banter. People discuss politics, their pen names, riddles, and heaven knows what else there.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Nunix&amp;diff=39792</id>
		<title>User talk:Nunix</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Nunix&amp;diff=39792"/>
		<updated>2008-04-01T07:36:54Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Thanks and about adv mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry about the late reply (I am not that often logged into the wiki (^_^;; ). I am just a newbie about adv mode preferring fortress mode in general, so I hope more people (especially adv veterans) add information about adv mode to the wiki. I think even now in its unfinished state there is much much more that could be said about adv mode.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19759</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19759"/>
		<updated>2008-03-03T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Corrected key design and added internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that fated your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except bows and crossbows) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So, in order to change [[weapons]], you would {{k|d}}rop your current [[weapon]] and then either {{k|g}}et the new [[weapon]] or {{k|r}}emove the new [[weapon]] from the [[backpack]]. Once you have equipped the new [[weapon]], {{k|g}}et your old [[weapon]] and it will be tucked away safely in your [[backpack]]. [[Armor#Shields and Bucklers|Shields]] work the same way.&lt;br /&gt;
&lt;br /&gt;
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your [[waterskin]] is always filled(fresh [[water]] at the [[Temple|temples]]), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38381</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38381"/>
		<updated>2008-03-03T10:50:26Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Minor corrections, internal links added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Adventurer mode]]&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or [[creatures]] stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin down any size. However, it should be noted that each [[chair]], [[table]], [[bed]], or other item of [[furniture]] requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow [[Adventurer mode#Basic Needs|thirsty]] and [[Adventurer mode#Basic Needs|hungry]].&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
[[image:ExploredTownAtNight.png]]&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside [[caves]], only a limited area is currently visible. In addition, obstacles like [[trees]] or [[walls]] will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a [[creature]] on a tile when the character last saw the tile, that is, the last turn the tile was visible, the [[creature]]'s symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
[[image:BearInvisible.png|left|thumb|A bear hidden by a tree]][[image:BearVisible.png|center|thumb|The bear visible again]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map, there is the message line where messages will be displayed, deducing one line from the central area. Usually, it is a single line. However, in certain situations where many things happen simultaneously (or rather between two moves of the player character), as in [[combat]], it may turn into several lines covering major parts of the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:NormalMessageLine.png|left|thumb|A normal message line]][[Image:MassiveMessageLine.png|center|thumb|A message line overflow]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
You can clear it by pressing the {{k|space}} key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bottom Line Information ===&lt;br /&gt;
&lt;br /&gt;
The two bottom lines contain several pieces of information.&lt;br /&gt;
&lt;br /&gt;
On the first line on the left hand side, the character name will be displayed.&lt;br /&gt;
&lt;br /&gt;
On the second line on the left hand side, the name of the current location will be displayed. If the character is inside a named building, that building's name will be displayed. When inside a [[Site|town]] or other [[site]], that location's name will be displayed and only if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen.&lt;br /&gt;
&lt;br /&gt;
On the first line, in the center, 'W:' is followed by the name of the current [[weapon]].&lt;br /&gt;
&lt;br /&gt;
On the second line, in the center, 'A:' is followed by the name of the current torso [[armor]].&lt;br /&gt;
&lt;br /&gt;
On the first line, on the right hand side, 'Speed:' shows the [[speed]] value of the character. The higher the value, the faster the character moves and acts and the basic value for [[humans]] is 1,000.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby [[Site|sites]] of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one [[site]], starting with the [[site]] you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the [[site]] as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a line of white minusses '---'. &lt;br /&gt;
&lt;br /&gt;
The '---' mean that the player character is currently at the specified [[site]]. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the [[site]] is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means the character is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a [[quest]] and have reached the [[quest]] location on the travel map, the compass on the site map will not show the white '---' until you have reached the precise [[quest]] location, like for instance the actual entrance to a [[cave]]. Instead, you will have light green compass directions pointing the way towards the [[quest]] location. Note that this is only the [[cave]] entrance or such. The location of a [[quest]] opponent is not given by the compass and needs to be figured through searching the [[quest]] location.&lt;br /&gt;
&lt;br /&gt;
There is one more item a line may contain. That is a cyan 'TSK' marking a [[quest]] destination location. A character is on a [[quest]] for the entire time from accepting the [[quest]] until reporting the success to the [[quest]] giver. While the [[quest]] is not fulfilled yet (i.e. the [[quest]] monster has not been slain yet), the [[site]] of the [[quest]] (where the [[quest]] monster resides) will be marked with the 'TSK'. Once the [[quest]] has been fulfilled (i.e. the [[quest]] monster has been slain), the 'TSK' is moved to the town where the [[quest]] giver resides. Only once the [[quest]] is ended by reporting the success to the [[quest]] giver will the 'TSK' be removed completely.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a [[Site|town]] or when you are directly at a special/[[quest]] location, like for instance inside a [[cave]]. The minimap is not available on normal terrain maps or on [[cave]] location site maps themselves (that is the site map where the entrance to the [[cave]] is located).&lt;br /&gt;
&lt;br /&gt;
In [[caves]], the minimap currently seems to mark only the player character position as a light green '@' ([[image:PlayerIcon.png]]) and the position of the [[cave]] entrance as a yellow 'X'. It does not show tunnels or [[creatures]] or any other features, so it basically only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and [[z-level]] differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
* In the town map, your own character is again the light green '@' ([[image:PlayerIcon.png]]).&lt;br /&gt;
* A black 'H' on a brown background ([[image:HouseIcon.png]]) marks housing, be it hovels or appartment buildings.&lt;br /&gt;
* A blue 'M' on dark blue ([[image:MayorIcon.png]]) marks the town hall where the mayor can be found.&lt;br /&gt;
* A grey rectangle of 2x2 tiles size with a white 'T' on a red background in the upper left corner ([[image:TempleIcon.png]]) marks a [[temple]].&lt;br /&gt;
* A grey rectangle of 3x3 tiles size with a cyan 'K' on a blue background in the middle ([[image:KeepIcon.png]]) marks a [[keep]].&lt;br /&gt;
* Yellow icons on a brown background depict stores:&lt;br /&gt;
** Armory : [[image:ArmoryIcon.png]]&lt;br /&gt;
** Clothier : [[image:TraderIcon.png]]&lt;br /&gt;
** Grocery : [[image:GroceryIcon.png]]&lt;br /&gt;
** Weapon Smith : [[image:WeaponSmithieIcon.png]]&lt;br /&gt;
** Jeweler : [[image:TrinketIcon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring [[z-axis|z-levels]] may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different [[z-level]] or where the character has previously seen the different [[z-level]] (the latter is very common during [[cave]] explorations where the surface [[z-level]] may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom or top frame, an arrow and a number will indicate the relative depth: A downward arrow in the bottom frame indicates that the [[z-level]] displayed is lower than where the character is currently located, while an upward arrow in the top frame indicates that the [[z-level]] is above the character. The number next to the arrow indicates the number of [[z-axis|levels]] difference. So, seeing down a single-level [[slope]] would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a [[z-level]] above the character's current position and brown when the extra [[z-level]] is below.&lt;br /&gt;
&lt;br /&gt;
If there is a [[creature]] visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your [[inventory]] or interact with it while in site map mode. In addition, [[creature]] [[encounters]] also only take place on site maps; if you come across a [[creature]] while travelling, you will have to switch into site map mode (by pressing {{k|&amp;gt;}}) - if it is not a random [[encounter]], in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow [[Adventurer mode#Basic Needs|hungry]] and [[Adventurer mode#Basic Needs|thirsty]] while on a site map. However, site maps are the only location where you actually can obtain [[Adventurer mode#Basic Needs|food]] and [[Adventurer mode#Basic Needs|water]] as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as [[weather]] effects like rain.&lt;br /&gt;
&lt;br /&gt;
In [[Site|towns]], the site map allows you to explore the [[Site|town]] and speak with the inhabitants (using {{k|k}}). This way you can gather information for your [[legends]] registry, also learn about nearby [[Site|sites]] and their inhabitants, get [[Quest|quests]] from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special [[Site|sites]] like [[caves]] or [[goblin]] towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38380</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38380"/>
		<updated>2008-03-02T22:10:26Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Added screenshots and corrected info about bottom data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Adventurer mode]]&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or creatures stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin any size down. However, it should be noted that each chair, table, bed, or other item of furniture requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow thirsty and hungry.&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
[[image:ExploredTownAtNight.png]]&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside caverns, only a limited area is currently visible. In addition, obstacles like trees or walls will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a creature on a tile when the character last saw the tile, that is, the last turn the tile was visible, the creature's symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
[[image:BearInvisible.png|left|thumb|A bear hidden by a tree]][[image:BearVisible.png|center|thumb|The bear visible again]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map, there is the message line where messages will be displayed, deducing one line from the central area. Usually, it is a single line. However, in certain situations where many things happen simultaneously, as in combat, it may turn into several lines covering parts of the screen.&lt;br /&gt;
&lt;br /&gt;
[[Image:NormalMessageLine.png|left|thumb|A normal message line]][[Image:MassiveMessageLine.png|center|thumb|A message line overflow]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can clear it by pressing the space key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bottom Line Information ===&lt;br /&gt;
&lt;br /&gt;
The two bottom lines contain several pieces of information.&lt;br /&gt;
&lt;br /&gt;
On the first line on the left hand side, the character name will be displayed.&lt;br /&gt;
&lt;br /&gt;
On the second line on the left hand side, the current location will be displayed. If the character is inside a named building, that building's name will be displayed. When inside a town or other location, that location's name will be displayed and only if none of these applies will the name of the region (that is, the local region the current travel map tile belongs to) be chosen.&lt;br /&gt;
&lt;br /&gt;
On the first line, in the center, 'W:' is followed by the name of the current weapon.&lt;br /&gt;
&lt;br /&gt;
On the second line, in the center, 'A:' is followed by the name of the current torso armor.&lt;br /&gt;
&lt;br /&gt;
On the first line, on the right hand side, 'Speed:' shows the speed value of the character. The higher the value, the faster the character moves and acts and the basic value for humans is 1,000.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby sites of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one site, starting with the site you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the site as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a line of white minusses '---'. &lt;br /&gt;
&lt;br /&gt;
The '---' mean that the player character is currently at the specified location. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the site is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a quest and have reached the quest location on the travel map, the compass on the site map will not show the white '---' until you have reached the precise quest location, like for instance the actual entrance to a cave. Instead, you will have light green compass directions pointing the way towards the quest location. Note that this is only the cave entrance or such. The location of a quest opponent is not given by the compass and needs to be figured through searching the quest location.&lt;br /&gt;
&lt;br /&gt;
There is one more item a line may contain. That is a cyan 'TSK' marking a quest destination location. A character is on a quest for the entire time from accepting the quest until reporting the success to the quest giver. While the quest is not fulfilled yet (i.e. the quest monster has not been slain yet), the site of the quest (where the quest monster resides) will be marked with the 'TSK'. Once the quest has been fulfilled (i.e. the quest monster has been slain), the 'TSK' is moved to the town where the quest giver resides. Only once the quest is ended by reporting the success to the quest giver will the 'TSK' be removed completely.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a town or when you are directly at a special/quest location, like for instance inside a cave. The minimap is not available on normal terrain maps or on cave location site maps themselves (that is the site map where the entrance to the cave is located).&lt;br /&gt;
&lt;br /&gt;
In caves, the minimap currently seems to mark only the player character position as a light green '@' ([[image:PlayerIcon.png]]) and the position of the cave entrance as a yellow 'X'. It does not show tunnels or creatures or any other features, so it basically only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In towns, the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and z-level differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
* In the town map, your own character is again the light green '@' ([[image:PlayerIcon.png]]).&lt;br /&gt;
* A black 'H' on a brown background ([[image:HouseIcon.png]]) marks housing, be it hovels or appartment buildings.&lt;br /&gt;
* A cyan 'M' on blue ([[image:MayorIcon.png]]) marks the town hall where the mayor can be found.&lt;br /&gt;
* A grey rectangle of 2x2 tiles size with a white 'T' on a red background in the upper left corner ([[image:TempleIcon.png]]) marks a temple.&lt;br /&gt;
* A grey rectangle of 3x3 tiles size with a cyan 'K' on a blue background in the middle ([[image:KeepIcon.png]]) marks a keep.&lt;br /&gt;
* Yellow icons on a brown background depict stores:&lt;br /&gt;
** Armory : [[image:ArmoryIcon.png]]&lt;br /&gt;
** Clothier : [[image:TraderIcon.png]]&lt;br /&gt;
** Grocery : [[image:GroceryIcon.png]]&lt;br /&gt;
** Weapon Smith : [[image:WeaponSmithieIcon.png]]&lt;br /&gt;
** Jeweler : [[image:TrinketIcon.png]]&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring z-levels may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different z-level or where the character has previously seen the different z-level (the latter is very common during cave explorations where the surface z-level may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom or top frame, an arrow and a number will indicate the relative depth: A downward arrow in the bottom frame indicates that the z-level displayed is lower than where the character is currently located, while an upward arrow in the top frame indicates that the z-level is above the character. The number next to the arrow indicates the number of levels difference. So, seeing down a single-level slope would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a z-level above the character's current position and brown when the extra z-level is below.&lt;br /&gt;
&lt;br /&gt;
If there is a creature visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your inventory while in site map mode. In addition, creature encounters also only take place on site maps; if you come across a creature while travelling, you will have to switch into site map mode (by pressing '&amp;gt;') - if it is not a random encounter, in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow hungry and thirsty while on a site map. However, site maps are the only location where you actually can obtain food and water as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as weather effects like rain.&lt;br /&gt;
&lt;br /&gt;
In towns, the site map allows you to explore the town and speak with the inhabitants (using 'k'). This way you can gather information for your legends registry, also learn about nearby sites and their inhabitants, get quests from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special sites like caves or goblin towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:WeaponSmithieIcon.png&amp;diff=38399</id>
		<title>File:WeaponSmithieIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:WeaponSmithieIcon.png&amp;diff=38399"/>
		<updated>2008-03-02T21:24:16Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for weapon store on site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for weapon store on site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:TrinketIcon.png&amp;diff=38398</id>
		<title>File:TrinketIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:TrinketIcon.png&amp;diff=38398"/>
		<updated>2008-03-02T21:23:46Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for jeweler store on site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for jeweler store on site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:TraderIcon.png&amp;diff=38397</id>
		<title>File:TraderIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:TraderIcon.png&amp;diff=38397"/>
		<updated>2008-03-02T21:23:11Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for general store in site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for general store in site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:TempleIcon.png&amp;diff=38396</id>
		<title>File:TempleIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:TempleIcon.png&amp;diff=38396"/>
		<updated>2008-03-02T21:22:39Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon marking a temple on the site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon marking a temple on the site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PlayerIcon.png&amp;diff=38395</id>
		<title>File:PlayerIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PlayerIcon.png&amp;diff=38395"/>
		<updated>2008-03-02T21:22:14Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon marking the player character position on the site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon marking the player character position on the site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:NormalMessageLine.png&amp;diff=38394</id>
		<title>File:NormalMessageLine.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:NormalMessageLine.png&amp;diff=38394"/>
		<updated>2008-03-02T21:21:33Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: A normal dungeon with a normal message line visible.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A normal dungeon with a normal message line visible.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MayorIcon.png&amp;diff=38393</id>
		<title>File:MayorIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MayorIcon.png&amp;diff=38393"/>
		<updated>2008-03-02T21:20:57Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for the town hall on the site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for the town hall on the site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MassiveMessageLine.png&amp;diff=38392</id>
		<title>File:MassiveMessageLine.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MassiveMessageLine.png&amp;diff=38392"/>
		<updated>2008-03-02T21:20:12Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Case of several messages blotting out the rest of the screen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Case of several messages blotting out the rest of the screen.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:KeepIcon.png&amp;diff=38391</id>
		<title>File:KeepIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:KeepIcon.png&amp;diff=38391"/>
		<updated>2008-03-02T21:19:34Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for a keep on the site map's mini map.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for a keep on the site map's mini map.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:HouseIcon.png&amp;diff=38390</id>
		<title>File:HouseIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:HouseIcon.png&amp;diff=38390"/>
		<updated>2008-03-02T21:19:10Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for housing on the site map's mini map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for housing on the site map's mini map&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:GroceryIcon.png&amp;diff=38389</id>
		<title>File:GroceryIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:GroceryIcon.png&amp;diff=38389"/>
		<updated>2008-03-02T21:18:30Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for store selling food on the site map's mini map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for store selling food on the site map's mini map&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:ExploredTownAtNight.png&amp;diff=38388</id>
		<title>File:ExploredTownAtNight.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:ExploredTownAtNight.png&amp;diff=38388"/>
		<updated>2008-03-02T21:17:30Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: A partially explored town at night.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A partially explored town at night.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:BearVisible.png&amp;diff=38387</id>
		<title>File:BearVisible.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:BearVisible.png&amp;diff=38387"/>
		<updated>2008-03-02T21:16:56Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: The bear is visible again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The bear is visible again.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:BearInvisible.png&amp;diff=38386</id>
		<title>File:BearInvisible.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:BearInvisible.png&amp;diff=38386"/>
		<updated>2008-03-02T21:16:23Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: A formerly visible bear has become 'invisible' because of a tree blocking sight.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A formerly visible bear has become 'invisible' because of a tree blocking sight.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:ArmoryIcon.png&amp;diff=38385</id>
		<title>File:ArmoryIcon.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:ArmoryIcon.png&amp;diff=38385"/>
		<updated>2008-03-02T21:15:18Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: Icon for armory shop on the mini map on the site map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon for armory shop on the mini map on the site map&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38379</id>
		<title>40d:Site map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site_map&amp;diff=38379"/>
		<updated>2008-03-02T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Site map - basic entry generated, needs illustrations and details, please */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Adventurer mode]]&lt;br /&gt;
The site map or location map is one of the possible modes in the [[Adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
The site map is the most detailed mode available. In other words, its tiles do not represent a larger number of tiles in another map, even though an individual tile may contain several objects and/or creatures stacked on top of one another.&lt;br /&gt;
&lt;br /&gt;
The exact size of the tiles is not defined and the flexible physics of the game make it difficult to pin any size down. However, it should be noted that each chair, table, bed, or other item of furniture requires a single tile for itself in order to be placed correctly.&lt;br /&gt;
&lt;br /&gt;
While the adventurer explores the game in site map mode, they will over time grow thirsty and hungry.&lt;br /&gt;
&lt;br /&gt;
== Screen Structure ==&lt;br /&gt;
&lt;br /&gt;
=== Central Area ===&lt;br /&gt;
&lt;br /&gt;
The central area of the screen shows the player character and the surrounding area. &lt;br /&gt;
&lt;br /&gt;
Depending on the lighting, not the entire area may be visible. During the night or inside caverns, only a limited area is currently visible. In addition, obstacles like trees or walls will also impede visiblity.&lt;br /&gt;
&lt;br /&gt;
Tiles which are unknown and currently invisible will be completely black. Tiles which have been seen before (either during the current visit to the area or during a previous visit), will show their usual character, but will be greyed out. If there had been a creature on a tile when the character last saw the tile, that is, the last turn the tile was visible, the creature's symbol will be shown in black on a purple background. It will remain there, until the tile becomes visible again.&lt;br /&gt;
&lt;br /&gt;
=== Message Line ===&lt;br /&gt;
&lt;br /&gt;
At the bottom of the site map, there is the message line where messages will be displayed. Usually, it is a single line. However, in certain situations where many things happen simultaneously, as in combat, it may turn into several lines covering parts of the screen.&lt;br /&gt;
&lt;br /&gt;
You can clear it by pressing the space key.&lt;br /&gt;
&lt;br /&gt;
=== Upper Left ===&lt;br /&gt;
&lt;br /&gt;
The upper left corner of the screen features a site compass. It lists the nearby sites of interests closest to the location you are currently at.&lt;br /&gt;
&lt;br /&gt;
Each line lists one site, starting with the site you are currently at.&lt;br /&gt;
&lt;br /&gt;
The first item in each line is the symbol for the site as seen on the travel map.&lt;br /&gt;
&lt;br /&gt;
This is then followed either by compass directions or a number of white '-'. &lt;br /&gt;
&lt;br /&gt;
The '-' mean that the player character is currently at the specified location. &lt;br /&gt;
&lt;br /&gt;
If a compass direction is shown, it refers to the direction in which the site is as seen from the player character's current tile. Compass directions can be simple, like 'N', but can also be more extensive like 'WSW', so they are fairly accurate. The color of the compass direction indicates how far the character is away from the site. Light green means is the closest beyond being at a location. Brown means nearby and dark grey indicates any distance beyond that.&lt;br /&gt;
&lt;br /&gt;
There is one special appliance for the compass: If you are currently on a quest and have reached the quest location on the travel map, the compass on the site map will not show the white '-' until you have reached the precise quest location, like for instance the actual entrance to a cave. Instead, you will have light green compass directions pointing the way towards the quest location. Note that this is only the cave entrance or such. The location of a quest opponent is not given by the compass and needs to be figured through searching the quest location.&lt;br /&gt;
&lt;br /&gt;
=== Lower Left ===&lt;br /&gt;
&lt;br /&gt;
The lower left area may contain a mini map if it is available.&lt;br /&gt;
&lt;br /&gt;
The minimap is only available if you are in a town or when you are directly at a special/quest location, like for instance inside a cave. The minimap is not available on normal terrain maps or on cave location site maps themselves (that is the site map where the entrance to the cave is located).&lt;br /&gt;
&lt;br /&gt;
In caves, the minimap currently seems to mark only the player character position as a light green '@' and the position of the cave entrance as a yellow 'X'. It does not show tunnels or creatures or any other features, so it basically only helps with basic orientation.&lt;br /&gt;
&lt;br /&gt;
In towns, the minimap shows the buildings you have either heard about or visited as well as the position of your character. Other creatures or features are not shown on the map and z-level differences are also not shown.&lt;br /&gt;
&lt;br /&gt;
In the town map, your own character is again the light green '@'.&lt;br /&gt;
A black 'H' on a brown background marks civilian housing, be it hovels or appartment buildings.&lt;br /&gt;
An 'M' marks the town hall where the mayor can be found.&lt;br /&gt;
A grey rectangle of 2x2 tiles size with a white 'T' on a black background in the upper left corner marks a temple.&lt;br /&gt;
A grey rectangle of 3x3 tiles size with a light blue 'K' on a dark blue background in the middle marks a keep.&lt;br /&gt;
Yellow icons on a brown background depict stores.&lt;br /&gt;
&lt;br /&gt;
=== Right Side ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side, neighboring z-levels may be shown.&lt;br /&gt;
&lt;br /&gt;
Their displayal works basically like that of the central area as far as visibility is concerned.&lt;br /&gt;
&lt;br /&gt;
These visuals only pop up once the character moves within range of an area where the character can either see onto a different z-level or where the character has previously seen the different z-level (the latter is very common during cave explorations where the surface z-level may show up on the right hand side).&lt;br /&gt;
&lt;br /&gt;
These displays are framed and in the middle of the bottom frame, an arrow and a number will indicate the relative depth: A downward arrow indicates that the z-level displayed is lower than where the character is currently located, while an upward arrow indicates that the z-level is above the character. The number next to the arrow indicates the number of levels difference. So, seeing down a single-level slope would result in a down arrow next to the number '1', while seeing the roof of a 2-story building would generate an up arrow and the number '2'. In addition, arrow and number are light blue when displaying a z-level above the character's current position and brown when the extra z-level is below.&lt;br /&gt;
&lt;br /&gt;
If there is a creature visible in the extra-display, the frame will be yellow.&lt;br /&gt;
&lt;br /&gt;
== Game Play Function ==&lt;br /&gt;
&lt;br /&gt;
While the travel map allows for quick travel between locations, the site map is actually the location of the main interaction of the game. As such, you can only view your inventory while in site map mode. In addition, creature encounters also only take place on site maps; if you come across a creature while travelling, you will have to switch into site map mode (by pressing '&amp;gt;') - if it is not a random encounter, in which case you will automatically be forced into site map mode.&lt;br /&gt;
&lt;br /&gt;
As was noted above, the character will grow hungry and thirsty while on a site map. However, site maps are the only location where you actually can obtain food and water as the travel map does not offer interaction with any game objects.&lt;br /&gt;
&lt;br /&gt;
Time passes more slowly than on the travel map, but it is subject to day and night, as well as weather effects like rain.&lt;br /&gt;
&lt;br /&gt;
In towns, the site map allows you to explore the town and speak with the inhabitants (using 'k'). This way you can gather information for your legends registry, also learn about nearby sites and their inhabitants, get quests from the mayor, and trade for better equipment or food.&lt;br /&gt;
&lt;br /&gt;
When facing special sites like caves or goblin towers, the site map effectively resembles the normal gameplay of a rogue-like.&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19758</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19758"/>
		<updated>2008-03-02T17:27:08Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Basic Needs - adding link to new Site Map page*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.  The higher the skills in weapons/armor determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
Weapons and shields are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either 'g'et them from the ground or 'r'emove them from your backpack - provided the hand that would wield them is free. So, in order to change weapons, you would 'd'rop your current weapon and then either 'g'et the new weapon or 'r'emove the new weapon from the backpack. Once you have equipped the new weapon, 'g'et your old weapon and it will be tucked safely away in your backpack. Shields work the same way.&lt;br /&gt;
&lt;br /&gt;
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the shield with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water. &lt;br /&gt;
&lt;br /&gt;
In order to obtain water, you need a waterskin. Unless you are an elf, you will start with a full one at the beginning of the game, but you can also buy additional ones in the towns.&lt;br /&gt;
&lt;br /&gt;
Move right next to the water source and press 'I' (capital 'I', that is) to interact in a complex manner with an item. You will be shown your inventory. Select your waterskin by pressing the letter shown to its left. If the inventory is so long that the waterskin is not shown, you may need to press '/' or '*' on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the water. Simply select one choice by pressing the letter to its left and the remaining free space in the waterskin will be filled with water.&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill waterskins that are inside of backpacks. You need to 'r'emove it from the backpack first. Also note that you can't put waterskins you are holding directly into the backpack (it is not accepted as a container for that purpose). First, 'd'rop the waterskin and then 'g'et it again. It should be put inside the backpack automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19757</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19757"/>
		<updated>2008-03-02T14:31:56Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Equipping your adventurer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.  The higher the skills in weapons/armor determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
Weapons and shields are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either 'g'et them from the ground or 'r'emove them from your backpack - provided the hand that would wield them is free. So, in order to change weapons, you would 'd'rop your current weapon and then either 'g'et the new weapon or 'r'emove the new weapon from the backpack. Once you have equipped the new weapon, 'g'et your old weapon and it will be tucked safely away in your backpack. Shields work the same way.&lt;br /&gt;
&lt;br /&gt;
Note that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the shield with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water. &lt;br /&gt;
&lt;br /&gt;
In order to obtain water, you need a waterskin. Unless you are an elf, you will start with a full one at the beginning of the game, but you can also buy additional ones in the towns.&lt;br /&gt;
&lt;br /&gt;
Move right next to the water source and press 'I' (capital 'I', that is) to interact in a complex manner with an item. You will be shown your inventory. Select your waterskin by pressing the letter shown to its left. If the inventory is so long that the waterskin is not shown, you may need to press '/' or '*' on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the water. Simply select one choice by pressing the letter to its left and the remaining free space in the waterskin will be filled with water.&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill waterskins that are inside of backpacks. You need to 'r'emove it from the backpack first. Also note that you can't put waterskins you are holding directly into the backpack (it is not accepted as a container for that purpose). First, 'd'rop the waterskin and then 'g'et it again. It should be put inside the backpack automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a site map for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19756</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19756"/>
		<updated>2008-03-02T14:28:41Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Basic Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.  The higher the skills in weapons/armor determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water. &lt;br /&gt;
&lt;br /&gt;
In order to obtain water, you need a waterskin. Unless you are an elf, you will start with a full one at the beginning of the game, but you can also buy additional ones in the towns.&lt;br /&gt;
&lt;br /&gt;
Move right next to the water source and press 'I' (capital 'I', that is) to interact in a complex manner with an item. You will be shown your inventory. Select your waterskin by pressing the letter shown to its left. If the inventory is so long that the waterskin is not shown, you may need to press '/' or '*' on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the water. Simply select one choice by pressing the letter to its left and the remaining free space in the waterskin will be filled with water.&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill waterskins that are inside of backpacks. You need to 'r'emove it from the backpack first. Also note that you can't put waterskins you are holding directly into the backpack (it is not accepted as a container for that purpose). First, 'd'rop the waterskin and then 'g'et it again. It should be put inside the backpack automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a site map for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19755</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19755"/>
		<updated>2008-03-02T14:20:45Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Swimming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.  The higher the skills in weapons/armor determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a site map for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank.&lt;br /&gt;
&lt;br /&gt;
In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19754</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19754"/>
		<updated>2008-03-02T14:17:54Z</updated>

		<summary type="html">&lt;p&gt;Deathworks: /* Basic Needs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[elf]], [[dwarf]] or [[human]]) and start out in either a town of your race or in a previous fortress you played on. You can receive [[quest]]s, venture into the wilderness to find caves, abandoned towers and other villages. You can even visit your old fortresses and find whatever riches were left to be guarded by the creatures that fated your fortress.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in skills. [[Dwarves]] cannot wear human sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of skills. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a weapon, you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of skills, you can press {{key|Enter}} to embark.  The higher the skills in weapons/armor determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high weapon skill (except bows and crossbows) and also an above novice armor and/or shield skill, you'll start out with armor and/or shield as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some buildings. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Don't pick up items with $ signs; that's theft, which is punishable by death.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
== Travelling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a town or group of creatures on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off cliffs is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off cliffs, depending on how high you jumped, will most of the time covers your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a quest, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the local map. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned fortresses, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old fortresses, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old fortresses might prove to be rewarding, since you can find armor and weapons you made (if you made any). The best thing to be found in your fortress would probably be any left behind artifact weapon or armor. This is also probably the best (and only?) way to get artifact-quality weapons and armor.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any engravings you made while in fortress mode. When checking out engravings in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds alot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot arrows or bolts at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even vomit if you want, with lethal effects. (Water piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a creature by hitting it, you just need to walk towards the creature. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever weapon he holds. If he is holding no weapon, he will bash with his shield. If he has neither a weapon nor a shield, he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Your adventurer will get wounded by enemies or falling (jumping) off cliffs. The best (and only?) way to heal, is to press {{key|T}}, and travel at least 1 tile in any direction. Your adventurer will be fully healed then, unless your character has wounds to the neck or head. Read more about wounds [[Wound|HERE]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary skills! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thristy, and drowsy, make sure your waterskin is always filled(fresh water at the temples), you carry 1-2 stacks[5] of food, and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh water can be found at the temples as well as in rivers. Water from ponds is not considered fresh water.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a site map for a longer time will you first feel thirst and later hunger. A normal random encounter usually never lasts long enough to even generate thirst. Searching a quest cave can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the quest monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some members to your party, you will not only gain extra damage output. You will also have someone else to take the damage instead of YOU!&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks! They are found in human towns inside the tavern with the Mayor (The building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that Giant you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press talk{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. Children, peasants, the Mayor and Guards don't want any part of this silly adventuring malarkey.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself is this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient shield user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation(decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although i eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And i was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact(and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor(in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them i threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly succesfully broke my grip every time(that happened ~5-6 times in a row) i grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps alot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit &amp;quot;l&amp;quot; and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. limestone) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with pebbles, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. Iron men are fun, because they leave behind a nice statue for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and spears damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage. Shooting arrows at enemies is fun, because it is very efficient. Sadly, that also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind.&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious creep, why not break some limbs before finishing it off? Creeps are always going to try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or river you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. Standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spearcatchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Deathworks</name></author>
	</entry>
</feed>