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		<id>https://dwarffortresswiki.org/index.php?title=Forgotten_beast&amp;diff=257679</id>
		<title>Forgotten beast</title>
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		<updated>2021-04-02T15:55:44Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Generation */ I looked through the spheres of every FB for a medium world, didn't see any FB's with more than 3 spheres.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:18, 30 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{random image|location=right|size=300px}}&lt;br /&gt;
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:''In the deep, there are beasts so fell and terrible, that only they know what they are, for none who have met them have lived to tell of it... they are the Forgotten Beasts, born of the chaos from before the world's birth... they have waited, brooding in the dark places of the world... and now... by digging too deep... we have awakened them.''&lt;br /&gt;
&lt;br /&gt;
'''Forgotten beasts''' are large, monstrous, procedurally generated [[megabeast]]s that spawn in the [[caverns]] beneath your fortress, [[path]]ing through to your fort and seeding destruction amongst your [[dwarves]]. They are the subterranean equivalent of [[titan]]s. &lt;br /&gt;
&lt;br /&gt;
Forgotten beasts are attracted by [[wealth]] and population size. Additionally, one may randomly appear when you reclaim a fortress. When a forgotten beast becomes visible onscreen, the game automatically pauses and displays a message.&lt;br /&gt;
&lt;br /&gt;
== Generation ==&lt;br /&gt;
Forgotten beasts are procedurally randomized, and may be of any form, and be made of any sort of material. Multiple forgotten beasts may come to attack your fortress, each coming at different times. Most take the form of an animal, some not found in vanilla DF, with extra features (e.g. extra eyes, feathers) or removed body parts (e.g. skinless cobras) and unusual colours. However, a forgotten beast can also take more generic forms, such as shelled blobs, quadrupeds, and humanoid golems. Materials range from flesh and blood, to flimsy things like [[ash]] and [[steam]], to truly scary monsters of pure [[rock]], [[gem]], or [[metal]]. They may get a special attack, ranging from anything between venomous stings, poisoned blood, or explosive dust clouds, to flame breath. Forgotten beasts are associated with the [[sphere]] of caverns, plus one or two other spheres (water, theft, thralldom, darkness, suicide, muck, etc).&lt;br /&gt;
&lt;br /&gt;
If  a forgotten beast has a venomous attack of some sort, it is randomly generated, as are the resulting [[symptom]]s, as furthermore is its [[Syndrome#Breath_attacks|breath attack]], if it has one. Venom attacks come in a variety of forms, from boiling ichor to trailing dust, and the effects can range from mild pain to complete and instantaneous necrosis or paralysis. Some forms of venom can spread from spatters and contact with your dwarves, eventually 'infecting' your entire fort - decontaminating your soldiers in shallow running water is one way to deal with the problem. Some beasts breathe fire or shoot [[web]]s in lieu of any syndrome-bearing attacks. Web-shooters are immune to the effects of webs they, or any other creature, create, and will shoot webs even at targets they lack a proper path to. Forgotten beasts based on spiders may be capable of shooting webs in addition to any other special abilities.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts cannot be controlled directly, but is influenced by the size of the world and is directly proportional to the number of cavern layers, as exactly one beast is spawned per each underground region. All are [[building destroyer]]s, and are almost entirely immune to [[trap]]s (they are trapavoid and nostun but non-webspinners will trigger a trap that has been webbed). [[Bridge]]s are also less useful, as they cannot be raised or lowered as long as the beast is standing on (or under) them, preventing the traditional [[magma]] pit / [[dwarven atom smasher]] designs from working. This is probably one of [[Main:Toady One|Toady One]]'s ways of making the encounters even more [[fun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png|thumb|center|500px]]&lt;br /&gt;
&lt;br /&gt;
== Death and application ==&lt;br /&gt;
{{random image|location=right|size=300px}}&lt;br /&gt;
If you need to kill a forgotten beast, order your military to attack. Some beasts, however, are content not to path to your fortress and will stay dormant underground. Most &amp;quot;fleshy&amp;quot; forgotten beasts can be butchered; some are quite massive and may leave you with hundreds of meat and bone units and dozens of prepared organ units. Forgotten beast [[shell]]s may prove valuable during a [[strange mood]], particularly on a map without other sources of shells. Unfortunately, all forgotten beasts have a value multiplier of 1. &lt;br /&gt;
&lt;br /&gt;
Some forgotten beasts whose bodies are made of liquid, gas, fire, or powder will die or lose limbs on the first hit. Other forgotten beasts are extremely difficult to kill due to being made of very hard materials or having an amorphous shape. When confronted with such near-invulnerable creatures the only option is usually to use your brain and try to lock it away (the beast; dwarven brains are locked away by default) somehow. Walls and raised [[bridge|draw bridges]] stop them. Since they are [[building destroyer]]s, you can use installed [[furniture]] to lure them to a particular location. If you can put it in a pit, a clever trapmaker can feed it invaders. If a near-indestructible beast isn't in a position to threaten your dwarves, it can be used to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
One method of defeating nearly combat-invulnerable forgotten beasts (those whose bodies are made of rock, for instance) is to cause a [[Cave-in]] on top of them. They'll be killed by dropping either natural or constructed walls or floors on them. It is also possible to capture some forgotten beasts in cage traps by using [[giant cave spider]] webs (or similar).&lt;br /&gt;
&lt;br /&gt;
You can prevent forgotten beasts from appearing by editing [[d_init.txt]] to change [INVADERS:YES] to [INVADERS:NO], though that will also prevent [[ambush]]es and [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
== Forgotten Beast Threat Analysis==&lt;br /&gt;
'''If you do not want your [[fun]] spoiled, do not look below!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{clear|both}}&lt;br /&gt;
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&lt;br /&gt;
Forgotten beasts pose different levels of threat to your fortress, based on their composition, body shape, movements or special attacks. This list also works with [[titan]]s and [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Of course, general threat must be appraised after all categories. A giant blob made of smoke with webs is still pretty harmless and very fragile, despite it having webs, and a no-frills humanoid made of steel with no special attack will cause dangerously large amounts of [[fun]], being essentially a far more resilient bronze colossus.&lt;br /&gt;
&lt;br /&gt;
'''Material Composition'''&lt;br /&gt;
*''Water, Grime, Filth, Salt, Steam, Smoke, Snow'': Liquids, gasses, and powders are incredibly fragile, and most of them don't do any damage either. In fact, they usually die to kittens playfully scratching them or babies punching them. Unless paired with a dangerous attack method, these should not be a threat at all.&lt;br /&gt;
*''Fire'': While very fragile, [[fire]] is incredibly !![[fun]]!!. This type of forgotten beast will usually stay at the edge of the map and may burn large parts of the cavern when it first enters. Engagement should be avoided if it does not path to your fortress (and into a trap) as it could cause casualties with fire spread, contact, and fireballs (passive ability). Dropping an unarmed goblin or two (or a ceiling) on top of it should kill it as it will die as easily as any other gas beast. Upon death, beasts made of fire tend to explode in a large fireball which will kill all units within range, so keep your melee fighters away!&lt;br /&gt;
*''Flesh'': Most forgotten beasts are fleshy. It's about the standard level of threat for a forgotten beast. Invertebrates are generally more fragile than vertebrates, due to lack of bones.&lt;br /&gt;
*''Rock or Mineral'': Quite difficult, but not unbeatable. Can be damaged with metallic weapons. Beasts may be made of native copper or silver ore; see below for those.&lt;br /&gt;
*''Glass or Gem'': They are generally pretty tough, though not quite as much as being made of diamond might imply. If you have poorly equipped dwarves, military action is not advised. &lt;br /&gt;
*''Non-weapon grade metal'': Similar to rock forgotten beasts. Most weapons-grade metal can damage it.&lt;br /&gt;
*''Copper/Silver'': If you've got a good military and weapons as good as bronze, it should at least be beatable. Don't expect an easy fight by any means, however.&lt;br /&gt;
*''Bronze'': If you have encountered a [[bronze colossus]] before, this beast should be comparable in how dangerous it is. Whether it is more or less dangerous will depend on various features such as size, body type, whether it can fly, material emissions and whatever syndromes it may possess.&lt;br /&gt;
*''Iron'': Are you having [[fun]] yet? Do not send anything against it that has less than steel weapons; it will be pointless. Magma also does nothing against these.&lt;br /&gt;
*''Steel'': While exceedingly rare, these are fortress-ending threats on the level of [[HFS]]. These can be beaten only with cave-in traps, falling traps, obsidian/ice traps or adamantine weapons. Be sure to post &amp;lt;s&amp;gt;how your fortress ended horribly&amp;lt;/s&amp;gt; the epic story of your struggle with it on the Bay12 forums !&lt;br /&gt;
&lt;br /&gt;
'''Body Shape'''&lt;br /&gt;
[[File:Forgotten_Beast_Size.png|frame|Estimated size comparison between a forgotten beast and a dwarf.]]&lt;br /&gt;
*''Blob'': Depends on material - fleshy blobs having only a single body part. All attacks will target it, causing it to accumulate damage rapidly until it explodes into gore.{{verify}} Has only a blunt push attack, which at an FB's size is deadly. However, ''inorganic'' blobs are a whole other story, and ''metal'' blobs are a sign that the game hates your guts.&lt;br /&gt;
*''Worm, Slug, Nematode'': Quite slow, and have one huge body part with internal organs (including brain) easily reachable. Unless paired with some dangerous special attack, these should be easy.&lt;br /&gt;
*''Quadruped, Humanoid'': about the average for FBs. Try and use cutting weapons to cripple them. Or spears.&lt;br /&gt;
*''Insect, Spider'': Obnoxious because of the large number of redundant limbs. The large majority of spiders (not &amp;quot;tarantulas&amp;quot;, apparently) will be guaranteed to have a webbing attack and should thus be treated with extreme care.&lt;br /&gt;
&lt;br /&gt;
'''Movement'''&lt;br /&gt;
*''Walking'': Normal movement. All FBs are also amphibious.&lt;br /&gt;
*''Flying'': More dangerous than walking, for obvious mobility reasons. Be sure you only have one entry for your caverns.&lt;br /&gt;
&lt;br /&gt;
'''Special attack'''&lt;br /&gt;
*''None'': Consider yourself lucky—most forgotten beasts have some kind of [[syndrome]]-based effect. However, certain kinds of beasts have inherent abilities, like fire balls for a beast composed of fire, or webs for a spider-based beast.&lt;br /&gt;
*''Noxious Secretions'': Every single part of the creature's body is covered in extract. If it's in liquid or solid form and any of your dwarves touch this extract, they will receive the syndrome effects. Curiously enough, [[biter|biting]] does not qualify as touching. Usually not a threat since dwarves are often well clothed, your military even more so. If the secretions are in gas form, treat the FB as if it has a toxic breath attack. Note that, unlike other attacks, gaseous noxious secretions are effective even if the beast is [[cage]]d.&lt;br /&gt;
*''Hunger for warm blood'': When the creature stabs the opponent, some blood will be drawn.&lt;br /&gt;
*''Poisonous bite or sting'': Not dangerous by FB standards. &lt;br /&gt;
*''Spitting glob'': Generally not dangerous, unless you forgot shields and shield use on your military for some reason.&lt;br /&gt;
*''Fire breath'': By itself not threatening if you have shields and decent shield skill. However, [[Fun]] is always where fire is—a burst of flame is quite likely to start a cavern wildfire. The fire can also take the form of fireball projectiles instead. Amusingly, fire-breathing organic FBs are not immune to fire and may even burn themselves to death, though this usually takes some time.&lt;br /&gt;
*''Toxic blood, vapor, or gas'': Threat depends on the syndrome's effects - can be harmless or kill your entire military. You may want to sacrifice something to see what the FB's extract does.&lt;br /&gt;
*''Webs'': Webs are incredibly deadly in melee, but do not help much at range. It will slaughter your whole melee squad with incredible ease, but not your ranged squad as long as the ranged squad is out of reach. Engage it with marksdwarves or kill it with a cunning trap.&lt;br /&gt;
*''Deadly dust'': Possibly the most [[fun]] attack a FB can come with. Deadly dust acts like [[cave-in]] dust with syndromes. Dust coming from all directions (as opposed to a breath attack) is even more [[fun]]. If the material of the FB is weak (like flesh), or if it has articulations or organs to be damaged, it will harm itself with its own deadly dust. However if it is made of stronger material, it will be immune to this effect. Deadly dust is generally a very effective defense against melee and marksdwarves, but is a liability if the FB is fleshy and not a blob.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
Forgotten beasts are hard to catch, being both [[Creature token#T|[TRAPAVOID]]] and [[Creature token#N|[NOSTUN]]]; however trapping them is not impossible. All webbed creatures become vulnerable to [[trap]]s, except for the ones that have a [[web]]bing attack of their own: having a [[giant cave spider]] shoot web on your cage traps will render them into perfect FB-proof nets. Your new prizes can be put to various uses; the most obvious ones consist in dropping them onto various invaders - forgotten beasts are hostile toward each other and will attack any [[Surroundings|wildlife]] or [[Civilization|civilized]] creature they may encounter - but with careful micromanagement, the opportunities are limitless. &lt;br /&gt;
&lt;br /&gt;
===Silk farm===&lt;br /&gt;
Web-shooting forgotten beasts are notoriously hard to catch and you'll only get your hands on one of these through ''very'' careful micromanagement, such as building a 'trap room' with retractable bridges and some random animal at the center to attract the beast. The set-up is otherwise the same as that of a [[silk farm]], except that forgotten beast silk is only as valuable as mere [[cave spider]] silk. Note that some beasts have special attacks ''in addition'' to their web-shooting ability (in the case of beasts based on spider-like anatomy resembling that of the [[giant cave spider]]), which may make them more difficult to capture and use (as they may kill their targets rather than simply covering them with webs).&lt;br /&gt;
&lt;br /&gt;
===Weapon coating===&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=91084 Syndrome-bearing poison can and will affect any creature it can spread to and infect.] While there is no formal job or workshop related to poison coating in vanilla DF (although it does exist in some [http://dwarffortresswiki.org/index.php/Masterwork:Main_Page mods]), poisoning your weapons is still possible thanks to the impossibly infinite metabolism of your caged guests. Pit them in a similar set-up to that of a [[silk farm]] (you may want to set up a pit from above the farm so you can regularly replace the bait used for the silk farm, or just use a syndrome-immune creature, e.g. a [[zombie]]) and put your weapons (and ammo) stockpiles in the farm so your beast will shoot syndrome-inducing dust/spittle on them. '''Make sure your military dwarves wear gloves when they equip your newly poisoned weapons,''' unless you actually want them to vomit or rot themselves in the middle of the battlefield. You also want them to wear cloaks so they don't contaminate each other while sparring. Some poisons can be '''extremely fun'''; dwarves equipped with poisoned weapons can one-shot most creatures - well, most creatures with functioning organs, at least - through the infliction of superficial wounds. If you can prevent your dwarves from infecting themselves, that is.&lt;br /&gt;
&lt;br /&gt;
===Getting rid of cavern creatures===&lt;br /&gt;
&lt;br /&gt;
Forgotten beasts will actively seek and attack any other [[creature]]s, including cavern wildlife. Sealing the FB in a cavern will make it continuously kill wild inhabitants of the cavern, as these keep coming until their local populations are extinct. You can later obtain a decent supply of [[bone]]s from the skeletons of the creatures the FB killed, when the beast accidentally dies or after you manage to deal with it.&lt;br /&gt;
&lt;br /&gt;
==[http://www.reddit.com/r/dwarffortress/comments/19083j/what_makes_forgotten_beasts_forgotten/c8jlvg7 On The Origins of Forgotten Beasts] ==&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the time before time, when Armok himself was not part of the great machine beast framework, the idea itself of ALL-dom, dwarf dom, elf dom, tools and valueless, remained in the greater unknowable realm of hard possibility called &amp;lt;HARDDISKSPACE&amp;gt;; all was concept data idiosyncratic.&lt;br /&gt;
&lt;br /&gt;
Thence came the being of the &amp;lt;flesh machine&amp;gt; and the &amp;lt;machine beast framework&amp;gt; and thence Armok was, is, and ever will be.&lt;br /&gt;
&lt;br /&gt;
Armok hands moved, and invoked the commands of the ur-&amp;lt;plane/realm?&amp;gt;, and raised the possibility of all worlds that can be, of the-blessed-who-can-know-Armok.&lt;br /&gt;
&lt;br /&gt;
Thence Armok exhaled his vaporous breath and said &amp;quot;CREATE NEW WORLD&amp;quot; and the &amp;lt;machine beast framework&amp;gt; began his dire task.&lt;br /&gt;
&lt;br /&gt;
Legions of empires, battalions of timelines, and civilizations of worlds were born, lost, and discarded, as the will of Armok angered in wait.&lt;br /&gt;
&lt;br /&gt;
Finally World Acceptance was allowed.&lt;br /&gt;
&lt;br /&gt;
Yet, the &amp;lt;Flesh Machine Beast Framework&amp;gt; has failed Armok. For Armok knows of the world behind the worlds, of the '''Intent''' of his dimension, of the destination of the unmoving stone.&lt;br /&gt;
&lt;br /&gt;
He knows that the beasts of &amp;lt;null result un-parseable&amp;gt;, those ideas from the time before the rules, exist not.&lt;br /&gt;
&lt;br /&gt;
The Pen-Factor of Armok, the Toady One, foresaw this failure. He knew that the Armok transcended the very power of the universe vessel, the &amp;lt;Machine Beast Framework&amp;gt;, and to please our god, to let him revel in the glory that is the knowing of himself, he forced the existence of the beasts...&lt;br /&gt;
&lt;br /&gt;
They are called &amp;quot;Forgotten&amp;quot; because after the announcement of their arrival they tend to be forgotten until the dwarves decide to open up the sealed off caves for some more exploring. &lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If a beast has a dust attack, the dust will behave like it was from a [[cave-in]], flinging dwarves away (causing further damage if they hit a wall) and knocking them out. {{Bug|3133}}&lt;br /&gt;
* forgotten beasts will hide in trees in an attempt to ambush dwarves and woodcutters without ever coming down.&lt;br /&gt;
&lt;br /&gt;
==Art==&lt;br /&gt;
View a [[Forgotten beast/gallery|gallery]] of artwork from the [http://www.bay12forums.com/smf/index.php?topic=124312.0 forums].&lt;br /&gt;
&lt;br /&gt;
{{random image|location=left|size=600px}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[CREATURE:FORGOTTEN_BEAST_53]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[FEATURE_BEAST]&lt;br /&gt;
	[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
	[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:CAVERNS]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:83]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_SHELL:RCP_TWO_WINGS]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:GRIME]&lt;br /&gt;
		[TISSUE_MAT_STATE:SOLID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[ODOR_STRING:filth]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:beast sickness]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:FORGOTTEN_BEAST_53:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[SYN_CONTACT]&lt;br /&gt;
			[SYN_INHALED]&lt;br /&gt;
			[SYN_INGESTED]&lt;br /&gt;
			[CE_PARALYSIS:SEV:100:PROB:100:START:1166:PEAK:1652:END:3278:LOCALIZED:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
			[CE_UNCONSCIOUSNESS:SEV:100:PROB:100:START:768:PEAK:1984:END:4260:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
			[CE_FEVER:SEV:100:PROB:100:START:1070:PEAK:2378:END:5366:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
	[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:ADV_NAME:Spit glob]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:FLY:Fly:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A gigantic snail composed of grime and filth.  It has wings and it has a gaunt appearance.  Beware its deadly spittle!]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FORGOTTEN_BEAST_54]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[FEATURE_BEAST]&lt;br /&gt;
	[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
	[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:CAVERNS]&lt;br /&gt;
	[SPHERE:THEFT]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:66]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_SHELL]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:WATER]&lt;br /&gt;
		[TISSUE_MAT_STATE:LIQUID]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[COLOR:1:0:1]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[THICKWEB]&lt;br /&gt;
	[WEBIMMUNE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
	[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
	[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spray web]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:MATERIAL:LOCAL_CREATURE_MAT:SILK:WEB_SPRAY]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:5]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:An enormous blob composed of water.  It has an enormous shell and it squirms and fidgets.  Beware its webs!]	&lt;br /&gt;
&lt;br /&gt;
[CREATURE:FORGOTTEN_BEAST_55]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[FEATURE_BEAST]&lt;br /&gt;
	[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
	[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:CAVERNS]&lt;br /&gt;
	[SPHERE:DEPRAVITY]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:80]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_LEGS:RCP_TWO_WINGS:RCP_1_HEAD_HORN:RCP_4_TOES:RCP_3_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_3_EYELIDS:RCP_PROBOSCIS]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHOCOLATE]&lt;br /&gt;
		[COLOR:4:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:stab:stabs]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:FLY:Fly:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A towering three-eyed pterosaur.  It has a long, curving horn and it has a gaunt appearance.  Its chocolate scales are jagged and overlapping.  Beware its hunger for warm blood!]&lt;br /&gt;
	&lt;br /&gt;
[CREATURE:FORGOTTEN_BEAST_56]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[FEATURE_BEAST]&lt;br /&gt;
	[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
	[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[DIFFICULTY:10]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:CAVERNS]&lt;br /&gt;
	[SPHERE:DISEASE]&lt;br /&gt;
	[BODY_SIZE:0:0:10000000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:72]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_2_TAILS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FLAME:FLAME_TEMPLATE]&lt;br /&gt;
		[MAT_FIXED_TEMP:25000]&lt;br /&gt;
	[TISSUE:UNIFORM_TIS]&lt;br /&gt;
		[TISSUE_NAME:tissue:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:FLAME]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
		[RELATIVE_THICKNESS:1]&lt;br /&gt;
		[CONNECTS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[NOT_LIVING]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
	[CDI:ADV_NAME:Hurl fireball]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:FLOW:FIREBALL]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:2]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[CAN_DO_INTERACTION:RCP_MATERIAL_EMISSION]&lt;br /&gt;
		[CDI:ADV_NAME:Spray jet of fire]&lt;br /&gt;
		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
		[CDI:FLOW:FIREJET]&lt;br /&gt;
		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
		[CDI:TARGET_RANGE:C:5]&lt;br /&gt;
		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
		[CDI:WAIT_PERIOD:30]&lt;br /&gt;
	[FIREIMMUNE_SUPER]&lt;br /&gt;
	[ODOR_STRING:smoke]&lt;br /&gt;
	[ODOR_LEVEL:90]&lt;br /&gt;
	[COLOR:4:0:1]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[FIXED_TEMP:25000]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A great humanoid composed of flame.  It has two short tails and it squirms and fidgets.]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Flying}}&lt;br /&gt;
{{Category|Syndrome}}&lt;br /&gt;
{{Category|Webs}}&lt;br /&gt;
{{Category|Shell}}&lt;br /&gt;
[[ru:DF2012:Forgotten beast]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Need&amp;diff=252289</id>
		<title>Need</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Need&amp;diff=252289"/>
		<updated>2020-04-09T16:10:51Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Adventurer actions per need */ giving a sermon fulfills need to pray&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:25, 31 October 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
'''Needs''' affect a creature's focus. Needs that are unmet for long enough will cause [[stress]], become bad [[thought]]s, and increasingly damage the creature's '''focus'''. Sufficiently well-satisfied needs will improve their focus.&lt;br /&gt;
&lt;br /&gt;
The need system replaces the generalized [[on break]] feature of previous versions. Dwarves will sometimes perform jobs that satisfy their personal needs, instead of working for the betterment of the fortress. These personal-fulfilment jobs generally come in two varieties: low-priority (indicated by green text, e.g. {{DFtext|Listen to Poetry|2:1}}), or high-priority (magenta text with an exclamation point, e.g. {{DFtext|Pray to Lorsïth!|5:1}}).  Low-priority jobs may be cancelled to undertake a fortress job.  High-priority jobs will not be cancelled for fortress jobs.&lt;br /&gt;
&lt;br /&gt;
== Focus ==&lt;br /&gt;
:''Overall, Urist is unfocused by unmet needs.''&lt;br /&gt;
Focus affects a dwarf's ability to perform. A dwarf with high focus will work faster and produce better results, while a distracted dwarf will take longer to do everything poorly. Focus is separate and independent of overall mood; a dwarf can be happy even with largely-unmet needs, or unhappy yet focused. However, prolonged insufficiency in meeting needs is a cause for both low focus and bad thoughts. Thus, Focus can, with prudence, be used to predict future mood developments.&lt;br /&gt;
&lt;br /&gt;
Focus represents the percentage of the combined totals of met over unmet need values. The ratio of 1:1 (100%) represents a neutral state.&lt;br /&gt;
&lt;br /&gt;
Focus statuses:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Very focused|2:1}}|| + 140% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Quite focused|2:0}}|| 120-139% (-149%?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Focused|7:1}}|| 101-119%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:0}}|| 100%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| 80-99%&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| ...-79% (?)&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| (?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A highly-focused dwarf can receive an effective-skill bonus of up to 50%; a badly distracted dwarf can receive an effective skill penalty of up to 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Diversity ==&lt;br /&gt;
:''She is unfocused by a lack of trouble-making.''&lt;br /&gt;
&lt;br /&gt;
An individual creature's set of needs and their weights (levels) are affected by [[personality trait]]s. For instance, a dwarf that values romance will be unfocused &amp;quot;after being unable to make romance&amp;quot;, while a dwarf that personally values nature will be unfettered &amp;quot;after seeing animals&amp;quot;. Unreligious dwarves will have no need to pray or meditate; dubious and casual worshippers will have low or medium level needs to pray; committed believers will have high level need; and dwarves following multiple deities will have a separate prayer need with a separate level for each of their deities. Proposed weights per need level are 1, 2, 5, and 10.&lt;br /&gt;
&lt;br /&gt;
As expected, high-level needs hold a much larger sway in a dwarf's overall focus than low-level needs. Curiously, the large majority of dwarves currently seem to only have low-level needs for [[alcohol]] and function quite well without it as long as they are otherwise satisfied. A small percentage have no need for alcohol at all, in effect being immune to alcohol withdrawal.&lt;br /&gt;
&lt;br /&gt;
Needs are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Degree of fulfillment:&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfettered|2:1}}|| 300 - 400&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Level-headed|2:0}}|| 200 - 299&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Untroubled|7:1}}|| 100 - 199&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Not distracted|7:0}}|| -999 - 99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Unfocused|6:0}}|| -9999 - -1000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Distracted|6:1}}|| -99999 - -10000&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|Badly distracted|4:1}}|| &amp;lt; -100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a need is satisfied, its value is refreshed to maximum (400), regardless of previous value. There is no minimum to how {{DFtext|Badly distracted|4:1}} a need can get. A deeper negative value won't further reduce total Focus, which is based on a ratio of all needs' Focus rating.&lt;br /&gt;
&lt;br /&gt;
== Fortress actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Job&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Socialize&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Pray/meditate in a [[Temple]]&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|(assumedly a sufficient amount of fortress tasks)&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Create or perform any artistic work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|Varied; including at least being in danger&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|(Socialize with close family members?)&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|(Socialize with friends?)&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|(Perform any improvisational form?)&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent)&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|(Recite any poem?)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft any item&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill (?)&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|(assumedly spending a sufficient time idle or self-fulfilling?)&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|(''interacting'' with spouse/partner)&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see the dwarf.&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any trinket (happens automatically when performing a &amp;quot;Store item in stockpile&amp;quot; job on an eligible [[trade good]])&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Eating a preferred food (or a preferred alcohol [[cook]]ed into a meal)&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Partake in a fight or any combat.&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Argue&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Complete a Fish, Return kill (hunt) or Gather plants job&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Bring water or food to patient/prisoner/animal; bring wounded units to rest; leading demonstration.&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem. Possibly using Architect skill?&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artful furniture, artistic crafts, or engravings.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer actions per need ==&lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Positive&lt;br /&gt;
!Negative&lt;br /&gt;
!Related [[Belief]] or [[Facet]]&lt;br /&gt;
!Adventurer activity&lt;br /&gt;
|-&lt;br /&gt;
|spending time with people&lt;br /&gt;
|being away from people&lt;br /&gt;
|GREGARIOUSNESS&lt;br /&gt;
|Spea{{k|k}} to anyone or reply to greeting&lt;br /&gt;
|-&lt;br /&gt;
|drinking&lt;br /&gt;
|being kept from alcohol&lt;br /&gt;
|IMMODERATION, SELF-CONTROL&lt;br /&gt;
|drink alcohol&lt;br /&gt;
|-&lt;br /&gt;
|communing with [deity] / meditation&lt;br /&gt;
|being unable to pray (to [deity])&lt;br /&gt;
|&lt;br /&gt;
|Spea{{k|k}}, Pray to &amp;lt;Deity&amp;gt; or Begin a performance, Give a sermon&lt;br /&gt;
|-&lt;br /&gt;
|staying occupied&lt;br /&gt;
|being unoccupied&lt;br /&gt;
|HARD_WORK, ACTIVITY_LEVEL&lt;br /&gt;
|Very wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|doing something creative&lt;br /&gt;
|doing nothing creative&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Perform or compose any work&lt;br /&gt;
|-&lt;br /&gt;
|doing something exciting&lt;br /&gt;
|leading an unexciting life&lt;br /&gt;
|EXCITEMENT_SEEKING&lt;br /&gt;
|A wide variety of actions&lt;br /&gt;
|-&lt;br /&gt;
|learning something&lt;br /&gt;
|not learning anything&lt;br /&gt;
|KNOWLEDGE, CURIOUS&lt;br /&gt;
|Gain a rank in any Skill, learn a new subject from written content.&lt;br /&gt;
|-&lt;br /&gt;
|being with family&lt;br /&gt;
|being away from family&lt;br /&gt;
|FAMILY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|being with friends&lt;br /&gt;
|being away from friends&lt;br /&gt;
|FRIENDSHIP&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|hearing eloquent speech&lt;br /&gt;
|being unable to hear eloquent speech&lt;br /&gt;
|ELOQUENCE&lt;br /&gt;
|Hear or recite poetry&lt;br /&gt;
|-&lt;br /&gt;
|upholding tradition&lt;br /&gt;
|being away from traditions&lt;br /&gt;
|TRADITION&lt;br /&gt;
|Perform any improvisational form&lt;br /&gt;
|-&lt;br /&gt;
|self-examination&lt;br /&gt;
|a lack of introspection&lt;br /&gt;
|INTROSPECTION&lt;br /&gt;
|read anything, compose song or poetry (automatically self-indulgent), craft a figurine of yourself&lt;br /&gt;
|-&lt;br /&gt;
|making merry&lt;br /&gt;
|being unable to make merry&lt;br /&gt;
|MERRIMENT, HUMOR&lt;br /&gt;
|Recite any poem&lt;br /&gt;
|-&lt;br /&gt;
|practicing a craft&lt;br /&gt;
|being unable to practice a craft&lt;br /&gt;
|CRAFTMANSHIP&lt;br /&gt;
|Craft an item (ie, Knapping, Bone Carving)&lt;br /&gt;
|-&lt;br /&gt;
|practicing a martial art&lt;br /&gt;
|being unable to practice a martial art&lt;br /&gt;
|MARTIAL_PROWESS&lt;br /&gt;
|Gain a rank in any combat Skill&lt;br /&gt;
|-&lt;br /&gt;
|practicing a skill&lt;br /&gt;
|being unable to practice a skill&lt;br /&gt;
|SKILL&lt;br /&gt;
|Use any Skill&lt;br /&gt;
|-&lt;br /&gt;
|taking it easy&lt;br /&gt;
|being unable to take it easy&lt;br /&gt;
|LEISURE_TIME&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|making romance&lt;br /&gt;
|being unable to make romance&lt;br /&gt;
|ROMANCE, LOVE PROPENSITY&lt;br /&gt;
|Unimplemented&lt;br /&gt;
|-&lt;br /&gt;
|seeing animals&lt;br /&gt;
|being away from animals&lt;br /&gt;
|NATURE&lt;br /&gt;
|Animal must also see you&lt;br /&gt;
|-&lt;br /&gt;
|seeing a great beast&lt;br /&gt;
|being away from great beasts&lt;br /&gt;
|EXCITEMENT_SEEKING, NATURE, CURIOSITY&lt;br /&gt;
|Uncertain, possibly encounter LARGE_ROAMING?&lt;br /&gt;
|-&lt;br /&gt;
|acquiring something&lt;br /&gt;
|being unable to acquire something&lt;br /&gt;
|GREED, COMMERCE&lt;br /&gt;
|Acquire any item by trade or demand&lt;br /&gt;
|-&lt;br /&gt;
|eating a good meal&lt;br /&gt;
|a lack of decent meals&lt;br /&gt;
|IMMODERATION&lt;br /&gt;
|Unknown, possibly eating a preferred food&lt;br /&gt;
|-&lt;br /&gt;
|fighting&lt;br /&gt;
|being unable to fight&lt;br /&gt;
|VIOLENT&lt;br /&gt;
|Engage in any combat of any lethality&lt;br /&gt;
|-&lt;br /&gt;
|causing trouble&lt;br /&gt;
|a lack of trouble-making&lt;br /&gt;
|HARMONY, DISCORD&lt;br /&gt;
|Fight or Argue&lt;br /&gt;
|-&lt;br /&gt;
|arguing&lt;br /&gt;
|being unable to argue&lt;br /&gt;
|FRIENDLINESS&lt;br /&gt;
|Get into any disagreement about values&lt;br /&gt;
|-&lt;br /&gt;
|being extravagant&lt;br /&gt;
|being unable to be extravagant&lt;br /&gt;
|IMMODESTY&lt;br /&gt;
|Wear any item with a quality modifier&lt;br /&gt;
|-&lt;br /&gt;
|wandering&lt;br /&gt;
|being unable to wander&lt;br /&gt;
|NATURE, ACTIVITY LEVEL&lt;br /&gt;
|Move to/from any site or region tile / completed fish, hunt(return kill) and gather plants in fort mode&lt;br /&gt;
|-&lt;br /&gt;
|helping somebody&lt;br /&gt;
|being unable to help anybody&lt;br /&gt;
|ALTRUISM, SACRIFICE&lt;br /&gt;
|Reunite family members&lt;br /&gt;
|-&lt;br /&gt;
|thinking abstractly&lt;br /&gt;
|a lack of abstract thinking&lt;br /&gt;
|ABSTRACT_INCLINED&lt;br /&gt;
|Read or write any written content, or compose music or a poem&lt;br /&gt;
|-&lt;br /&gt;
|admiring art&lt;br /&gt;
|being unable to admire art&lt;br /&gt;
|ARTWORK&lt;br /&gt;
|Exposure to artistic crafts, examining adornments and coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Satisfying any need will result in a good thought and a decrease in stress.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode meta-strategy==&lt;br /&gt;
&lt;br /&gt;
Upon creating your adventurer you may want to avoid having any of the non-fulfillable needs: romance, family, friends. Otherwise, you will suffer never-ending [[focus]] disadvantages. Immoderation too is only technically fulfillable for the itinerant adventurer, without a fortress' industry to reliably produce her preferred food.&lt;br /&gt;
&lt;br /&gt;
Some precaution is necessary in sacrifice/altruism -&amp;gt; helping capability is not available as long as you're quite weak (fighting; companions), and maybe in martial prowess if you're not constantly fighting and so increasing your stats. To fulfill your booze needs, you'll have to visit human towns' taverns or dwarven fortresses quite often (and fill your extra water storage containers with ale from the barrels for on the road).&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2014:Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Need]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=251973</id>
		<title>List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_mods&amp;diff=251973"/>
		<updated>2020-03-26T20:51:36Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Modest Mod */ Updated to new version, new maintainer and new forum thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=28829.0 Community Mod List]==&lt;br /&gt;
&lt;br /&gt;
A more complete list of mods (compared to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.&lt;br /&gt;
&lt;br /&gt;
The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the [http://www.bay12forums.com/smf/index.php?board=27.0 Mod Releases board], or even the [http://dffd.bay12games.com/index.php Dwarf Fortress File Depot], the site where nigh all uploaded mods are stored.&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=110704.0 Rise of the Mushroom Kingdom]==&lt;br /&gt;
'''''Current version: 0.5.5''''' for '''''DF Version 0.44'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: IndigoFenix&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.&lt;br /&gt;
&lt;br /&gt;
The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=110704.0 Forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=13305 Download (0.44)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=174231.0 Modest Mod]==&lt;br /&gt;
'''''Current version: 0.47.03-1''''' for '''''DF Version 0.47+'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=148265.0 0.42.06-1]''''' for '''''DF Version 0.42'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: [http://www.bay12forums.com/smf/index.php?topic=105871.0 2.1]''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Creator:''' Igfig&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Updater:''' LargeSnail&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Type:''' Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Summary:''' The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.&lt;br /&gt;
&lt;br /&gt;
See forum thread for the list of changes.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modest Mod is compatible with 'some'  tilesets. (Be sure to install Modest Mod '''after''' the graphics pack.)&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=14790 Download (ASCII-compatible)]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=174231.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?board=24.0 Masterwork Dwarf Fortress (MDF)]==&lt;br /&gt;
'''''Current version: V1.30''''' for '''''DF Version 0.43.05'''''&amp;lt;br &amp;gt;&lt;br /&gt;
'''''Legacy version: {{DF:Current/mw}} ''''' for '''''DF Version 0.34.11'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Meph&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Modpack&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Masterwork provides texture pack support for Phoebus, Ironhand and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;'''Note''':The 42.06 version doesn't have all the feature of legacy, but it is being rapidly updated.&amp;lt;/strike&amp;gt; - Masterwork DF is now available for ''Dwarf Fortress'' version 44.12.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download: [http://dffd.bay12games.com/file.php?id=5315 v1.3] [http://dffd.bay12games.com/file.php?id=5315 v0.34]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Masterwork:Main Page|Masterwork Mod Wiki]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?board=24.0 Bay12 sub-forum]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=140725.0: vilous Mod]==&lt;br /&gt;
'''''Current version: 1.3''''' for '''''DF Version 0.42.xx'''''&amp;lt;br &amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Skie, Chronojiuj, Vellarain, Darklord92&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.&lt;br /&gt;
&lt;br /&gt;
Adds:&lt;br /&gt;
*sergal race&lt;br /&gt;
*Nevrean race&lt;br /&gt;
*Talyxian race&lt;br /&gt;
*Agundner race&lt;br /&gt;
*Assorted Tal wildlife &lt;br /&gt;
*New items&lt;br /&gt;
all of which come in packs that can be included or left out for different configurations of the mod.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=5255 Download]&lt;br /&gt;
&lt;br /&gt;
==[http://www.bay12forums.com/smf/index.php?topic=156059.0 OldGenesis Mod]==&lt;br /&gt;
'''''Current version:  0.44.12''''' (July 2018) for '''''DF Version 0.44.12'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Maintainer and contributor: TomiTapio&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Three graphical versions (ASCII, Ironhand, Phoebus)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Adventure mode crafting and spells&amp;lt;br /&amp;gt;&lt;br /&gt;
- 10 dwarven castes, including learning-disability Domple Dwarves (they're good with animals).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 16 races/subraces&amp;lt;br /&amp;gt;&lt;br /&gt;
- cool real-world minerals like fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite.&amp;lt;br /&amp;gt; Pink marble, pure marble, black marble[bitumin-darkened limestone], rapagranite(circular patterns granite), pentlandite ore (iron and nickel).&amp;lt;br /&amp;gt;&lt;br /&gt;
- 50+ new items, weapons, toys. You need oil lamps and shaman rings to build certain workshops.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked plants and trees, many new plants and trees were added.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Evil and good biomes have more diverse plantlife/trees.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Different trees have different value of wood. Value 1 for charcoal, value 2 and 3 for furniture and wooden weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dozens of new workshops, including an Altar of War and Altar of Nature.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Material and tissue overhaul; combat is deadlier and more realistic. Crossbow bolt to toe: don't faint from pain. &amp;lt;br /&amp;gt;&lt;br /&gt;
- Many tiers of leather. Small critters provide barely usable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Caverns have visually noticeable difference in plants and critters; no longer will caverns 1 look the same as caverns 2 or caverns 3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bogeymen disabled in worldgen init file, for better adventuring.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=156059.0 Forum Thread]  [http://www.bay12forums.com/smf/index.php?topic=156059.msg7094246#msg7094246 Forum post when 0.43.05 version]&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12268 Download Ironhand]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12269 Download Phoebus]&lt;br /&gt;
[http://dffd.bay12games.com/file.php?id=12267 Download ascii]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=251755</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=251755"/>
		<updated>2020-03-22T14:23:53Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Companions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving around ==&lt;br /&gt;
&lt;br /&gt;
=== Local movement ===&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&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}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open movement speed/sneak menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, not the open space over the water, as in the latter case you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump, being mostly useful for getting to the far sides of gorges and crevices. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than you, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face and then climb up the other.&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&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|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen if in a darkness or nightmare-[[sphere|aspected]] area, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&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 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 is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&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. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{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;
== 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 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;
=== Inventory ===&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 thru the list. This list will show you if items are being worn, held in 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;
=== Getting/dropping things ===&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 the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her 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;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control technique slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.&lt;br /&gt;
&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;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&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. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally, one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that ''Dwarf Fortress'' does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
During advanced combat interactions, it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.&lt;br /&gt;
&lt;br /&gt;
=== Advanced interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
===Sheathing===&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.&lt;br /&gt;
&lt;br /&gt;
== Time and weather ==&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|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain, which is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
== 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 {{DFtext|Drowsy|1:0}}, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions, and gained new powers}}&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Bogeymen&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to &amp;lt;s&amp;gt;perform music, preferably playing guitar&amp;lt;/s&amp;gt; stand up and lie down {{K|s}} or wait 10 ticks {{K|.}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire following party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.&lt;br /&gt;
&lt;br /&gt;
== Food 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, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption.  If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. &lt;br /&gt;
&lt;br /&gt;
===Announcements when eating===&lt;br /&gt;
When eating or drinking, the following announcements will be displayed:&lt;br /&gt;
*(nothing): You can eat or drink more, no problem.&lt;br /&gt;
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.&lt;br /&gt;
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.&lt;br /&gt;
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&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}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&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|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
=== Melee/ranged attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or doing a complex interaction with the weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.&lt;br /&gt;
&lt;br /&gt;
There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.&lt;br /&gt;
&lt;br /&gt;
In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys, because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move one step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it, if several attacks are incoming, the remaining attacks will not be affected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating &amp;quot;You have nothing left to fire.&amp;quot; is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and unarmed attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== ''Weapons'' ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into [[axe]], [[sword]], [[spear]], [[pike]], [[mace]], [[whip]], [[bow]] and [[hammer]], with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]&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|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less-violent manner. While this is less entertaining, it can sometimes be useful. To begin a conversation or performance, press {{k|k}}. 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 you can 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.&lt;br /&gt;
&lt;br /&gt;
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.&lt;br /&gt;
&lt;br /&gt;
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.&lt;br /&gt;
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.&lt;br /&gt;
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.&lt;br /&gt;
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}&lt;br /&gt;
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.&lt;br /&gt;
* {{DFtext|Nevermind}} — This has you back out of having a conversation.&lt;br /&gt;
&lt;br /&gt;
As of recently{{version|0.47.01}}, the game shows the listener's attitude towards you, in the upper-right corner. A good joke or compliment can ease tension, though a bad one might make things worse. Try to get on their good side before asking them difficult questions. If you pester them too much, they may refuse to speak with you, saying &amp;quot;I must take my leave.&amp;quot; Fortunately, deities don't seem to care if you blabber at them incessantly.&lt;br /&gt;
&lt;br /&gt;
When you start talking to someone, you are presented with a wide array of things to talk about. (If the person you are talking to started the conversation and told you about some trouble, you'll first get a menu related to that trouble. Just press {{k|-}}-{{k|Enter}} to {{DFtext|Change the subject (new menu)}} to get to this first menu.) Your choices are as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:right;width:30%;&amp;quot; | {{DFtext|Return to current topic (new menu)}}&lt;br /&gt;
| You'll see this option only if you chose to change the subject in another menu. This will, predictably, take you back to that subject.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up specific incident or rumor (new menu)}}&lt;br /&gt;
| Allows you to spread rumors or summarize conflicts you've been a part of. The next step of the conversation will bring up a menu of choices that allow you to ask for directions to places or state your opinion on the incident/rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Create a performance troupe together (group naming menu)}}&lt;br /&gt;
| If the listener is in your party as a performer, you can choose this option to create an official troupe.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a hearthperson}}&lt;br /&gt;
| Only appears when talking to a lord/lady who you aren't under the command of. Allows you to become one of the leader's guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a hearthperson}}&lt;br /&gt;
| Only appears when you are a leader. Allows the listener to become one of your guards.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to become a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you aren't under the command of. Allows you to become one of the leader's lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Invite listener to become a lieutenant}}&lt;br /&gt;
| Only appears when you are a bandit leader. Allows the listener to become one of your lieutenants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask to be made a performer for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows you to become a performer for the group. Usually, you need to prove your performing capabilities to be accepted.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for your performance troupe to become performers for group}}&lt;br /&gt;
| Only appears when you are talking to a leader. Allows your performance troupe to become performers for the group.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a hearthperson}}&lt;br /&gt;
| Only appears when talking to a leader who are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters and bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast or killing the bandits.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Request duty or advice pertaining to service as a lieutenant}}&lt;br /&gt;
| Only appears when talking to a bandit leader who you are under the command of. You will receive some task to accomplish for the group, if there is anything that needs doing. In 42.xx, these will include killing monsters but not bandits, or causing trouble for other groups. Completing these tasks will allow you to gain fame as a loyal soldier in addition to the fame from slaying the beast.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Bring up the journey together}}&lt;br /&gt;
| Only appears when talking to a companion. The next step of the conversation will allow you to cancel the agreement you made with that person, if you so choose.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about any troubles}}&lt;br /&gt;
| Asks the listener what things in the world are bothering them and their people. Troubles can be personal - like the abduction of their child - which they will talk about first, or rumors they have heard and local events.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
| Allows you to ask for the location of a specific creature or site. People aren't guaranteed to know, and may instead direct you to someone who does.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about somebody (new menu)}}&lt;br /&gt;
| Allows you to ask about a specific creature. Useful to find out if they know somebody, what their relation might be, and what they think of them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the local ruler}}&lt;br /&gt;
| As you might imagine, this gets you some information on who controls this particular area.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Trade or settle debts}}&lt;br /&gt;
| Allows you to trade with a merchant or pay for your drink from a tavern keeper. Note that you have to be right next to them for this to work.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about available services, drinks, rooms, etc.}}&lt;br /&gt;
| Appears when in a structure, but only works with tavern keepers. Allows you to purchase drinks and rent rooms in a tavern.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Exchange, give, or take personal items}}&lt;br /&gt;
| Like {{DFtext|Trade}}, only that it works with non-merchants.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask favor, place request, make demand or issue order (new menu)}}&lt;br /&gt;
| Takes the player to a menu of various requests you can make, including asking the listener to yield, stay put, or pay homage to your group. The options available depend on who you're talking to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Investigate or interrogate (new menu)}}&lt;br /&gt;
| Opens a menu with options to ask about the creature's master or boss and schemes or plots, using [[social skill]]s like Persuader or Intimidator.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask listener to join you (new menu)}}&lt;br /&gt;
| This is how you get companions. You can either ask them to join you on an adventure, to lead you to some location, or to join your performance troupe if they are convinced of your skills.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Gift a (large) pet or mount (new menu)}}&lt;br /&gt;
| Opens a menu to pick a creature to give to the listener.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Claim this site for yourself (group naming menu)}}&lt;br /&gt;
| This option allows you to stake a claim on the site you are in. You need to retire or be a hearthperson or lieutenant to be able to claim as an Outsider.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask for permission to stay a day}}&lt;br /&gt;
| Allows you to sleep in the listener's building for the night.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the structure you are in}}&lt;br /&gt;
| Tells you about whatever structure you are standing in, if you are standing in one.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about this site's neighbors and trade partners}}&lt;br /&gt;
| Lets you learn what sites this site is neighboring and/or trading with.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about the surrounding area}}&lt;br /&gt;
| Choosing this will tell you about some location nearby, and why it's significant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Express your emotions (new menu)}}&lt;br /&gt;
| Brings you to a menu where you can state your feelings about an event (such as improving a skill), or say something general about your emotions or thoughts.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|State your values (new menu)}}&lt;br /&gt;
| Lets you state one of your [[Personality_trait|value]]s. Doing so will start an argument with the listener if they have differing values, and can train your Persuader, Judge of Intent, Flatterer, Intimidator, and Pacifier [[social skill]]s depending on how you argue. If you win the argument, your opposition's [[Personality_trait|values]] will change to match yours. If you give in, yours will change. This can result in your needs changing. {{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on weather}}&lt;br /&gt;
| Small talk about the weather. Really.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Comment on natural surroundings}}&lt;br /&gt;
| Same as the weather, only about the nature around you.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Make a flattering remark}}&lt;br /&gt;
| Complement them on their appearance using the Flatterer skill.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Try to calm the listener}}&lt;br /&gt;
| Tell them to relax using the Pacifier skill.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Tell a joke}}&lt;br /&gt;
| &amp;quot;Tell&amp;quot; them a joke using the Comedian skill. Only shows the punch line.{{version|0.47.01}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Accuse listener of being a night creature}} &lt;br /&gt;
| If chosen against a night creature, such as a vampire, it will expose them. Normal individuals will just think you're losing it.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Inquire about listener's profession}}&lt;br /&gt;
| Learn what it is the listener does. Useful for lords and ladies and anyone else whose profession isn't listed next to them. This can also potentially oust bandits if they aren't hostile, if you aren't sure you have the right &amp;lt;strike&amp;gt;victim&amp;lt;/strike&amp;gt; suspect.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Ask about listener's family}}&lt;br /&gt;
| Discover what family the listener has, as expected.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Brag about your past violent acts}}&lt;br /&gt;
| Causes you to brag about whatever was the last violent act you did. Doesn't seem to have an effect, or at least of severely less impact than summarizing the conflict.{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot; | {{DFtext|Say goodbye}}&lt;br /&gt;
| Ends the conversation.&lt;br /&gt;
|}&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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions, that is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. If they survive long enough/are trained well enough, then companions are capable of leveling stats and skills. Thus, they are susceptible to gaining a title or having a job title change as well. Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
Companions can be instructed to stay where they are by talking to them and selecting {{DFtext|Ask listener to wait here}} under the {{DFtext|Ask favor, place request, make demand or issue order}} menu. Your companion will stop following you and wait where they are until you talk to them again and select {{DFtext|Ask listener to follow you}}. This can be useful if you need to leave a companion behind temporarily, such as when you are entering an area that you know will be too dangerous for your followers. Note that your [[pet]]s{{version|0.47.01}} will also obey this instruction.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.&lt;br /&gt;
&lt;br /&gt;
== Personal finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven Trading-trees you can find markets; and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, 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. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&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. 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. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep, still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill-repute in another country. In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site. 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.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. 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. Remember, merchants will always try to pay you in higher-denomination currency first but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin == 1☼&lt;br /&gt;
* Silver Coin == 5☼&lt;br /&gt;
* Gold Coin == 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value, and then sell back all of the goods for their original value, but in gold. Alternatively, 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. A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in any given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods. The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items. Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag. At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud, despite the unlimited free mud just outside their shop.&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, 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;
== Create ==&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}}. In addition to crafting, other actions can be performed.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...&lt;br /&gt;
&lt;br /&gt;
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.&lt;br /&gt;
&lt;br /&gt;
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.&lt;br /&gt;
&lt;br /&gt;
=== Butchery ===&lt;br /&gt;
&lt;br /&gt;
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
=== Natural abilities and acquired powers ===&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit (if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.&lt;br /&gt;
&lt;br /&gt;
* '''Guide''' - General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail.&lt;br /&gt;
&lt;br /&gt;
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The ascension of that adventurer to lordship, companions joining the party, and other such events.&lt;br /&gt;
&lt;br /&gt;
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.&lt;br /&gt;
&lt;br /&gt;
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject.&lt;br /&gt;
&lt;br /&gt;
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.&lt;br /&gt;
&lt;br /&gt;
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song on.&lt;br /&gt;
&lt;br /&gt;
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.&lt;br /&gt;
&lt;br /&gt;
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.&lt;br /&gt;
&lt;br /&gt;
Additionally at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.&lt;br /&gt;
&lt;br /&gt;
== Woodcutting, building and site management ==&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|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, 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.&lt;br /&gt;
&lt;br /&gt;
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).&lt;br /&gt;
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and &amp;quot;build&amp;quot; the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
&lt;br /&gt;
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
:'' Main article: [[Site]]&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
==== Human sites ====&lt;br /&gt;
&lt;br /&gt;
===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
==== Dwarven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
===== Hillocks {{Raw Tile|Ω|7:0:0}} =====&lt;br /&gt;
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
==== Elven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
==== Goblin sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====&lt;br /&gt;
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
===== Dark pits {{Raw Tile|º|5:0:0}}=====&lt;br /&gt;
These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
==== Kobold sites ====&lt;br /&gt;
===== Caves {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.&lt;br /&gt;
&lt;br /&gt;
==== Beast and night creature sites ====&lt;br /&gt;
&lt;br /&gt;
===== Necromancers' towers {{Raw Tile|I|5:0:0}} =====&lt;br /&gt;
[[Necromancer]]s' towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[book]] from your [[library]]) and gain the ability to raise corpses.&lt;br /&gt;
&lt;br /&gt;
===== Lairs {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.&lt;br /&gt;
&lt;br /&gt;
===== [[Minotaur]]s' labyrinths {{Raw Tile|#|0:7:0}}=====&lt;br /&gt;
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
===== Shrines {{Raw Tile|Å|7:0:0}} =====&lt;br /&gt;
[[Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== How do I cut down a tree? ===&lt;br /&gt;
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included). Then walk up to the tree and press &amp;quot;g&amp;quot;, select the &amp;quot;fell tree&amp;quot; option. {{version|0.43.01}}&lt;br /&gt;
&lt;br /&gt;
=== How do I find an entrance to the underworld? ===&lt;br /&gt;
Method 1: Most [[Cave]]s lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.&lt;br /&gt;
&lt;br /&gt;
Method 2: Dwarf [[Fortress]]es are connected to the [[tunnel]] system, which usually connects to the caverns.&lt;br /&gt;
&lt;br /&gt;
Method 3: You can start a [[fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.&lt;br /&gt;
&lt;br /&gt;
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although these are rather spread out and extremely difficult to find with an adventurer. Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.&lt;br /&gt;
&lt;br /&gt;
=== I keep getting maimed! How can I fight without getting seriously hurt? ===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to avoid fighting difficult enemies until you get some armor. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough, this may be exhausting, but active dodging and blocking will recover energy.&lt;br /&gt;
* If you have good speed, try to fight enemies one-by-one – keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded. &lt;br /&gt;
* If you have a slashing weapon, try to chop body parts off of your enemy – it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies – taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.&lt;br /&gt;
* Remember that it's better to let your enemy come to you than to go to your enemy. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is out of striking range, consider throwing a knife, rock, or other object to do some damage before they can retaliate. However, keep in mind that throwing takes time, and if the enemy is too close you may give them the first and possibly even second strike before ''you'' can retaliate. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
=== How can I obtain armor as quickly as possible? ===&lt;br /&gt;
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.&lt;br /&gt;
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.&lt;br /&gt;
* You can also take along companions and have them killed, or just plainly murder people and take their stuff. &lt;br /&gt;
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted in, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing. &lt;br /&gt;
* Warehouses in human towns tend to have items in them, including weaponry, food, Items of high value, and alongside those is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.&lt;br /&gt;
* If you don't mind taking extra time, you can also start a &amp;quot;temporary&amp;quot; fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.&lt;br /&gt;
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set of ☼Adamantium armor☼.&lt;br /&gt;
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your character.&lt;br /&gt;
** If you choose to abandon the &amp;quot;fortress&amp;quot; instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the &amp;quot;fortress&amp;quot; if they have a walkable path from an edge of the map (see [[Abandon]]).&lt;br /&gt;
&lt;br /&gt;
=== How do I increase my skills and attributes? ===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills – very rapidly in some cases. Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier. Increasing skills increases associated attributes, which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping, which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.&amp;lt;p&amp;gt;It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. Stay occupied (tell the enemy a story about one of your fortresses or mumble a &amp;quot;poem&amp;quot; written with Dabbling skills) for a nice time skip. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.&lt;br /&gt;
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.&amp;lt;p&amp;gt;The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|&amp;lt;}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.&amp;lt;p&amp;gt;An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|&amp;lt;}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.&amp;lt;p&amp;gt;Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).&amp;lt;p&amp;gt;Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.&amp;lt;/p&amp;gt;&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
=== I managed to escape, but my limbs are chopped off. Now what? ===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch! Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. Now, go find someplace reasonably safe, and walk back and forth until your Crutch Walking skill gets up to Legendary. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before. You can wield a sword, shield, and crutch all in one hand, so, even if you are missing an arm, then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing, then you'll be limited to rolling around on the ground biting things, though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, but if you lose both legs, then your character is going to be severely limited due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== What creatures of night can I become? ===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices. Firstly, you can become a [[necromancer|'''necromancer''']]:&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are, however, an easy way to gain manpower for construction.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire|'''vampire''']]:&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile|☼|4:0:1}}.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions, where companions would only care if you drained someone they cared about.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast|'''werebeast''']]:&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the wereform is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormality outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* A werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield. Some werebeasts are truly gigantic — the weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you – it has to be in its beast form.&lt;br /&gt;
* In version 0.42.01, it is now possible to be &amp;quot;cursed&amp;quot; by a god into becoming a werebeast by desecrating statues, totems or altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie|'''zombie''']]:&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have the health point limit that raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* Your strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.&lt;br /&gt;
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=== What does it mean to be cursed? ===&lt;br /&gt;
After suffering a mummy's curse, you will critically fail 20% of all skill checks, so you miss attacks, fail when reciting poetry etc.&lt;br /&gt;
&lt;br /&gt;
=== Can zombie companions build for me? ===&lt;br /&gt;
Yes, they can build just like any other companion.&lt;br /&gt;
&lt;br /&gt;
=== I don't like the location I am currently at. How can I fast travel away?{{version|0.42.01}} ===&lt;br /&gt;
* Retire your hero or party. Be sure not to pick the &amp;quot;starve&amp;quot; option.&lt;br /&gt;
* Create another hero (pay attention to the list of locations!), and pick the location you want to teleport to as his/her hometown.&lt;br /&gt;
* Add all people from your previous party to your current adventure mode party, via &amp;quot;Specific person&amp;quot; at the bottom of the race selection menu.&lt;br /&gt;
* Start playing at your new location.&lt;br /&gt;
* Dispose of your new hero, or add him to your party.&lt;br /&gt;
This can actually be exploited to add more characters to your party if some of them were killed, making this method a good way to replenish the numbers of your meatshields.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode gameplay]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Decoration&amp;diff=173380</id>
		<title>v0.34 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Decoration&amp;diff=173380"/>
		<updated>2012-06-15T02:05:07Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: about reasons and their obviousness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have removed the 'for obvious reasons' part of the sentence 'You cannot stud a metal object with the type of metal it is made out of, for obvious reasons.' because whatever the reasons are they are not obvious to me. If anyone wishes to replace the obvious reasons part please explain here what the reasons are and why they are obvious. I will then smack my head and say, &amp;quot;Oh it makes sense now. It was so obvious, I don't know how I didn't see it before!&amp;quot; and then thank you. [[User:LightBearer|LightBearer]] 02:05, 15 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=173379</id>
		<title>v0.34:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&amp;diff=173379"/>
		<updated>2012-06-15T01:56:50Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: there are other reasons to decorate than trade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for [[trade]] and other purposes by adding another material to the base item. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. You cannot stud a metal object with the type of metal it is made out of. Decorations on products that were stolen or taken from [[caravan]]s certify the product as &amp;quot;home-made&amp;quot;, and make it available for trade again. You cannot specify a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object. With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this was much more difficult in the past.&lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.  Decorating with bone uses up a whole stack of bones. {{Bug|2011}}&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || || Y || N || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Gem || Y || Y || N || || || Y&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || Y || Y || N || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || Y (bags, ropes) || N || Y || Y (leather) || ||&lt;br /&gt;
|-&lt;br /&gt;
| Leather || Y (bags, ropes) || N || Y || Y (leather) || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Decorating with bone, horn or hoof uses up the entire remaining stack instead of just one item.{{bug|3898}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Site&amp;diff=173142</id>
		<title>v0.34:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Site&amp;diff=173142"/>
		<updated>2012-06-11T20:13:36Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: linked shrine to the bronze colossus page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:17, 16 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are inhabited locations found on regions tile adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in Legends mode.&lt;br /&gt;
&lt;br /&gt;
===Site Types===&lt;br /&gt;
*[[Cave]] {{Raw Tile|•|0:0:1}}&lt;br /&gt;
*[[fortress|Mountain Halls]] {{Raw Tile|Ω|0:0:1}} {{Raw Tile|Ω|7:0:0}} {{Raw Tile|Ω|7:0:1}}&lt;br /&gt;
*Dark Fortress {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:0}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
*Forest Retreat {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}}&lt;br /&gt;
*Fortress {{Raw Tile|○|7:0:1}}&lt;br /&gt;
*[[Town]] {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:0}}&lt;br /&gt;
*Hamlet&lt;br /&gt;
*Camp {{Raw Tile|☼|6:0:1}}&lt;br /&gt;
*[[Necromancer]] Tower {{Raw Tile|I|5:0:0}}&lt;br /&gt;
*[[night creature|Lair]] {{Raw Tile|•|0:0:1}}&lt;br /&gt;
*[[minotaur|Labyrinth]] {{Raw Tile|#|0:7:1}}&lt;br /&gt;
*[[Bronze colossus|Shrine]] {{Raw Tile|Å|7:0:0}}&lt;br /&gt;
*[[Ruin|Ruins]] {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}}&lt;br /&gt;
*[[Tomb]] {{Raw Tile|0|0:0:1}}&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortresses ==&lt;br /&gt;
&lt;br /&gt;
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region namely caves or previous player fortresses (Reclaim).  Embarking on settlements is disabled.  On embarking, the fortress becomes a site of the size and location chosen.&lt;br /&gt;
&lt;br /&gt;
Abandoned fortresses are displayed on the map as Ruins.&lt;br /&gt;
&lt;br /&gt;
== Absent Sites ==&lt;br /&gt;
&lt;br /&gt;
In the current version, non-human civilizations only exist in an abstract way, affecting world-gen and some post-world-gen functions but without sites physically existing in the world. Because of this, (non-player) Dwarf Fortresses, Elven Retreats and Dark Fortresses can't be visited in Adventure Mode, even though they'll still show up on maps.&lt;br /&gt;
&lt;br /&gt;
Toady has commented that they'll most likely stay absent until he continues the Army Arc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=173137</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=173137"/>
		<updated>2012-06-11T17:33:01Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Quests */ Added a little bit about how quest difficulty goes up with fame/reputation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[fortress mode]], adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&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;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.&lt;br /&gt;
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.&lt;br /&gt;
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''' - Reduces the risk of disease. Reduces the &amp;quot;risk&amp;quot; of becoming a vampire in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats. (The useless ones are in ''italics''.)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
ATTN: When a use is discovered for a skill previously thought of as useless,&lt;br /&gt;
remove two of the quotes (i.e. from '''''Memory''''' to '''Memory''').&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.&lt;br /&gt;
*'''Focus''' - Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.&lt;br /&gt;
*'''''Creativity''''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.&lt;br /&gt;
*'''Intuition''' - Only helps with Observer.&lt;br /&gt;
*'''''Patience''''' - Currently useless.&lt;br /&gt;
*'''Memory''' - Records more of previously traveled areas when you return to them. Deletes all memory when you travel.&lt;br /&gt;
*'''''Linguistic Ability''''' - Currently useless because adventurers don't have social skills. &lt;br /&gt;
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''''Musicality''''' - Completely useless as of yet.&lt;br /&gt;
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, &lt;br /&gt;
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}&lt;br /&gt;
*'''Social Awareness''' - Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demi-god adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting 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 all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&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]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill.Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing to enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''' - skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''' - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.&lt;br /&gt;
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&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;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability.&lt;br /&gt;
*'''Kicker''' - Kicking ability.&lt;br /&gt;
*'''Biter''' - Biting ability.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with their own severed body parts, basically. Also somewhat more commonly used for shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes and enemies who are &amp;quot;sneaking&amp;quot; (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''Knapper''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill.&lt;br /&gt;
*'''[[Butcher]]''' - The art of cutting bodies into many pieces. You cannot allocate points here during character creation.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&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}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lay down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &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|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&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 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 is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&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;
&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 your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{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;
== 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 waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in 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;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in 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|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&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;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&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. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted 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;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to &amp;quot;use&amp;quot; commands in other games.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
More importantly, this can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink.&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&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|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  &lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Weather can also reduce visibility.&lt;br /&gt;
&lt;br /&gt;
== 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 {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by going into advanced world builder and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food 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;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved. It is possible that drinking vampire blood will lead to infection.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&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}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle 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|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an affect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give into pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&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|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the '''Surroundings''' topic, a random bit of the capitol's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as &amp;quot;How I long for some excitement in my life..&amp;quot;.&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like Surroundings this can also reveal bits of information about history such as &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Flames of Burninating the Dragon.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers always do from what I've seen) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is) non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Basically everyone is telepathic and doesn't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&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|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actaully recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. 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.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
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. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&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. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. 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. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first. Alternatively, 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.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food.No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&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;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputaion with that civilization increases. This is important to remember, you may want to increases your adventurer's skills or gather more companions inbetween quests to keep up with the rising diffuculty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&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}}. &lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best offense is a good defense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, et al, with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (powerleveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to &amp;quot;stand ground&amp;quot; to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. &lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (In fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived.), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|&amp;lt;}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Novice in swimming''' or you will find it practically impossible to train swimming.&lt;br /&gt;
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. One way to train this skill appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live. Detecting traps found in tombs and catacombs successfully (done automatically) will also raise Observer, though without decent starting skill to begin with, you would be torn to pieces by the traps you failed to see. Once you've found one or more traps, it is possible to grind experience by sleeping/waiting an hour, which will reset them, then re-detect them, and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skills, but more importantly, raising these skills with raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
It's just a fleshwound!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is currently no way to get them back, but as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
Becoming a [[werebeast]] will enable you to regenerate limbs during the transformation to your animal form every Full Moon.&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''&amp;lt;nowiki&amp;gt;[AT_PEACE_WITH_WILDLIFE]&amp;lt;/nowiki&amp;gt;''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.&lt;br /&gt;
&lt;br /&gt;
Animals... you either love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===How do I become a vampire?===&lt;br /&gt;
&lt;br /&gt;
The only way to become one is to first find one, kill it, and then &amp;quot;eat&amp;quot; its blood. More about vampires [[Vampire|here]].&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Legends&amp;diff=173052</id>
		<title>v0.34:Legends</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Legends&amp;diff=173052"/>
		<updated>2012-06-11T01:37:32Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* The Age of... */ added that the birth of new megabeasts can also contribute to the regresion of Ages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:33, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Legends''' mode is one of the three main methods of interacting with an already generated [[World generation|world]]. You cannot start Legends mode (or [[Dwarf fortress mode|Fortress]] or [[Adventurer mode|Adventurer]] mode) until you create a new world. &lt;br /&gt;
&lt;br /&gt;
Legends mode allows you to inspect the history of a world. Many players choose to design a world where the option '''Reveal all history''' is set to YES. However, if you set the option to NO, then the the vast majority of the world's history will be hidden from Legends mode, and only uncovered by brave adventurers. In fact, there are many ways for an adventurer to uncover the past. Talk to people in civilized sites and they will tell you of their families, surroundings and local histories. Past events can also be found by viewing [[coins]] or items with images, or by visiting abandoned [[fortress]]es and viewing the [[engraving|engraved]] tiles within.&lt;br /&gt;
&lt;br /&gt;
You don't have to have an adventure or fortress game active in order to use legend mode. Some players simply enjoy Legends mode for the option of looking at the interactive historical map, or to read about the last time their favorite kingdom went to war, or for the ability to export lists of all the sites and governments active in the world.  &lt;br /&gt;
&lt;br /&gt;
== Number of Events Undiscovered ==&lt;br /&gt;
A self-explanatory number indicating how many &amp;quot;legends&amp;quot; are still lost in the mists of time. If you chose to reveal all history during world generation, the number displayed should be 0. Otherwise, better get out there and adventure some more.&lt;br /&gt;
&lt;br /&gt;
== Historical Figures ==&lt;br /&gt;
The number to the right indicates how many historical figures exist in this world's history. Historical figures include entries on [[megabeast]]s, [[forgotten beast]]s, [[demon]]s, gods, [[Dwarf|dwarves]], [[human]]s, [[goblin]]s, [[kobold]]s, and named [[creature]]s.&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
The number to the right indicates how many sites have existed throughout this world's history. Sites include things like towns, towers, fortresses, forest retreats, and [[cave]]s.&lt;br /&gt;
&lt;br /&gt;
== Regions ==&lt;br /&gt;
A list of the various regions of the world, along with the various historical events that occurred within those regions.&lt;br /&gt;
&lt;br /&gt;
== Civilizations and Entities ==&lt;br /&gt;
The number to the right indicates how many civilizations, local governments, and religions have existed throughout this world's history. The histories of these various groups can be viewed as well, detailing events like when a site was founded, when a person was kidnapped, or when a road was completed.&lt;br /&gt;
&lt;br /&gt;
== Structures ==&lt;br /&gt;
Structures are buildings found throughout the world. Fortress, towers, shops, taverns and more can all be found in this list.&lt;br /&gt;
&lt;br /&gt;
== Historical Map ==&lt;br /&gt;
The historical map is a relatively new and very cool feature of Legends mode. From here you can view the territorial disputes between different civilizations and entities, including those who were destroyed before your starting year. If you are new to Dwarf Fortress, reading the map may be a little difficult, but play around with these buttons and you might get a better grasp of what you are seeing. Press {{k|Enter}} while looking at the map to change between the political and geographical view of the world. The geographic map is colored (blue seas, gray mountains, green forests etc.) while the political map's background is tan (think parchment) with colored fields corresponding to the territories of different civilizations. Civilizations can lay claim to the same area, causing the colored territory markers to overlap. You can also see how territories changes over time by moving 10 or 100 years forward and back through time. Pressing {{k|c}} while looking at the political map will show local government territories instead of civilizations, but that's generally a pretty messy scene.&lt;br /&gt;
&lt;br /&gt;
== The Age of... ==&lt;br /&gt;
During world generation, the Ages are named for the greatest powers extant in the world. Ages commonly advance during world generation (e.g. Age of Legends, Age of Heroes, Age of Humans) due to the death of megabeasts, and they sometimes even regress due to the creation of [[night creature]]s and the birth of new megabeasts. When you choose to look at the history of an Age, you will be given a list of all historical events in chronological order. Here you can read the battle reports from various wars, or the duels that took place between long dead champions, or the &amp;lt;s&amp;gt;burninations&amp;lt;/s&amp;gt; rampages of megabeasts amongst the peasants.  See [[Calendar#Ages|here]] for a list of ages and their conditions.&lt;br /&gt;
&lt;br /&gt;
== XML dump ==&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world, you can dump much of the historical data into an XML file for external analysis. The XML dump currently doesn't include every detail of world history but it contains many of the important ones. Be warned that a large world with a thousand years of history can produce an XML dump up to a full gigabyte in size, which may prove unwieldy. Press {{k|x}} while in Legends mode to produce an XML dump (it will be placed in the root Dwarf Fortress directory and named the same as your game's save folder) See [[Main:XML dump|XML dump]] for information on the XML file's format.&lt;br /&gt;
&lt;br /&gt;
== Export Map/Gen Information.==&lt;br /&gt;
Another option is to export the map/gen information by pressing {{k|p}} in Legends mode. This produces three .txt files that are placed in the root directory of Dwarf Fortress, named after the save file you're viewing:&lt;br /&gt;
# (save name)-world_gen_param.txt - contains the world generation settings. &lt;br /&gt;
# [[World History file|(save name)-world_history.txt]] - Includes some information about the deities, and rulers of the Human, Dwarven, Elven, and Goblin civilizations. &lt;br /&gt;
# [[World Sites file|(save name)-world_sites_and_pops.txt]]  - Lists the sites' population, owner, parent civilization and warlord. This one will also list all the animal populations above and below ground including demons.&lt;br /&gt;
&lt;br /&gt;
== Export Detailed Map ==&lt;br /&gt;
Pressing {{k|d}} in Legends mode reveals a list of the different kinds map you can export. The Images are exported to the root directory when you highlight the one you want and pressing {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
*'''Standard biome+site map&lt;br /&gt;
*[[Advanced_world_generation#Elevation|Elevations]] incl. lake and ocean floors&lt;br /&gt;
*[[Advanced_world_generation#Elevation|Elevations]] respecting water level&lt;br /&gt;
*[[Advanced_world_generation#Temperature|Temperature]]&lt;br /&gt;
*[[Advanced_world_generation#Rainfall|Rainfall]]&lt;br /&gt;
*[[Advanced_world_generation#Drainage|Drainage]]&lt;br /&gt;
*[[Advanced_world_generation#Savagery|Savagery]]&lt;br /&gt;
*[[Advanced_world_generation#Volcanism|Volcanism]]&lt;br /&gt;
*[[Vegetation|Current vegetation]]&lt;br /&gt;
*[[Evil]]&lt;br /&gt;
*[[Water|Salinity]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Standard biome and site map.png|Biome &amp;amp; site map&lt;br /&gt;
Image:World_graphic-el-region5-203-10075.PNG|Elevation incl. lake and ocean floors&lt;br /&gt;
Image:World_graphic-elw-region5-203-10075.PNG|Elevation respecting water level&lt;br /&gt;
Image:World graphic-tmp-region5-203-10075.PNG|Temperature&lt;br /&gt;
Image:World_graphic-rain-region5-203-10075.PNG|Rainfall&lt;br /&gt;
Image:World_graphic-drn-region5-203-10075.PNG|Drainage&lt;br /&gt;
Image:World_graphic-sav-region5-203-10075.PNG|Savagery&lt;br /&gt;
Image:World_graphic-vol-region5-203-10075.PNG|Volcanism&lt;br /&gt;
Image:World_graphic-veg-region5-203-10075.PNG|Current vegetation&lt;br /&gt;
Image:World_graphic-evil-region5-203-10075.PNG|Evil&lt;br /&gt;
Image:World_graphic-sal-region5-203-10075.PNG|Salinity&lt;br /&gt;
Image:modified map.png|Modified&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last image is produced using the following steps.&lt;br /&gt;
&lt;br /&gt;
1. You need to export Elevations Including Lake and Ocean Floors (this is your height-map), Elevation Respecting Water Level (this is for figuring out ocean boundaries) and Current Vegetation.&lt;br /&gt;
&lt;br /&gt;
2. Open your elevations map in photoshop or paintshop or whatever you use. That's your base layer. Colorize it brownish.&lt;br /&gt;
&lt;br /&gt;
3. Open your water levels elevation map and select the blue, invert and delete everything that isn't water. Place this &amp;quot;water&amp;quot; on a new layer above your brown elevation map. Play with the transparency until you have an effect of shallow coasts and deep oceans, 70-80% looks good. Adjust the color if you think the blue is too dark.&lt;br /&gt;
&lt;br /&gt;
4. Open your vegetation map and paste as a new layer above the water. Colorize it greenish, set the blend mode to &amp;quot;color&amp;quot; - this blends the color/saturation but doesn't mess with the lightness so you can see the elevation under your &amp;quot;foliage&amp;quot;. Blend mode &amp;quot;Hue&amp;quot; has a similar effect, use whichever you prefer. Adjust transparency of this layer (~60%) or you won't have any brown show through.&lt;br /&gt;
&lt;br /&gt;
5. Import the rainfall like above and add as a new layer above the rest. Blend mode Lighten so only the light areas show. You'll see there's only a few gaps you can see through because this is literally all the rain in the world- you only want the heavy parts as &amp;quot;clouds&amp;quot;. If you adjust the brightness you'll create more gaps but your clouds will become darker. Use the curves tool instead- see pic for a nice setting. Then use a weal blur or average effect to take the hard edges off the new clouds.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:LightBearer&amp;diff=172970</id>
		<title>User talk:LightBearer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:LightBearer&amp;diff=172970"/>
		<updated>2012-06-10T03:54:08Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Jewelry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jewelry==&lt;br /&gt;
While digging through a disassembly of version 0.23.130.23a, I discovered that all of the &amp;quot;jewelry&amp;quot; items actually have LAYER, LAYER_PERMIT, LAYER_SIZE, and SHAPED values which seemed consistent with the equip limits you had originally posted on [[v0.31:Jewelry]], and upon locating the same code in version 0.31.25, I also located COVERAGE values, as well as the above properties for splints and casts. The values seem to have changed radically in version 0.34, however, so further research might be useful... --[[User:Quietust|Quietust]] 03:14, 9 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, as jewelry is a pet page of mine (as you seem to know or remember) I will see what I can do. [[User:LightBearer|LightBearer]] 03:54, 10 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Temple&amp;diff=171835</id>
		<title>v0.34:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Temple&amp;diff=171835"/>
		<updated>2012-05-17T18:31:23Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: this is still true I have just encountered it in two different places&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any [[Sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. They are located in [[Human]] towns and [[Goblin]] fortresses, and the object of worship will be consistent with the Sphere or Spheres the [[Civilization]] is aligned to.  [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'.&lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Occasionally you will find a human temple with a large pool of [[magma]] at the bottom.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jewelry&amp;diff=133884</id>
		<title>v0.31 Talk:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jewelry&amp;diff=133884"/>
		<updated>2010-12-22T04:47:09Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Did a few tests in Arena mode with how other clothing interferes with jewelry as a Dwarf:&lt;br /&gt;
* Putting on 10 amulets seems to take up the space of 1 hood.&lt;br /&gt;
* While wearing more than 30 amulets, a crown cannot be put on.&lt;br /&gt;
* While wearing both mittens and gloves, up to 10 bracelets can be worn on each hand.&lt;br /&gt;
* While wearing mittens, up to 20 bracelets can be worn on each hand.&lt;br /&gt;
* While wearing only gloves, there is no limit on the number of bracelets that can be worn, but once 10 bracelets are put on, it is no longer possible to put on mittens.&lt;br /&gt;
There's some strange stuff going on, probably due to me not properly understanding the interactions between different clothing layers (ARMOR, COVER, OVER, and UNDER). --[[User:Quietust|Quietust]] 22:42, 21 December 2010 (UTC)&lt;br /&gt;
:okay I guess I need to check my testing again, maybe its because I did my testing with a human. I gotta ask though why you didn't give me this info before. I know you read the thread so... not enough time or what? --[[User:LightBearer|LightBearer]] 04:47, 22 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133863</id>
		<title>v0.31:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133863"/>
		<updated>2010-12-21T20:15:52Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: moved Jewelry to DF2010:Jewelry:&amp;amp;#32;moved to the right name i hope&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[DF2010: Finished goods|Crafts]] that can be worn in [[DF2010: adventurer mode|adventurer mode]] are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry provides no [[armor|protection]] in combat and is only for show. With the exception of crowns wearing jewelry does not interfere with wearing other items. __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
Amulets are worn on the head, presumably this models things worn around the neck in the real world like necklaces. An infinite number of amulets can be worn.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
Crowns are worn on the head. Only one crown can be worn at a time. They are the only kind of jewelry that interferes with wearing other items.  Wearing a crown prevents the wearing of a helmet.&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
Bracelets are worn on the hands. An infinite number of bracelets can be worn on one hand. Because there is no limit to the number of bracelets that can fit on the right hand none will ever be put on the left hand.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
Eleven earrings can fit on each ear. Earrings will be put on the right ear until that ear is full and then on the left ear.&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
Rings can be worn on the fingers and toes. Eleven rings can fit on each digit. Rings will be put first on the thumb, right hand until that part is full then on thumb, left hand, then on first finger, right hand, then on first finger, left hand, and so on. Once all the fingers are full rings will be put on the toes starting with the first toe, right foot.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes during [[DF2010: world generation|world generation]] when one [[legends|historical figure]] kills another historical figure that hf will be wearing a piece of jewelry made from the hf it killed when you encounter it in [[DF2010: adventurer mode|adventurer mode]] or [[DF2010: dwarf fortress mode|fortress mode]]. For example the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarfish soldier he struck down fifty years ago. Or while in adventure mode you may meet an elf wearing a -human hair crown- from the peasant it killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[DF2010: Ethics|ethics]] tag in the entity raws.&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133862</id>
		<title>v0.31:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Jewelry&amp;diff=133862"/>
		<updated>2010-12-21T20:13:32Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: this probably is not the right way to do this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[DF2010: Finished goods|Crafts]] that can be worn in [[DF2010: adventurer mode|adventurer mode]] are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry provides no [[armor|protection]] in combat and is only for show. With the exception of crowns wearing jewelry does not interfere with wearing other items. __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
Amulets are worn on the head, presumably this models things worn around the neck in the real world like necklaces. An infinite number of amulets can be worn.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
Crowns are worn on the head. Only one crown can be worn at a time. They are the only kind of jewelry that interferes with wearing other items.  Wearing a crown prevents the wearing of a helmet.&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
Bracelets are worn on the hands. An infinite number of bracelets can be worn on one hand. Because there is no limit to the number of bracelets that can fit on the right hand none will ever be put on the left hand.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
Eleven earrings can fit on each ear. Earrings will be put on the right ear until that ear is full and then on the left ear.&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
Rings can be worn on the fingers and toes. Eleven rings can fit on each digit. Rings will be put first on the thumb, right hand until that part is full then on thumb, left hand, then on first finger, right hand, then on first finger, left hand, and so on. Once all the fingers are full rings will be put on the toes starting with the first toe, right foot.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes during [[DF2010: world generation|world generation]] when one [[legends|historical figure]] kills another historical figure that hf will be wearing a piece of jewelry made from the hf it killed when you encounter it in [[DF2010: adventurer mode|adventurer mode]] or [[DF2010: dwarf fortress mode|fortress mode]]. For example the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarfish soldier he struck down fifty years ago. Or while in adventure mode you may meet an elf wearing a -human hair crown- from the peasant it killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[DF2010: Ethics|ethics]] tag in the entity raws.&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=133858</id>
		<title>v0.31:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Finished_goods&amp;diff=133858"/>
		<updated>2010-12-21T17:56:56Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods {{L|stockpile}} when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for {{L|trading}} until after the {{L|dwarven economy}} begins, when they will become wanted trinkets among some {{L|dwarves}}.  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more {{L|experience}} in the craftsdwarf skill.  Mugs will ''always'' be made in threes, so they are more productive in terms of value than other trade goods (unless an import agreement offers a high price for another type of trade good).&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include '''figurines''', [[jewelry|'''rings''']], [[jewelry|'''earrings''']], [[jewelry|'''amulets''']], [[jewelry|'''bracelets''']], '''scepters''', and [[jewelry|'''crowns''']].  They are the only type of trade good that appears on its own page in the Trade Depot menu.  &lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: rock goblets are called '''mugs''', and wooden goblets are called '''cups'''.&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
Totems are made from skulls by a {{L|bone carver}} at a {{L|craftsdwarf's workshop}}. Totems cannot be built as permanent structures, but careful management of custom {{L|stockpile}}s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base {{L|value}} as all other crafts, totems made from the skulls of more valuable animals like {{L|unicorn}}s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any {{L|gem}} or raw {{L|glass}} has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a {{L|glass furnace}}, and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a {{L|dwarf}} in a {{L|strange mood}} will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone}}||{{L|Stone_crafter|Stonecrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood}}||{{L|Woodcrafting}}||{{L|Craftsdwarf's workshop}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leather}}||{{L|Leatherworking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}}||{{L|Clothier|Clothesmaking}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Shell}}||{{L|Bone carving}}||{{L|Craftsdwarf's workshop}}||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal}}||{{L|Metalcrafting}}||{{L|Metalsmith's forge}} or {{L|Magma forge}}||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glass}}||{{L|Glassmaking}}||{{L|Glass furnace}} or {{L|Magma glass furnace}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gems}}||{{L|Gem cutting}}||{{L|Jeweler's workshop}}||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; See {{L|Trade good#Large gems|Large gems}} above.  Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category:Items}}&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133801</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133801"/>
		<updated>2010-12-20T06:36:19Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* This article is terrible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
&lt;br /&gt;
What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
::Edit I know I said I'd be working on this by now but im still working on testing for a new jewelry page so maybe ill have time in another week...[[User:LightBearer|LightBearer]] 06:36, 20 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Thijser/Test&amp;diff=133547</id>
		<title>User talk:Thijser/Test</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Thijser/Test&amp;diff=133547"/>
		<updated>2010-12-16T23:58:55Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: Created page with 'can I just put a link to the thread on the forum were I have been recording my test? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;can I just put a link to the thread on the forum were I have been recording my test? [[User:LightBearer|LightBearer]] 23:58, 16 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133485</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133485"/>
		<updated>2010-12-15T06:03:14Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* Backpacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
&lt;br /&gt;
What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
&lt;br /&gt;
Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They still attack you. I dare you to kill a lord/lady/other royal person. Everyone'll be out to get you. --[[User:ANormalUsername1|ANormalUsername1]] 21:14, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Backpacks ==&lt;br /&gt;
&lt;br /&gt;
It seems that if you are caught in frost wyrm breath, your backpack will be damaged and disappear. Also, removing one's backpack (in an effort to leave it outside the lair and pick it back up when exiting) causes it to disappear as well.&lt;br /&gt;
:what mod is this? also leave the backpack just inside the lair. Anything left Anywhere that is not A in a lair, B in a camp or C in a cave will disappear forever. and sign your talk [[User:LightBearer|LightBearer]] 06:03, 15 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133419</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=133419"/>
		<updated>2010-12-12T18:23:08Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: /* This article is terrible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
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Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
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It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
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It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
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I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
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== Don't know where he lives ==&lt;br /&gt;
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Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
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::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
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== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
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== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
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== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::There is a workaround... well, kind of. By replacing DEFAULT_SITE_TYPE and LIKES_SITE (latter could be an overkill) from CAVE_DETAILED to CITY in raw's &amp;quot;default_entity.txt&amp;quot; you can supply every dorf's civilization with human architector, who '''can''' design functioning shops and whistles (having bad habit of building things above the ground though)&lt;br /&gt;
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== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
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:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
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== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
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== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
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Now DF .31.13, (alt-move, a, enter) lets you jump into river for a swim, and similarly climb out. --[[User:TomiTapio|TomiTapio]] 14:20, 16 September 2010 (UTC)&lt;br /&gt;
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==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
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==Adventure Mode Combat==&lt;br /&gt;
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or how to kill everything.&lt;br /&gt;
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'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
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large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
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Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
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Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
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Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
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Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
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'''Axes'''&lt;br /&gt;
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ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
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battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
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great axe bigger and better.&lt;br /&gt;
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halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
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'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
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spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
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pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
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'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
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'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
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war hammer with skill to can put nice holes in heads.&lt;br /&gt;
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mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
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maul a bigger mace,now hit stuff harder.&lt;br /&gt;
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flail mace on a chain,hit them not you.&lt;br /&gt;
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morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
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'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
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whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
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whip shatters the bone,bruise the flesh.&lt;br /&gt;
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pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
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scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
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== Worldgen for Adventurers ==&lt;br /&gt;
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It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
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I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
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Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
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You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
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Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
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--Anonymous July 30, 2010&lt;br /&gt;
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== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
 &lt;br /&gt;
I definitely agree.  I've spent around half an hour trying to 'g'et prickleberries etc, starving to death while my human (who only started with copper spear and dagger, apparently due to hitting 'play now') merrily ignites everything. Getting a waterskin is nearly impossible, as there are no towns for miles in every direction from my starting place.  I'm not sure if this is a bug or not, but none of this really basic stuff is covered here.&lt;br /&gt;
* drink/lick the blood spatters off your clothes, for survival. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
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== Small Bugs - Conversations, Other little niggles ==&lt;br /&gt;
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What's the wiki's policy on minor bugs? I found that in adventurer mode, asking peasants their profession makes them reply &amp;quot;I am a .&amp;quot;, presumably because they have no job.  Should I post that here, or is that too small? I can imagine the list getting full quick otherwise.&lt;br /&gt;
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Ah - and apparently you can hold two things in one hand - although you need to juggle your inventory round to do it.  Weird.&lt;br /&gt;
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== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
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== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
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--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;br /&gt;
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*This happened for me, too. I've tried it using dwarves and elves, and I was only ever able to get 2 followers. [[User:Gasheegooger|Gasheegooger]] 23:12, 9 October 2010 (UTC)&lt;br /&gt;
*Deon managed to get seven followers. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&lt;br /&gt;
*The number of followers you can get is determined by your notoriety; when you first start out you'll only be able to get two warriors to join your band, but once you get some tasks under your belt and slay a dragon or two you can have upward of fifteen. More may be possible but I sort of figured 15 was enough and stopped there. [[Special:Contributions/72.230.201.43|72.230.201.43]] 20:41, 14 November 2010 (UTC)&lt;br /&gt;
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== &amp;quot;&amp;lt;Adventurer&amp;gt; was guided by forces unknown&amp;quot; ==&lt;br /&gt;
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That says if you check out your dead adventurer in legends.&lt;br /&gt;
* Yep, one of Armok's little helpers guided the person. --[[User:TomiTapio|TomiTapio]] 10:01, 13 November 2010 (UTC)&lt;br /&gt;
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== tips and tricks in.31.17 ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Some vanilla .17 adventuring... this might be helpful to you.&amp;lt;br&amp;gt;&lt;br /&gt;
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1. start a demigod adventurer. Buy agility and dodging. Surrounded == dead.&amp;lt;br&amp;gt;&lt;br /&gt;
2. run away from bogeymen, leave the low-agility ones far behind.&amp;lt;br&amp;gt;&lt;br /&gt;
3. no adventurer can ever start with armor, it seems.&amp;lt;br&amp;gt;&lt;br /&gt;
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4. try aimed (&amp;quot;A&amp;quot;) easy attacks, stab torso with sword. Or slash at foot/hand. Miss because bogeymen have very good dodging skills.&amp;lt;br&amp;gt;&lt;br /&gt;
5. use trees to force enemies into single file.&amp;lt;br&amp;gt;&lt;br /&gt;
6. &amp;quot;C&amp;quot; change combat mode to strike instead of charge. Charging makes you trip and fall often.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8. one bogeyman is about as difficult as .16 's elephant/ogre/giant/marshtitan. Because of dodging skill.&amp;lt;br&amp;gt;&lt;br /&gt;
9. fighting skill may give you lots of nice counterstrikes. You might want to practice fighting with slow-moving wildlife (not camels!)&amp;lt;br&amp;gt;&lt;br /&gt;
10. &amp;quot;mortal wound&amp;quot; means internal organ bruising, not dangerous, unlike &amp;quot;CANT STAND&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11. haul bogeyman body parts to town to show off.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
12. inside a crowded building, would need a &amp;quot;swap places with friendly&amp;quot; key so can move around.&amp;lt;br&amp;gt;&lt;br /&gt;
Quote from: Miko19:   You can press &amp;quot;s&amp;quot; to lay on the ground, and then you can move on the same tile as an other person is&amp;lt;br&amp;gt;&lt;br /&gt;
Oookay... crawl under the moronic humans who cower inside their houses, check.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
13. goblins and dwarven bandits are nothing compared to bogeymen. (Or my skills got really high already.)&amp;lt;br&amp;gt;&lt;br /&gt;
14. cross the rivers and streams in travel mode, not with swimming.&amp;lt;br&amp;gt;&lt;br /&gt;
15. go thank Toady for adding bandits and &amp;quot;The quest for armor&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
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16. some humans are morons and block doorways for hours on end.&amp;lt;br&amp;gt;&lt;br /&gt;
17. wear shirt, dress, dress, dress, robe for &amp;quot;protection&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
18. ask the cyan-coloured humans (who have no profession) to join you.&amp;lt;br&amp;gt;&lt;br /&gt;
19. your human companions will have a longer sight range than you, at least at night when the felines attack.&amp;lt;br&amp;gt;&lt;br /&gt;
20. wear one more dress. And two togas.&amp;lt;br&amp;gt;&lt;br /&gt;
21. the red-cross-blinking cyan @ draws you eye away from the brown, dirt-coloured @. And the companion will crawl miles and miles, matching your speed, faithfully following you.&amp;lt;br&amp;gt;&lt;br /&gt;
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Q for quest log, z to see where the quest target is. Esc to exit quest log.&amp;lt;br&amp;gt;&lt;br /&gt;
Z, d, enter to sleep the night.&amp;lt;br&amp;gt;&lt;br /&gt;
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ps. some of these notes are more like bug reports to Toady. --[[User:TomiTapio|TomiTapio]] 09:58, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== .31.17 peasant/hero/demigod, thoughts ==&lt;br /&gt;
About the adventurer... think of &amp;quot;peasant&amp;quot; as &amp;quot;joe average who was the worst learner in the whole county&amp;quot;. Novice in seven skills after many years of trying.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;hero&amp;quot; could be a circus strongman, strong and tough, or a tumbler (acrobat) with superior agility and above average patience and focus, adequate in eight skills due to 1-2 years of training as a teenager.&amp;lt;br&amp;gt;&lt;br /&gt;
A &amp;quot;demigod&amp;quot; is one in a thousand, competent in nine skills, perhaps a former soldier with five years of experience. Or proficient in 4.5 skills (not even a legendary in fortress mode, that soldier.)--[[User:TomiTapio|TomiTapio]] 11:43, 13 November 2010 (UTC)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Info on diff. between Adv Mode &amp;amp; Dwarf Mode ==&lt;br /&gt;
In adding some minor information to the Quick Start guide, I fell upon a conundrum. In that article I wanted to add a fair bit more information, but I wasn't sure that it belonged there (likely not as part of a quick start guide). Indeed, I'm not sure where to put them at all, whether they deserved their own page. I am thinking about: attributes and skills, which deserves more depth than what is necessary for dwarf mode (such as suggested skills to invest in, and the function of such skills and attributes in adventure mode); the benefits of the various races (which is not even covered in this article); probably known &amp;quot;quirks&amp;quot;, such as the virtual non-existance of &amp;quot;small&amp;quot; equipment for use by dwarves and that goblins are a source; among other things. Should they simply get their own page so they can belong specifically to an Adventure Mode category, or perhaps add an &amp;quot;In Adventure Mode&amp;quot; section to the relevant pages in order to detail those differences? &amp;lt;br&amp;gt;&lt;br /&gt;
I ask this question here since this seem to be a bit of catch all discussion area for adventure mode. Seemed better suited to it than the Quick Start discussion page, anyway.&lt;br /&gt;
: [[User:Niveras|Niveras]] 02:21, 14 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is weird. I thought demigods were not allowed starting companions like heroes -- I tested it with two different demigods and the townspeople consistently gave me &amp;quot;I would....rather not&amp;quot; when asked about joining before I had completed any quest, and edited the page to reflect that. Yet, someone changed the edit back saying they *always* take two companions when playing demigod. Can anyone else test?&lt;br /&gt;
Is that right? Am I subject to a bug? &lt;br /&gt;
: Anonymous, Nov 15&lt;br /&gt;
&lt;br /&gt;
::I'm the one who made that edit, I think your problem is you were trying to recruit regular townspeople; look around towns/hamets for some actual fighters, or head to a fortress and try to recruit them there.  It takes a while before you can get non-fighters to come with you, because whether they join you or not doesn't depend on how much stronger you are than them like in previous versions, but by how famous you are for being a hero, and they know they're weak and probably just cannonfodder unless you're a legend. Or at least that's my theory.  I do admit that I haven't played any Peasant-class or Hero-class adventurers yet, so I can't say there is ''no'' difference between their abilities to recruit, but I can say for sure that I can get two swordsmen before I do a quest with my demigods. [[Special:Contributions/72.230.201.43|72.230.201.43]] 19:55, 17 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ghost towns? ==&lt;br /&gt;
&lt;br /&gt;
Is it a bug that I found ghost towns? Towns where there were no surviving inhabitants, but the stores are still stocked (and the items owned so I couldn't purchase anything without theft.) Was everyone just out in the fields or something?&lt;br /&gt;
&lt;br /&gt;
(Also, I found a phantom hamlet, which I'm pretty sure *is* a bug. It showed up on the world map, but not the travel map. The local map had a pointer to the town, and as I walked there I hit the center but there were no buildings or people. It was safe to sleep, though, thankfully, 'cause I'd just lost all my companions to a troll attack and the sun had gone down.)&lt;br /&gt;
&lt;br /&gt;
 -- Anonymous, November 14, 7:08 pm pacific time&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
&lt;br /&gt;
What exactly are the differences between Peasant, Hero, and Demigod difficulties?&lt;br /&gt;
:I am fairly sure the only difference between them are the number of points you begin with to divide among your attributes and skills. [[Special:Contributions/72.230.201.43|72.230.201.43]] 02:17, 17 November 2010 (UTC)&lt;br /&gt;
::Further testing may be needed. I've gone through a spate of demigods who died suddenly, while my current character, a peasant, has developed very well through skill training and has lived long enough to get a nearly full set of steel armor in dwarf size. I don't know if he's been plain lucky, or I'm getting better, or if there's some mitigating factor in the code that takes it easier on peasants than demigods. -Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Starting Armor ==&lt;br /&gt;
&lt;br /&gt;
From 31.17 and continuing in 31.18, is it correct that adventurers only start with leather clothes and never any metal armor except for a shield? - Anonymous, 18 November 2010, 3:14 UTC&lt;br /&gt;
:Having played about a dozen characters, this appears to be true. Currently you've got to find armor in shops, lairs, caves, and bandit camps. - Anonymous, 20 November 2010&lt;br /&gt;
&lt;br /&gt;
== Equipping ==&lt;br /&gt;
&lt;br /&gt;
I cannot find a way to equip a weapon.... And i searched all over the wiki and i still cannot find any place where it tells me how to equip a weapon. Any help??? -- Anonymous 198.53.163.246, 08:27 UTC, 28 November 2010&lt;br /&gt;
&lt;br /&gt;
:Anything held in your hands is an available weapon. Drop what's in your hands on the ground (or 'p'ut it in a container if you have one that has room) and then get your weapon -- either 'g'etting it off the ground or 'r'emoving it from a container. It will automatically go into your primary hand (depending on handedness; DF has a lot of lefties) and be used as a weapon. Then grab your shield if you use one, or offhand weapon if you're training another skill, or leave that hand empty for choking throats if you like. -- Anonymous 74.37.93.115, 28 Nov 2010&lt;br /&gt;
3&lt;br /&gt;
&lt;br /&gt;
==This article is terrible==&lt;br /&gt;
it doesnt describe much of any of the specifics of adventure mode, its all generalized ideas on the basic concept of it, with a sprinkling of various outdated versions thrown in for &amp;lt;s&amp;gt;good&amp;lt;/s&amp;gt; measure. There needs to be a section on the (Q)uest section (which even i dont really get that still, companions, basic combat strategy's, and a whole crap load of other st00f. --[[User:Dudemcman|Dudemcman]] 05:18, 3 December 2010 (UTC)&lt;br /&gt;
:Alright i'll have time to work on this page in about a week. In the meantime suggestions anybody? [[User:LightBearer|LightBearer]] 18:23, 12 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions choose the innocent over you. ==&lt;br /&gt;
&lt;br /&gt;
In my experiences, attacking civilians will cause your companions to turn on you, but they still flash blue (i use maydays graphics, so its blue for me atleast), and try to kill you, im not sure how they react if you attack a soldier in a castle, or a town. more testing needed. --[[User:Dudemcman|Dudemcman]] 05:22, 3 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=133402</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=133402"/>
		<updated>2010-12-11T06:59:46Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: deleted something that was not a bug. It was more like a suggestion or complaint.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*When choosing material for a squad item, there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
:This is because there are hundreds of different forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
*Making adamantine items sometimes results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot;  Likewise making pearlash can yield &amp;quot;...cancels Make pearlash.  Needs 150 pearlash.&amp;quot;&lt;br /&gt;
:Cloth and thread can be consumed &amp;quot;in pieces&amp;quot; now, for medical purposes. The game is reporting the new underlying micro-cloth value instead of the number of whole sheets.  Likewise, one stack of metal bars is actually &amp;quot;150&amp;quot; units in the raws.&lt;br /&gt;
&lt;br /&gt;
*Animals are listed twice on the embark screen.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird coloured letter in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.) One can set init/announcements.txt to show wrestling chokeholds in fort mode.&lt;br /&gt;
&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events.  The molten metal falling from them will make statues out of any corpses below where they died.&lt;br /&gt;
&lt;br /&gt;
*All fish are mentioned twice.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link]&lt;br /&gt;
:Not a bug. Each creature has a male and a female caste, and each caste shows up on embark.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is representative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2015 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&lt;br /&gt;
:Also, when you have selected Smooth Stone for a farm plot area, the dwarves will clean away the mud right from under the farm plots, rendering them useless until re-irrigated and rebuilt.&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] -- '''Fixed''' in .31.13.&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
* Going to the zones menu and changing the placing type to flow, and then pressing ESC causes a crash.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
* Kiln gives message no task available when there is plaster, ash, buckets, and charcoal available&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=63169.msg1457910#msg1457910 forum link]&lt;br /&gt;
&lt;br /&gt;
* Sometimes, building a Smelter inside a burrow will prevent you from queuing up jobs. Use your Manager to queue up jobs instead, or remove the Smelter from the burrow to solve this problem.&lt;br /&gt;
: Forum link/Bug tracker link requested&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link] -- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' in .10&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Miners now cancel mining designations when they can't reach them&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Metal goblets are sometimes iron, regardless of input&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link] --'''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Cooking with alcohol is buggy&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link] -- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.08}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
:Bug is display only. Stats are based on the rock used. -- '''Fixed''' {{version|0.31.13}}&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Parties never end, sometimes eating up half the labor force.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&amp;lt;/s&amp;gt;&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.09}}&lt;br /&gt;
&lt;br /&gt;
* Making crystal glass is broken. &lt;br /&gt;
: [http://www.bay12games.com/dwarves/mantisbt/view.php?id=1498 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
:-- '''Fixed''', works fine in .16&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
I did have a similar event, where I put some food for a militia force to patrol a cavern I uncovered around 40 z-levels down from my legendary dining hall. This resulted in 20+ dwarves venturing through deep dangerous caverns to get food. It was particularly bad when a forgotten beast showed up and massacred 15 of them.&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!)&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573 Forum Link]&lt;br /&gt;
:Just means shell or bone are needed (possibly also skin, skull, hoof, tooth, horn)&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made do with bars of [[Coke]].  &lt;br /&gt;
:I think it means rock blocks.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Seconded Most if not all figurines made in Fey moods become iron, despite the material used.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=93 Bug #93] and [http://www.bay12games.com/dwarves/mantisbt/view.php?id=359 bug #359] -- '''Fixed''' {{v|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*Fey mood;A different but related bug: in versions {{v|0.31.12-.16-.?}} all bone artifacts are stripped of all additional decorations {{bug|2806}}.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04-.17)&lt;br /&gt;
:Confirmed to occur in .17.  [[Special:Contributions/74.192.98.80|74.192.98.80]]&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=582 Bug Tracker] -- '''Fixed''' {{version|0.31.14}}&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
:Fixed&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
:Fixed &lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
:Fixed&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
:Fixed&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] -- '''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
: Fixed in .10&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:Arsenal dwarf position deleted in .10&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
:::Yes I can verify this bug.  I have version .10 and it is still present-- None of the 4 dwarfs in 1 of my 2 squads will take on 'active' military roles such as macedwarf, marksdwarf, etc...  unless they are performing a move or attack order.  When a kill order was cancelled (because it was completed) they even dumped their weapons and armor right where they were!  At the same time the other squad works fine other than they are all endlessly waiting for a training excercise to begin.  I was able to work around this by disbanding the squad, firing the militia captain &amp;amp; recreating them.  17:00EST 19 July, 2010&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}} -- '''Fixed''' Training dwarfs eat and drink properly in .16 (stationed military will not eat but are fed by civilians)&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&amp;lt;/s&amp;gt;&lt;br /&gt;
:-- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker] -- '''Fixed''' {{version|0.31.11}}&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Copying an empty order causes an immediate crash.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Going to the schedule grid of the inactive group causes an immediate crash. &amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Military orders are not removed from memory when saving/abandoning a game. When loading another savegame or starting a new fortress these orders will be applied to its squads.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1806 Bug Tracker]&lt;br /&gt;
:Workaround: Quit and restart df before loading a savegame or starting a new game.&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
:Fixed&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker] -- '''Fixed''' {{version|0.31.16}} - An init setting to stop blood spreading has been added.&lt;br /&gt;
&lt;br /&gt;
*Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
*a bone doctor may get stuck on an 'apply cast' job while getting water. a workaround is to forbid all buckets, unforbid one and wait until it gets filled (e.g. to give to another patient or to fill a pond), forbid the filled bucket to cancel the job, then unforbid it and wait for the apply cast job to start again&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=62361.0 forum thread]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=2627 bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Eating a masterwork meal will cause the cook to suffer art defacement.&amp;lt;/s&amp;gt; -- '''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
: Workaround: Remove edge tags from raws.&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
:Workaround: Channel under the item, dropping it to a lower z-level.  This makes the item usable again.&lt;br /&gt;
:Workaround: You can use DFhacktools to unbind the work order on stuck items.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
&lt;br /&gt;
* Dwarves may drop a bucket somewhere, and constantly try to use that bucket again, but not be able to find it, resulting in endless announcements.&lt;br /&gt;
&lt;br /&gt;
* Nobles demands cabinets in their room but cabinets cant be assigned to any dwarf&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] -- '''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Arena does not work for graphics mode.&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] -- '''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
I had to reload an autosave (Region1-sum-1050). Renamed the file folder(to Region1), no problems encountered (was able to load, save over, etc.)&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Elf traders may stay a long time.&amp;lt;/s&amp;gt;&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] -- '''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Frequent Runtime Error Crashes ==&lt;br /&gt;
*On Windows 7 machines, frequent C++ Runtime Error crashes. Performance becomes increasingly slow until this occurs. (confirmation needed) {{version|0.31.17}}&lt;br /&gt;
:In addition, Dwarf Fortress.exe process is not terminated after this crash, though window closes, requires manual termination of process to stop it.&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LightBearer&amp;diff=133389</id>
		<title>User:LightBearer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LightBearer&amp;diff=133389"/>
		<updated>2010-12-11T04:50:28Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: Created page with ':''A narrow humanoid carrying a torch. It runs towards dark places.'''&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''A narrow humanoid carrying a torch. It runs towards dark places.''&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Site&amp;diff=133374</id>
		<title>v0.31:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Site&amp;diff=133374"/>
		<updated>2010-12-10T22:56:45Z</updated>

		<summary type="html">&lt;p&gt;LightBearer: put in a list of all the site types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are inhabited locations found on regions tile adjacent to at least one non-mountain land {{L|biome}}. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in Legends mode.&lt;br /&gt;
===Site Types===&lt;br /&gt;
*{{L|Cave}} {{Raw Tile|•|#808080|#000000}}&lt;br /&gt;
*{{L|fortress|Mountain Halls}} {{Raw Tile|Ω|#808080|#000000}} {{Raw Tile|Ω|#C0C0C0|#000000}} {{Raw Tile|Ω|#FFFFFF|#000000}}&lt;br /&gt;
*Dark Fortress {{Raw Tile|Π|#808080|#000000}} {{Raw Tile|Π|#FF00FF|#000000}}&lt;br /&gt;
*Forest Retreat {{Raw Tile|î|#FFFF00|#000000}}&lt;br /&gt;
*Fortress {{Raw Tile|O|#FFFFFF|#000000}}&lt;br /&gt;
*Town {{Raw Tile|+|#C0C0C0|#000000}}&lt;br /&gt;
*Hamlet&lt;br /&gt;
*Camp {{Raw Tile|☼|#FFFF00|#000000}}&lt;br /&gt;
*{{L|night creature|Lair}} {{Raw Tile|•|#808080|#000000}}&lt;br /&gt;
*{{L|minotaur|Labyrinth}} {{Raw Tile|#|#808080|#000000}}&lt;br /&gt;
*Shrine&lt;br /&gt;
*{{L|Ruins}} {{Raw Tile|μ|#FFFF00|#000000}} {{Raw Tile|μ|#FFFFFF|#000000}}&lt;br /&gt;
== Dwarf Fortresses ==&lt;br /&gt;
&lt;br /&gt;
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region namely caves or previous player fortresses (Reclaim).  In the current version of DF2010 embarking on settlements is disabled.  On embarking, the fortress becomes a site of the size and location chosen.&lt;br /&gt;
&lt;br /&gt;
Abandoned fortresses are displayed on the map as Ruins.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>LightBearer</name></author>
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