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		<id>https://dwarffortresswiki.org/index.php?title=Children&amp;diff=278562</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Children&amp;diff=278562"/>
		<updated>2022-12-21T02:11:41Z</updated>

		<summary type="html">&lt;p&gt;Flotilla: Dwarves now become adults at 18; might want to check if other species had this changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_children.jpg|thumb|260px|right|Before they grow up to realize they're in an unwinnable game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]Most [[creature]]s, including [[dwarf|dwarves]], start out as infants, then after a certain number of years become '''children''', and after that become adults - for dwarves, childhood starts after reaching one year of age, and continues until age eighteen. &lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tilat&lt;br /&gt;
| elvish  = imi&lt;br /&gt;
| goblin  = tox&lt;br /&gt;
| human   = shin&lt;br /&gt;
}}&lt;br /&gt;
In fortress mode, some migrant dwarves are [[marriage|married]] and may bring children. Children who immigrate to your [[fortress]] might be any age from 1-12. You can determine the age of any child by viewing their [[thoughts and preferences|thoughts]] screen, which will give you the child's exact age as well as their date of birth. This information is visible regardless of whether or not the child was born in your fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Resident&amp;quot; heterosexually [[marriage|married]] female dwarves may also give birth to children. This can be stopped or reduced by editing the BABY_CHILD_CAP or the STRICT_POPULATION_CAP setting in [[d_init.txt]]. Dwarves can even have [[miscarriage]]s (if they become dehydrated, starving, or are subjected to certain types of physical trauma), which causes an unhappy thought for the mother but not for the father.&lt;br /&gt;
&lt;br /&gt;
Much of [[goblin]] society is centered around [[thief|stealing the children]] of other races. The appropriate response to a baby-snatcher appearing on the map is the judicious use of [[magma|dwarven diplomacy]].&lt;br /&gt;
&lt;br /&gt;
==Babies==&lt;br /&gt;
&lt;br /&gt;
Babies do not have to be born in [[bed]]s, but are born wherever the mother happens to be, which will interrupt most current actions of the mother. The game will pause and [[announcement|announce]] the arrival of the baby. The mother will cancel whatever task she was in the middle of to seek her infant, and then will ''usually'' resume whatever task she was doing before the child was born.  Dwarven mothers can also give birth to twins or triplets, although that is exceedingly rare (1 out of 500), due to their [MULTIPLE_LITTER_RARE] token. Babies are looked after by their mother, who will continue working while carrying the babies.&lt;br /&gt;
&lt;br /&gt;
[[Unconscious]] mothers will not wake up when they give birth – [[sleep]]ing and resting in a [[hospital]] will not be interrupted. Dwarves in a [[strange mood]] will also not interrupt their mood when giving birth – cancelling a mood forces instant insanity, so it is likely a coding choice to protect mothers (and children). Imprisoned mothers can grab their child if they give birth while on a chain, but cannot retrieve an infant that is out of their reach, which can cause massive problems, since a mother carrying a child is forced to drop it before being brought to prison.&lt;br /&gt;
&lt;br /&gt;
If the mother is sleeping or otherwise prevented from collecting her infant, the baby will be free to roam as it pleases. An emancipated baby acts in a similar manner to a [[insanity|raving mad]] adult, wandering freely over the map without any sense of self-preservation, gravitating to [[Activity_zone#Meeting_area|meeting zone]]s. It may be fed and watered by other dwarves, and in recent versions, such care happens regularly enough to keep orphans alive. As long as a baby is not within reach of a hostile creature, no harm will be done to it. &amp;quot;Job cancellation spam&amp;quot; can be generated as the baby is seen by the game to be &amp;quot;insane&amp;quot; (example: &amp;quot;Urist McBabyname, Dwarven baby, cancels Clean Self: Too Insane&amp;quot;), but once it reaches childhood (at 12 months), that will stop, and they go about their business like any other dwarven child.&lt;br /&gt;
&lt;br /&gt;
The sex of a baby is determined upon birth. [[Cheating#Savescumming|Reloading a save]] might get a baby of the other sex.&lt;br /&gt;
&lt;br /&gt;
After giving birth, it is possible for the mother to become pregnant again immediately, and give birth to another child nine months later.&lt;br /&gt;
&lt;br /&gt;
Babies will crawl to burrows when assigned to them.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech [[food]] and [[Thirst|drink]] from her, causing her to become hungry or thirsty at double the usual rate. This does not, however, count as alcohol consumption – when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
==Labor==&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], children cannot be assigned any labor, but they will perform a few simple tasks on their own, such as:&lt;br /&gt;
&lt;br /&gt;
* Socializing in [[location]]s, perhaps also holding [[performance]]s like singing, or reciting poetry.&lt;br /&gt;
* Picking out, and wearing, their own [[clothing]].&lt;br /&gt;
* Eating, drinking, and sleeping as necessary.&lt;br /&gt;
* [[Farming|Harvesting]] [[crops]], if the &amp;quot;All dwarves harvest&amp;quot; [[standing orders|order]] is on. This will also increase their [[grower]] skill, which only happens very sporadically in the current version.&lt;br /&gt;
* When they want to, storing their items.&lt;br /&gt;
* Children can play with [[toy]]s such as puzzle boxes or toy axes. They might also play make believe. Both are basically filler jobs without tangible benefits.&lt;br /&gt;
* Children may store their toys (specifically, they may perform a Store Item in Bin order for multiple toys).&lt;br /&gt;
* Fighting or running from hostiles, depending on circumstances. (Since children are small, can't use armor or weapons, and all start without combat skills, don't expect them to be effective fighters. Nor, for that matter, can they be assigned to squads.)&lt;br /&gt;
* Children can enter [[strange mood]]s, and will go about them the same as an adult dwarf. Since they won't have any skills other than social skills, and possibly growing or combat skills if involved in a fight, they will attempt to make one artifact appropriate for a [[bone carver]], [[wood crafter]] or [[stonecrafter]]. They will also gain experience as normal if they complete it, except for possessed moods.&lt;br /&gt;
* Children respect [[burrow]] restrictions, including civilian alerts.&lt;br /&gt;
* Children will attempt to [[swim]] if submerged in [[water]].&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to the [[noble|nobility]]. However, they ''can'' be assigned bedrooms.&lt;br /&gt;
&lt;br /&gt;
If no tasks are available, they will gladly loiter in meeting areas, like [[dining room]]s for example, for the duration of their youth. Children born in the fort tend to follow their mother by preference, even (especially?) if their mother is a soldier and is currently going into battle.&lt;br /&gt;
&lt;br /&gt;
Children are also known to be invisible to [[vampire]]s, thus making excellent crime detectors, as they speak truthfully in all cases.&lt;br /&gt;
&lt;br /&gt;
The game will create an [[announcement]] when children reach adulthood and can be assigned labors. This announcement will not pause and/or center the screen by default.&lt;br /&gt;
&lt;br /&gt;
==Dwarven parenthood==&lt;br /&gt;
&lt;br /&gt;
In the eighth [http://www.bay12games.com/dwarves/df_talk.html DFTalk], it was mentioned that, due to a programming oversight, children's parents can become so preoccupied with finding their children that they can die of thirst.&lt;br /&gt;
&lt;br /&gt;
==Too many children==&lt;br /&gt;
&lt;br /&gt;
If there are too many children in the fort, [[FPS]] may suffer. [[Unfortunate accident|Removing]] children is difficult, as doing so may quickly lead to [[stress]]. One possibility is to [[burrow]] children outside to aid [[thief|snatchers]].  To prevent a large population of children in the first place, it is preferred to set the BABY_CHILD_CAP and/or the STRICT_POPULATION_CAP in the [[d_init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
In longer-running forts when a parent has more than 10 children of one gender, the 11th onward will merely be referred to as 'son' or 'daughter'. The exception to this is that the youngest will always be referred to as 'youngest son' or 'youngest daughter'.&lt;br /&gt;
&lt;br /&gt;
==Non-dwarven children==&lt;br /&gt;
&lt;br /&gt;
[[Human]]s, goblins, [[Elf|elves]], [[kobold]]s and subterranean [[animal people]] follow the same aging progress of dwarves (born as babies, becoming children at a year old then becomes adults at twelve). The same is true for some races of wild humanoid creatures and [[semi-megabeast]]s, though some possess shorter or longer child states than dwarves do, i.e. [[troll]]s become adults at the age of 10. Regardless of how long their child states are, intelligent non-dwarf children are functionally identical to their dwarven counterparts for gameplay purposes.&lt;br /&gt;
&lt;br /&gt;
Young animals possess limited capabilities compared to their adult stages. Infant [[milk]]-bearing livestock can't be milked, young [[wool]]-bearing animals can't be [[shear]]ed, and bird and reptile hatchlings are unable to lay [[egg]]s. However, unlike intelligent creatures, almost all animals follow a different aging progress; they skip the baby stage entirely and are born as children, who become adults at only 1 year of age (though they usually don't stop growing in size until the age of 2). Certain exceptions exist, however, such as [[elephant]]s, who take 10 years to reach adulthood. Savage [[animal people]] versions of these animals follow this same aging progress.&lt;br /&gt;
&lt;br /&gt;
Certain creatures possess no child state to speak of, and are technically adults at birth, having all the capabilities of an adult immediately after starting existing (though most of them are still subject to growing in size as they get older). These creatures include stuff like all species of snakes, [[crundle]]s, [[giant cave spider]]s, [[creeping eye]]s, [[magma crab]]s and most [[megabeast]]s. Inorganic creatures such as [[Gabbro man|gabbro men]], [[Fire man|fire men]] and [[Amethyst man|amethyst men]] also exist only as adults and never as children. If the creature born as an adult is an intelligent creature, they'll be born with generally mild levels in some skills.&lt;br /&gt;
&lt;br /&gt;
Creatures capable of being [[invader]]s can do so regardless of age - as such, you may be attacked by a [[werebeast]] child, or a young [[roc]], [[giant]], [[cyclops]], [[ettin]] or [[minotaur]]. They will behave exactly like their adult counterparts, but will generally be easier to kill than adults due to their smaller size. Such cases are rare, as they require either children being infected by a werebeast and not dying in the process, or for megabeasts to breed, both being particularly uncommon occurrences.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarf babies can sometimes have negative age. In this case, they appear headless. &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
[[ru:Children]]&lt;/div&gt;</summary>
		<author><name>Flotilla</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=276172</id>
		<title>Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stairs&amp;diff=276172"/>
		<updated>2022-12-20T23:09:28Z</updated>

		<summary type="html">&lt;p&gt;Flotilla: /* Planning stairs */ v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:31, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stairs''' allow [[creatures]] to travel across z-levels. They can be dug out or constructed. They need to be connected to other stairs of the appropriate type to function. Up stairs need to be built below down stairs. Up/down stairs function as both up and down stairs at once.&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2014_Terraform.png|thumb|664px|''A side-view illustration of various digging designations.'']]&lt;br /&gt;
&lt;br /&gt;
Caravan [[wagon]]s can't travel across stairs -- you need [[ramp]]s for those to be able to reach your [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
Stairs do not block creature nor fluid movement. Falling creatures ignore stairs and may get seriously hurt if the real ground is several z-levels below them. [[Floor hatch]]es can stop both falling creatures and liquid. They can also be locked to keep those pesky [[crundle]]s from interrupting everything your dwarves could possibly do.&lt;br /&gt;
&lt;br /&gt;
Down stairs reveal a tile directly beneath them. If it's [[water|wet]] or [[magma|warm]], any further [[mining]] designation on this tile will be automatically removed, but can then be manually replaced. (i.e. the game gives you a warning when that tile is first revealed, then assumes you know what you're doing. Don't prove the game [[flood|wrong]].)&lt;br /&gt;
&lt;br /&gt;
As with all [[construction]]s, stairs can only be [[Construction removal|removed]] by dwarves (ordered to do so - never on their own initiative) or [[cave-in]]s. Dug-out stairs can melt, if made from [[ice]], but are otherwise just as resistant to damage - they can be removed by channeling the stair tile.&lt;br /&gt;
&lt;br /&gt;
Stairs are fully capable of holding any amount of weight above them. An up stair or up/down stair will stop tiles falling during a [[cave-in]]; a down stair will not. However, when any stair tile is collapsed by a cave-in, the stairs disappear entirely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Planning stairs ==&lt;br /&gt;
&lt;br /&gt;
Stairs can be created in two different ways, or a combination of them: &lt;br /&gt;
* You can use the digging orders menu ({{k|m}}) and select stair mining ({{k|t}}) to carve them out of a wall of unmined material (see [[digging]]).&lt;br /&gt;
* You can use the build menu ({{k|b}}{{k|C}}) to construct them in an open tile ({{k|t}}) using material you have already gathered.&lt;br /&gt;
&lt;br /&gt;
Stairs have been overhauled in v50; you no longer need to manually designate up, down, or up/down stairwells. Instead, you designate the z-levels your stairwell begins and ends at, and your dwarves will automatically build/carve stairs as necessary.&lt;br /&gt;
&lt;br /&gt;
You can't carve stairs upwards on a square that has already been dug out; you have to carve one out of an existing wall or {{k|b}}uild instead.&lt;br /&gt;
&lt;br /&gt;
Up-stairs can be always built on top of down-stairs (provided there's clearance on the z-level above you), but you '''cannot''' carve down-stairs into a constructed up-stairs; you will have to temporarily deconstruct the up-stair you built if you want to carve downwards at that spot. You can, however, carve down-stairs into carved up-stairs.&lt;br /&gt;
&lt;br /&gt;
Stairs cannot be built upwards if the destination z-level is inaccessible; you can't begin construction on an up-stair if you don't already have a clear path above you.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Buildings}}&lt;br /&gt;
{{Category|Constructions}}&lt;/div&gt;</summary>
		<author><name>Flotilla</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=276168</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=276168"/>
		<updated>2022-12-20T22:27:24Z</updated>

		<summary type="html">&lt;p&gt;Flotilla: v50.03 info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old}}&lt;br /&gt;
{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
{{av}} &lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by HonorbruSudoku''&amp;lt;/small&amp;gt;]]'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party{{version|0.47.01}}, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally murdered trying).&lt;br /&gt;
&lt;br /&gt;
You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more – you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).&lt;br /&gt;
&lt;br /&gt;
In the current v50.03 release, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus.&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]). Humans inhabit cities, towns, and the occasional above-ground fortress, elves inhabit [[forest retreat]]s, dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and &amp;quot;hill dwarves&amp;quot; who inhabit a loose collection of [[hillock|mounds]] built into hillsides, and goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and [[town]]s, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it, but, if you have selected to &amp;quot;retire&amp;quot; the fortress, rather than abandon it, you will likely be able to encounter all the inhabitants from the year of retirement in fortress mode - however, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race and civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are humans who are not part of any civilization. Playing as an outsider has some initial limitations - they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from most every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
* '''[[Goblin]]s''' and '''[[Experiment]]s''', that have joined one of the playable civilizations, will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves; while experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted - exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts.&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing.&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten. Important to navigate fortresses and underground mazes.&lt;br /&gt;
There is also '''Patience''', which has no known effect in Adventurer Mode.*&lt;br /&gt;
&lt;br /&gt;
:(*) as of the newest updates to adventure mode, the '''Patience''' attribute (as a base stat) determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].&lt;br /&gt;
&lt;br /&gt;
Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]].&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality_trait#Goals|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel - press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress - of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on. If there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
==== Status screen ====&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
==== Saving the game ====&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
=== Searching and manipulating ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with. {{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing). &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list - it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands - this often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground - you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{k|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{k|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people - to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). It is punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them - some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.&lt;br /&gt;
&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
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Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.  Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc - a site must have a name and at least one zone to become functional.&lt;br /&gt;
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=== Retirement ===&lt;br /&gt;
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If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
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In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
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==See also==&lt;br /&gt;
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*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
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{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Flotilla</name></author>
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