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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tankistqazwsx</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-10T11:04:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Tankistqazwsx&amp;diff=279512</id>
		<title>User:Tankistqazwsx</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Tankistqazwsx&amp;diff=279512"/>
		<updated>2022-12-24T07:00:15Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Created page with &amp;quot;Russian wiki editor. Also sometimes edit here.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Russian wiki editor. Also sometimes edit here.&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279492</id>
		<title>Mental breakdown</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279492"/>
		<updated>2022-12-24T06:12:05Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: mentioned tantrum spirals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad. Unlike [[insanity]], these conditions are only temporal and may end on their own after some time, while insanity is not reversible. Unlike [[strange mood]], breakdowns do not produce any artifacts. However, breakdowns are serious warnings; if you don't deal with source of stress, affected dwarfs will repeatedly experience breakdown until they eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
Right now there are three kinds of breakdown:&lt;br /&gt;
* Tantrum&lt;br /&gt;
* Oblivious&lt;br /&gt;
* Depression&lt;br /&gt;
&lt;br /&gt;
The [[personality trait|personality]] of the dwarf influences the type of breakdown.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is throwing a tantrum!|4:1}}&lt;br /&gt;
::''Throwing a tantrum!''&lt;br /&gt;
&lt;br /&gt;
A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death may cause increased [[stress]] among your fortress's inhabitants. Also note that dwarfs get stressed when getting hurt or when [[Item quality|masterwork]] they produced is destroyed, so a single tantrum can easily evolve into a tantrum spiral with all the fortress repeatedly going tantrum and eventually insane.&lt;br /&gt;
&lt;br /&gt;
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.&lt;br /&gt;
&lt;br /&gt;
If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]].&lt;br /&gt;
&lt;br /&gt;
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.&lt;br /&gt;
&lt;br /&gt;
Tantrumers will not have any [[need]]s while they are tantruming. The needs will return when they are done.&lt;br /&gt;
&lt;br /&gt;
===Oblivious===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stumbling around obliviously!|3:0}}&lt;br /&gt;
::''Stumbling obliviously!''&lt;br /&gt;
&lt;br /&gt;
'''Obliviousness''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anxiety]]. Oblivious dwarves will cancel any job they may be doing at the moment and stumble around until they regain their composure.&lt;br /&gt;
&lt;br /&gt;
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].&lt;br /&gt;
&lt;br /&gt;
===Depression===&lt;br /&gt;
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has slipped into depression...|6:0}}&lt;br /&gt;
::''Sunk into depression...''&lt;br /&gt;
&lt;br /&gt;
'''Depression''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to depression]]. &lt;br /&gt;
&lt;br /&gt;
Depressed dwarves will cancel any job they may be doing at the moment and mope around until they regain their composure. Unless [[stress]] levels are reduced, bouts of depression will repeat until the dwarf is eventually [[insanity|stricken by melancholy]].&lt;br /&gt;
&lt;br /&gt;
==Damage control==&lt;br /&gt;
&lt;br /&gt;
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time – months to years – they may recover and no longer throw tantrums. Their &amp;quot;cell&amp;quot; should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|&amp;quot;cures&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. &lt;br /&gt;
&lt;br /&gt;
Dwarves want a personal [[bedroom]] to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.&lt;br /&gt;
&lt;br /&gt;
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves. &lt;br /&gt;
&lt;br /&gt;
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts – satisfying work, nice architecture, opportunities to mingle with friends and family – seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, &amp;lt;s&amp;gt;an utter waste of booze-drinking time&amp;lt;/s&amp;gt; a necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show their essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in dreamland, the dwarf sees himself in the grandest of fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279479</id>
		<title>Mental breakdown</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279479"/>
		<updated>2022-12-24T05:08:15Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: mentioned strange mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad. Unlike [[insanity]], these conditions are only temporal and may end on their own after some time, while insanity is not reversible. Unlike [[strange mood]], breakdowns do not produce any artifacts. However, breakdowns are serious warnings; if you don't deal with source of stress, affected dwarfs will eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
Right now there are three kinds of breakdown:&lt;br /&gt;
* Tantrum&lt;br /&gt;
* Oblivious&lt;br /&gt;
* Depression&lt;br /&gt;
&lt;br /&gt;
The [[personality trait|personality]] of the dwarf influences the type of breakdown.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is throwing a tantrum!|4:1}}&lt;br /&gt;
::''Throwing a tantrum!''&lt;br /&gt;
&lt;br /&gt;
A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants.&lt;br /&gt;
&lt;br /&gt;
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.&lt;br /&gt;
&lt;br /&gt;
If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]].&lt;br /&gt;
&lt;br /&gt;
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.&lt;br /&gt;
&lt;br /&gt;
Tantrumers will not have any [[need]]s while they are tantruming. The needs will return when they are done.&lt;br /&gt;
&lt;br /&gt;
===Oblivious===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stumbling around obliviously!|3:0}}&lt;br /&gt;
::''Stumbling obliviously!''&lt;br /&gt;
&lt;br /&gt;
'''Obliviousness''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anxiety]]. Oblivious dwarves will cancel any job they may be doing at the moment and stumble around until they regain their composure.&lt;br /&gt;
&lt;br /&gt;
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].&lt;br /&gt;
&lt;br /&gt;
===Depression===&lt;br /&gt;
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has slipped into depression...|6:0}}&lt;br /&gt;
::''Sunk into depression...''&lt;br /&gt;
&lt;br /&gt;
'''Depression''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to depression]]. &lt;br /&gt;
&lt;br /&gt;
Depressed dwarves will cancel any job they may be doing at the moment and mope around until they regain their composure. Unless [[stress]] levels are reduced, bouts of depression will repeat until the dwarf is eventually [[insanity|stricken by melancholy]].&lt;br /&gt;
&lt;br /&gt;
==Damage control==&lt;br /&gt;
&lt;br /&gt;
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time – months to years – they may recover and no longer throw tantrums. Their &amp;quot;cell&amp;quot; should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|&amp;quot;cures&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. &lt;br /&gt;
&lt;br /&gt;
Dwarves want a personal [[bedroom]] to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.&lt;br /&gt;
&lt;br /&gt;
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves. &lt;br /&gt;
&lt;br /&gt;
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts – satisfying work, nice architecture, opportunities to mingle with friends and family – seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, &amp;lt;s&amp;gt;an utter waste of booze-drinking time&amp;lt;/s&amp;gt; a necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show their essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in dreamland, the dwarf sees himself in the grandest of fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oblivious&amp;diff=279478</id>
		<title>Oblivious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oblivious&amp;diff=279478"/>
		<updated>2022-12-24T05:02:40Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Merged Tantrum, Depression and Oblivious into Mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Depression&amp;diff=279477</id>
		<title>Depression</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Depression&amp;diff=279477"/>
		<updated>2022-12-24T05:02:39Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Merged Tantrum, Depression and Oblivious into Mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=279476</id>
		<title>Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=279476"/>
		<updated>2022-12-24T05:02:37Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Merged Tantrum, Depression and Oblivious into Mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quotes&amp;diff=279329</id>
		<title>Quotes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quotes&amp;diff=279329"/>
		<updated>2022-12-23T18:46:52Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: proposing merge with Consolidated development&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{merge|Consolidated development}}&lt;br /&gt;
&lt;br /&gt;
This page is intended to collect any interesting or insightful '''quotes''' by [[Toady One]] or [[ThreeToe]] have made about their thoughts on ''Dwarf Fortress'', their long-term plans, and so forth, in the hope that such quotes won't get lost in the shuffle of the forum.&lt;br /&gt;
&lt;br /&gt;
Of course, many of these quotes were likely just offhand remarks, and older ones may reflect ideas that have changed, so don't take this as the Word of Armok.  But for fans of ''Dwarf Fortress'', it can be fun and interesting to read, can't it?&lt;br /&gt;
&lt;br /&gt;
If you add something, provide links to where the quote is from, and describe the context if it's necessary.&lt;br /&gt;
&lt;br /&gt;
==Acid==&lt;br /&gt;
* ''Insanely strong acids are required for the setting and will make it in at some point.'' &amp;lt;sub&amp;gt;[http://www.bay12games.com/forum/index.php?topic=30026.msg995925#msg995925 Toady, January 26, 2010]&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==On the setting==&lt;br /&gt;
* ''As far as magic goes, underneath, it's all the same -- like a debugging option with some in-play queue that lets you change things for no reason.  You don't need to worry so much about the implementation -- as much as we have one now, I don't really want a stock universe.  The things we have now, like Blizzard Men, are mostly there to make sure that special properties are implemented.  Then the random generation can begin.  We don't want another cheap fantasy universe, we want a cheap fantasy universe generator.  A lot of fiction sounds computer generated anyway.''  &amp;lt;sub&amp;gt;[http://www.bay12games.com/forum/index.php?topic=948.msg12375#msg12375 Toady, August 12, 2006]&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[List of Dwarf Fortress developer interviews]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Oblivious&amp;diff=279318</id>
		<title>Talk:Oblivious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Oblivious&amp;diff=279318"/>
		<updated>2022-12-23T17:36:54Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Created page with &amp;quot;I suggest merge pages Tantrum, Depression and Oblivious into one, Mental breakdown, as it is done with Insanity. Reason: they are, just like insanity, basi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest merge pages [[Tantrum]], [[Depression]] and [[Oblivious]] into one, [[Mental breakdown]], as it is done with [[Insanity]].&lt;br /&gt;
Reason: they are, just like insanity, basically the types of the same thing, have the same methods of preventing and curing; also pages for [[Depression]] and [[Oblivious]] are very short and page on [[Tantrum]] also contains tips on how to prevent other types of mental breakdown.&lt;br /&gt;
&lt;br /&gt;
I didn't move them myself, because I think these pages are important and I want to ask you people about it. [[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 17:36, 23 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Depression&amp;diff=279317</id>
		<title>Talk:Depression</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Depression&amp;diff=279317"/>
		<updated>2022-12-23T17:36:37Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Created page with &amp;quot;I suggest merge pages Tantrum, Depression and Oblivious into one, Mental breakdown, as it is done with Insanity. Reason: they are, just like insanity, basi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest merge pages [[Tantrum]], [[Depression]] and [[Oblivious]] into one, [[Mental breakdown]], as it is done with [[Insanity]].&lt;br /&gt;
Reason: they are, just like insanity, basically the types of the same thing, have the same methods of preventing and curing; also pages for [[Depression]] and [[Oblivious]] are very short and page on [[Tantrum]] also contains tips on how to prevent other types of mental breakdown.&lt;br /&gt;
&lt;br /&gt;
I didn't move them myself, because I think these pages are important and I want to ask you people about it. [[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 17:36, 23 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=279316</id>
		<title>Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=279316"/>
		<updated>2022-12-23T17:36:22Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: proposing merge with mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{merge|Mental breakdown}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''tantrum''' is a temporary emotional breakdown, experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Dwarves who are prone to anxiety will instead become [[oblivious]], while those with a history of depression will become [[depression|depressed]].&lt;br /&gt;
&lt;br /&gt;
Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants.&lt;br /&gt;
&lt;br /&gt;
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.&lt;br /&gt;
&lt;br /&gt;
If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]].&lt;br /&gt;
&lt;br /&gt;
To make tantrums less likely, see the article on [[keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.&lt;br /&gt;
&lt;br /&gt;
Tantrumers will not have any [[need]]s while they are tantruming. The needs will return when they are done.&lt;br /&gt;
&lt;br /&gt;
==Damage control==&lt;br /&gt;
&lt;br /&gt;
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time – months to years – they may recover and no longer throw tantrums. Their &amp;quot;cell&amp;quot; should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|&amp;quot;cures&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. &lt;br /&gt;
&lt;br /&gt;
Dwarves want a personal [[bedroom]] to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.&lt;br /&gt;
&lt;br /&gt;
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves. &lt;br /&gt;
&lt;br /&gt;
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts – satisfying work, nice architecture, opportunities to mingle with friends and family – seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, &amp;lt;s&amp;gt;an utter waste of booze-drinking time&amp;lt;/s&amp;gt; a necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show their essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in dreamland, the dwarf sees himself in the grandest of fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;br /&gt;
[[ru:Tantrum]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Depression&amp;diff=279315</id>
		<title>Depression</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Depression&amp;diff=279315"/>
		<updated>2022-12-23T17:36:16Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: proposing merge with mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{merge|Mental breakdown}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has slipped into depression...|6:0}}&lt;br /&gt;
::''Sunk into depression...''&lt;br /&gt;
&lt;br /&gt;
'''Depression''' is a temporary emotional breakdown experienced mainly by dwarves with high [[personality trait|propensity to depression]]. Dwarves who are prone to anxiety will instead become [[oblivious]], while those with anger management issues will throw [[tantrum]]s.&lt;br /&gt;
&lt;br /&gt;
Depressed dwarves will cancel any job they may be doing at the moment and mope around until they regain their composure. Unless [[stress]] levels are reduced, bouts of depression will repeat until the dwarf is eventually [[insanity|stricken by melancholy]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Depression]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Oblivious&amp;diff=279314</id>
		<title>Oblivious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Oblivious&amp;diff=279314"/>
		<updated>2022-12-23T17:36:13Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: proposing merge with mental breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{merge|Mental breakdown}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stumbling around obliviously!|3:0}}&lt;br /&gt;
::''Stumbling obliviously!''&lt;br /&gt;
&lt;br /&gt;
'''Obliviousness''' is a temporary emotional breakdown triggered by [[stress]],  experienced mainly by dwarves with high [[personality trait|propensity to anxiety]]. Oblivious dwarves will cancel any job they may be doing at the moment and stumble around until they regain their composure.&lt;br /&gt;
&lt;br /&gt;
Unless stress levels are reduced, Dwarves with a history of depression will (unsurprisingly) tend to become [[depression|depressed]], while those with anger management issues will throw [[tantrum]]s.  If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Oblivious]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tantrum&amp;diff=279313</id>
		<title>Talk:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tantrum&amp;diff=279313"/>
		<updated>2022-12-23T17:34:54Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest merge pages [[Tantrum]], [[Depression]] and [[Oblivious]] into one, [[Mental breakdown]], as it is done with [[Insanity]].&lt;br /&gt;
Reason: they are, just like insanity, basically the types of the same thing, have the same methods of preventing and curing; also pages for [[Depression]] and [[Oblivious]] are very short and page on [[Tantrum]] also contains tips on how to prevent other types of mental breakdown.&lt;br /&gt;
&lt;br /&gt;
I didn't move them myself, because I think these pages are important and I want to ask you people about it. [[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 17:34, 23 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Tantrum&amp;diff=279312</id>
		<title>Talk:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Tantrum&amp;diff=279312"/>
		<updated>2022-12-23T17:34:25Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Created page with &amp;quot;I suggest merge pages Tantrum, Depression and Oblivious into one, Mental breakdown, as it is done with Insanity. Reason: they are, just like insanity, basi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suggest merge pages [[Tantrum]], [[Depression]] and [[Oblivious]] into one, [[Mental breakdown]], as it is done with [[Insanity]].&lt;br /&gt;
Reason: they are, just like insanity, basically the types of the same thing, have the same methods of preventing and curing; also pages for [[Depression]] and [[Oblivious]] are very short and page on [[Tantrum]] also contains tips on how to prevent other types of mental breakdown.&lt;br /&gt;
&lt;br /&gt;
I didn't move them myself, because I think these pages are important and I want to ask you people about it.&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279311</id>
		<title>Mental breakdown</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mental_breakdown&amp;diff=279311"/>
		<updated>2022-12-23T17:28:05Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Created page with &amp;quot;{{av}}{{stub}}  '''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad; in contrast with insanity, these conditions a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
'''Mental breakdowns''' are temporary conditions that cause a stressed dwarf to stop current work and go mad; in contrast with [[insanity]], these conditions are only temporal and may end on their own after some time, while insanity is not reversible. However, breakdowns are serious warnings; if you don't deal with source of stress, affected dwarfs will eventually go [[insane]]. To make breakdowns less likely, see the article on [[keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
Right now there are three kinds of breakdown:&lt;br /&gt;
* Tantrum&lt;br /&gt;
* Oblivious&lt;br /&gt;
* Depression&lt;br /&gt;
&lt;br /&gt;
The [[personality trait|personality]] of the dwarf influences the type of breakdown.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is throwing a tantrum!|4:1}}&lt;br /&gt;
::''Throwing a tantrum!''&lt;br /&gt;
&lt;br /&gt;
A '''tantrum''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anger]]. Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting [[Level_of_conflict|fist fights]] (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But while law-abiding citizens will view their punishment as just, if the punishment is [[Hammerer|harsher than usual]], their death (or the results of their misbehaviour) may cause increased [[stress]] among your fortress's inhabitants.&lt;br /&gt;
&lt;br /&gt;
For a [[Level_of_conflict|fistfight]] to start, a creature needs a body part with the [GRASP]-property and an [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]-attack. So a modded dog, for example, will need to have GRASP added to one of its bodyparts, otherwise it won't start fighting.&lt;br /&gt;
&lt;br /&gt;
If [[stress]] keeps accumulating, a tantrum-prone dwarf may eventually go [[insane|berserk]].&lt;br /&gt;
&lt;br /&gt;
The mechanics for tantrums in the current version are not well known yet {{verify}}. A dwarf throwing a tantrum will keep misbehaving for several days, during which time they will be a walking disaster zone. With the very slowly building and receding stress of DF2014, a dwarf will remain in a tantrum-capable state for months if not years. Since they will usually snap about once per month, a single tantrummer can cause immense damage/carnage.&lt;br /&gt;
&lt;br /&gt;
Tantrumers will not have any [[need]]s while they are tantruming. The needs will return when they are done.&lt;br /&gt;
&lt;br /&gt;
===Oblivious===&lt;br /&gt;
&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; is stumbling around obliviously!|3:0}}&lt;br /&gt;
::''Stumbling obliviously!''&lt;br /&gt;
&lt;br /&gt;
'''Obliviousness''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to anxiety]]. Oblivious dwarves will cancel any job they may be doing at the moment and stumble around until they regain their composure.&lt;br /&gt;
&lt;br /&gt;
If unchecked, this can repeat until the dwarf eventually [[insane|goes stark raving mad]].&lt;br /&gt;
&lt;br /&gt;
===Depression===&lt;br /&gt;
{{Translation| term = Depression|dwarven = ozon | elvish = eyuca | goblin = ostest | human = bowu}}&lt;br /&gt;
:{{gametext|&amp;lt;dwarf&amp;gt; has slipped into depression...|6:0}}&lt;br /&gt;
::''Sunk into depression...''&lt;br /&gt;
&lt;br /&gt;
'''Depression''' is a breakdown experienced mainly by dwarves with high [[personality trait|propensity to depression]]. &lt;br /&gt;
&lt;br /&gt;
Depressed dwarves will cancel any job they may be doing at the moment and mope around until they regain their composure. Unless [[stress]] levels are reduced, bouts of depression will repeat until the dwarf is eventually [[insanity|stricken by melancholy]].&lt;br /&gt;
&lt;br /&gt;
==Damage control==&lt;br /&gt;
&lt;br /&gt;
Highly stressed dwarves with tantrum propensity can (and maybe should) be locked up in a room with a bed, chair and table, away from further stressors and from people they can harm. If their stress exposure remains low enough for an extended time – months to years – they may recover and no longer throw tantrums. Their &amp;quot;cell&amp;quot; should be assigned as their bedroom and potentially dining room, and provisions must be stored in the room or delivered remotely. Since this is a very slow and laborious process, less caring overseers may opt for more radical [[magma|&amp;quot;cures&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
Dwarves who develop stress should be watched carefully, to see if their personality makes them prone to tantrums. Due to the damage tantrums are likely to cause, keeping those dwarves away from further stress (or exposing them to increased danger to solve the problem in a different way) is highly recommended.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
&lt;br /&gt;
[[Keeping your dwarves unstressed]] is an important task. There are many things that can cause stress to dwarves, and some dwarves just are more susceptible than others. &lt;br /&gt;
&lt;br /&gt;
Dwarves want a personal [[bedroom]] to sleep in and want a proper seat and table to eat at. Not providing them with these necessities causes regular stress increments.&lt;br /&gt;
&lt;br /&gt;
Being regularly exposed to the outside tends to be harmful to dwarves, since they will either get unhappy over being out in the [[rain]] or, after a few years of mostly-underground fort life, become [[Cave adaptation|violently sick]] when exposed to sunlight. Catching sight of remains of sentient creatures, like the [[corpse]]s left behind by [[goblin]] [[siege]]s, will likewise cause strong stress to all but the most hardened dwarves. &lt;br /&gt;
&lt;br /&gt;
Limiting stressors appears to be the most important task for tantrum prevention in DF2014. Offering sources of happy thoughts – satisfying work, nice architecture, opportunities to mingle with friends and family – seem to help, but what a stress-susceptible dwarf needs most is the lack of further bad thoughts, not a glut of happy ones.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, &amp;lt;s&amp;gt;an utter waste of booze-drinking time&amp;lt;/s&amp;gt; a necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show their essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in dreamland, the dwarf sees himself in the grandest of fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Mental breakdown]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Quotes&amp;diff=252518</id>
		<title>Talk:Quotes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Quotes&amp;diff=252518"/>
		<updated>2020-04-21T07:13:10Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: do we really need this article?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we really need a page for two quotes? Can we move them to [[Consolidated development]] (because they are related to development and future of DF) and delete this page? [[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 07:12, 21 April 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_component&amp;diff=251983</id>
		<title>DF2014 Talk:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_component&amp;diff=251983"/>
		<updated>2020-03-27T06:19:25Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Wielding trap components in adventure mode? in fortress mode? */ sign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Traps for the undead ==&lt;br /&gt;
Undead like beeing cut in several pieces. It is a *fun* way to lose your fortress.&lt;br /&gt;
What trap would you suggest, since all of them have rather small impact values?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:178.115.132.41|178.115.132.41]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[[Cage trap]]s are the obvious choice, though if you want impact damage you can install [[war hammer]]s in a [[weapon trap]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:19, 24 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current Bugs ==&lt;br /&gt;
Is it worth noting the current bug where the 3-attack weapons WILL crash the game if they wear out in the middle of an attack sequence? (Probably on the second or third armored goblin the trap hits, due to how fast weapon wear is when facing superior armor)--[[Special:Contributions/75.158.50.71|75.158.50.71]] 13:58, 12 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wielding trap components in adventure mode? in fortress mode? ==&lt;br /&gt;
&lt;br /&gt;
(Moved this here. Was previously a comment in the main article.) Is this true?: In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.{{verify}} --[[User:2128|2128]] ([[User talk:2128|talk]]) 16:01, 16 February 2017 (UTC)&lt;br /&gt;
:You can use everything as improvised weapon, question is: does hitting enemy with trap component differs from hitting them with any other heavy non-weapon item? I tried to do following:&lt;br /&gt;
:Started as elephant seal man, equipped menacing spike, attacked enemies.&lt;br /&gt;
:Result: Spike seems to acts like a regular spear, maybe slower and dealing more damage (I can't give trap components in arena so I can't check that). Also it doesn't seem to break after 4 strikes, as this page says, but maybe that's only for fortress mode.&lt;br /&gt;
:Started as elephant seal man, equipped large serrated disc, attacked enemies.&lt;br /&gt;
:Result: Disc has only one attack, but game says that you &amp;quot;saw&amp;quot; enemies (instead of striking with random items) and I was able to sever enemies' limbs in one-two attack. Also doesn't break.&lt;br /&gt;
:Started as elephant seal man, equipped spiked balls, attacked enemies.&lt;br /&gt;
:Result: balls seem to be dealing weak (compared to oneshotting disc) blunt damage. Also doesn't break.&lt;br /&gt;
:Started as dwarf (with normal strength), equipped large serrated disc, attacked enemies.&lt;br /&gt;
:Result: disc was only slightly bruising enemies. &lt;br /&gt;
:In all cases, trap component trained misc. object user skill.&lt;br /&gt;
:Overall results: trap components (at least discs and spikes) can be used by giant animal people adventurers as a slow but powerful weapon. I think another races may be able to use them if they max out their strength, but I can't check that.[[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 06:19, 27 March 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_component&amp;diff=251982</id>
		<title>DF2014 Talk:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_component&amp;diff=251982"/>
		<updated>2020-03-27T06:19:04Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Wielding trap components in adventure mode? in fortress mode? */ yes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Traps for the undead ==&lt;br /&gt;
Undead like beeing cut in several pieces. It is a *fun* way to lose your fortress.&lt;br /&gt;
What trap would you suggest, since all of them have rather small impact values?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:178.115.132.41|178.115.132.41]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[[Cage trap]]s are the obvious choice, though if you want impact damage you can install [[war hammer]]s in a [[weapon trap]].--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:19, 24 April 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Current Bugs ==&lt;br /&gt;
Is it worth noting the current bug where the 3-attack weapons WILL crash the game if they wear out in the middle of an attack sequence? (Probably on the second or third armored goblin the trap hits, due to how fast weapon wear is when facing superior armor)--[[Special:Contributions/75.158.50.71|75.158.50.71]] 13:58, 12 December 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wielding trap components in adventure mode? in fortress mode? ==&lt;br /&gt;
&lt;br /&gt;
(Moved this here. Was previously a comment in the main article.) Is this true?: In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.{{verify}} --[[User:2128|2128]] ([[User talk:2128|talk]]) 16:01, 16 February 2017 (UTC)&lt;br /&gt;
:You can use everything as improvised weapon, question is: does hitting enemy with trap component differs from hitting them with any other heavy non-weapon item? I tried to do following:&lt;br /&gt;
:Started as elephant seal man, equipped menacing spike, attacked enemies.&lt;br /&gt;
:Result: Spike seems to acts like a regular spear, maybe slower and dealing more damage (I can't give trap components in arena so I can't check that). Also it doesn't seem to break after 4 strikes, as this page says, but maybe that's only for fortress mode.&lt;br /&gt;
:Started as elephant seal man, equipped large serrated disc, attacked enemies.&lt;br /&gt;
:Result: Disc has only one attack, but game says that you &amp;quot;saw&amp;quot; enemies (instead of striking with random items) and I was able to sever enemies' limbs in one-two attack. Also doesn't break.&lt;br /&gt;
:Started as elephant seal man, equipped spiked balls, attacked enemies.&lt;br /&gt;
:Result: balls seem to be dealing weak (compared to oneshotting disc) blunt damage. Also doesn't break.&lt;br /&gt;
:Started as dwarf (with normal strength), equipped large serrated disc, attacked enemies.&lt;br /&gt;
:Result: disc was only slightly bruising enemies. &lt;br /&gt;
:In all cases, trap component trained misc. object user skill.&lt;br /&gt;
:Overall results: trap components (at least discs and spikes) can be used by giant animal people adventurers as a slow but powerful weapon. I think another races may be able to use them if they max out their strength, but I can't check that.&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Helve&amp;diff=251938</id>
		<title>Helve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Helve&amp;diff=251938"/>
		<updated>2020-03-26T13:50:27Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pestle&amp;diff=251936</id>
		<title>Pestle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pestle&amp;diff=251936"/>
		<updated>2020-03-26T13:50:06Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mortar&amp;diff=251935</id>
		<title>Mortar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mortar&amp;diff=251935"/>
		<updated>2020-03-26T13:49:50Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bowl&amp;diff=251934</id>
		<title>Bowl</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bowl&amp;diff=251934"/>
		<updated>2020-03-26T13:49:27Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ladle&amp;diff=251933</id>
		<title>Ladle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ladle&amp;diff=251933"/>
		<updated>2020-03-26T13:49:12Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cauldron&amp;diff=251932</id>
		<title>Cauldron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cauldron&amp;diff=251932"/>
		<updated>2020-03-26T13:48:55Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_Axe&amp;diff=251931</id>
		<title>Stone Axe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_Axe&amp;diff=251931"/>
		<updated>2020-03-26T13:48:29Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carving_fork&amp;diff=251928</id>
		<title>Carving fork</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carving_fork&amp;diff=251928"/>
		<updated>2020-03-26T13:20:49Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Meat_cleaver&amp;diff=251927</id>
		<title>Meat cleaver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Meat_cleaver&amp;diff=251927"/>
		<updated>2020-03-26T13:20:31Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slicing_knife&amp;diff=251926</id>
		<title>Slicing knife</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slicing_knife&amp;diff=251926"/>
		<updated>2020-03-26T13:20:04Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Boning_knife&amp;diff=251925</id>
		<title>Boning knife</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Boning_knife&amp;diff=251925"/>
		<updated>2020-03-26T13:19:21Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carving_knife&amp;diff=251924</id>
		<title>Carving knife</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carving_knife&amp;diff=251924"/>
		<updated>2020-03-26T13:18:44Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: redirect to 'tool'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Tool]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251917</id>
		<title>Adventurer mode character creation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251917"/>
		<updated>2020-03-26T07:18:42Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Character appearance and preferences */ verify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[Adventure mode]]; [[DF2014:Adventurer_mode_F.A.Q.|FAQ]]&lt;br /&gt;
&lt;br /&gt;
==Race and civilization==&lt;br /&gt;
[[File:Adventurer mode race choosing menu.PNG|500px|thumb|right|Race choosing menu]]&lt;br /&gt;
[[File:Adventurer mode civilization choosing menu.PNG|500px|thumb|right|Civilization choosing menu]]&lt;br /&gt;
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, however, adventure mode cannot be played.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear &amp;quot;small&amp;quot;-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.&lt;br /&gt;
&lt;br /&gt;
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.&lt;br /&gt;
&lt;br /&gt;
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such, a short description cannot be given. Before 47.01 they started without any armor; in 47.01 you can choose items you start with, including armor, but animal people still have problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&lt;br /&gt;
Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.&lt;br /&gt;
&lt;br /&gt;
Outsiders will always try to begin in a populated site. Caves, and even lairs with [[megabeast]]s will be chosen, when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.&lt;br /&gt;
&lt;br /&gt;
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be available if they were part of a civilization. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]&lt;br /&gt;
You can choose the town you start at, your occupation (affects skills) and beliefs, if any.&lt;br /&gt;
&lt;br /&gt;
== Starting attributes ==&lt;br /&gt;
[[File:Adventure mode skills and attributes menu.PNG|500px|thumb|right|Attributes and skills choosing menu]]&lt;br /&gt;
[[Attribute]]s 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''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills, especially defensive ones, rely on it. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
=== Attribute advancement cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double starting value, or starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer started with an ''above average'' strength of 1,100, then their strength would ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely-important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes (unless you become a [[night creature]], that is).&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. &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;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventure are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, [[maul]]s, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use [[whip]]s and [[scourge]]s more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use [[pike]]s more effectively - like [[spear]]s, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General combat ===&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&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 type. 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 keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&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 even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.&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. Higher skill means all of these moves succeed more often - see [[#Wrestling and Unarmed Attacks]] for details. &lt;br /&gt;
*'''[[Striker]]''': Punching ability. Comes in handy when weapons get stuck, and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting, you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races, this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object - rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items - items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
=== Movement and awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. 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, or possibly after an unfriendly encounter with a creature ''in'' the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while travelling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in the back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things:&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 make in-game, and doing so helps with Kinesthetic/Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including &amp;quot;☼Masterpiece☼&amp;quot;. Bone carving adventurers can also make bone figurines, and customize their appearance.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
=== General performance skills ===&lt;br /&gt;
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument-based performances, this is your all-around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Performance skills ===&lt;br /&gt;
[[File:Adventurer mode appearance menu.PNG|500px|thumb|right|Appearance choosing menu]]&lt;br /&gt;
[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]&lt;br /&gt;
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.&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]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers (''assuming the character has the zombie-making faculty to begin with''). You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything, anyway - except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.&lt;br /&gt;
&lt;br /&gt;
== Character appearance and preferences ==&lt;br /&gt;
&lt;br /&gt;
You are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. Appearance does not seem to affect anything{{verify}}&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed while playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Inventory and pets ==&lt;br /&gt;
[[File:Adventurer mode inventory menu.PNG|500px|thumb|right|Inventory menu]]&lt;br /&gt;
&lt;br /&gt;
You can choose the weapons, (if any, given [[wrestling]] skill) armor and pets you start with. The menu is similar to fortress mode, but the amount of starting points depends on your status:&lt;br /&gt;
* Peasant - 55&lt;br /&gt;
* Hero - 255&lt;br /&gt;
* Demigod - 1255&lt;br /&gt;
&lt;br /&gt;
Items and pets share the same pool of points.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode character creation]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adventurer_mode_character_creation&amp;diff=251916</id>
		<title>DF2014 Talk:Adventurer mode character creation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adventurer_mode_character_creation&amp;diff=251916"/>
		<updated>2020-03-26T07:18:22Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: does appearance affect anything?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page says that appearance doens't affect anything, while [[Weapon]] page says:&lt;br /&gt;
 In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon. For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon)&lt;br /&gt;
[[User:Tankistqazwsx|Tankistqazwsx]] ([[User talk:Tankistqazwsx|talk]]) 07:18, 26 March 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=251915</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=251915"/>
		<updated>2020-03-26T07:14:20Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Foreign weapons */ Added new tools and stone axe from adventurer mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|16:52, 10 June 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:all_weapons.jpg|thumb|280px|right|Many weapon types.]]A '''weapon''', in the sense described on this page, is any object specifically designed to be wielded in combat against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, (despite the fact that most weapons in the game, with the exception of swords and maces, would have wooden handles in real life) a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods. They may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
From another point of view, there are four categories: slashing, piercing, crushing, and ranged.&lt;br /&gt;
&lt;br /&gt;
'''Slashing''' weapons, like [[short sword]]s and [[battle axe]]s, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage.&lt;br /&gt;
&lt;br /&gt;
'''Piercing''' weapons, like [[spear]]s and [[pick]]s, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, giving their wielder further leverage on the target. &lt;br /&gt;
&lt;br /&gt;
'''Crushing''' weapons, like [[war hammer]]s and [[mace]]s, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will take the form of perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
'''Ranged''' weapons — [[crossbow]]s, [[bow]]s, and [[blowgun]]s — are effectively piercing weapons which work at a distance. When used in melee combat as bludgeons, crossbows produce blunt weapon damage. Bows used in melee are treated like extremely weak swords. &lt;br /&gt;
&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;training weapon&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Types of targets ===&lt;br /&gt;
One can divide the types of foes they will meet into three categories: first, organic and unarmored (or poorly-armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), and [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.&lt;br /&gt;
&lt;br /&gt;
Second, organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less-effective blunt damage; the best weapons against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.   &lt;br /&gt;
&lt;br /&gt;
The third, and most dangerous, type of enemies are inorganic enemies (or ones that [[No Pain|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because the wielders can chip at their targets until they collapse from cumulative damage.&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow attached to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it, legendary dwarves occasionally name their weapons while training with them.  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[DF2014:Strange_mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s (wooden training axes worked prior to version 0.43.01), and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. &lt;br /&gt;
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this area begs for more !SCIENCE!.&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) gives you a disability to hit - do not equip two-handed swords with a shield, for instance.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, however, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield) if your character passes the one-handed check for single-handing a multi-grasp weapon.  For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[two-handed sword|2H Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife {{Version|0.47.01}}&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife {{Version|0.47.01}}&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife {{Version|0.47.01}}&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Human]]?, [[Goblin]]?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver {{Version|0.47.01}}&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| ?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork {{Version|0.47.01}}&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ?&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp?&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.&lt;br /&gt;
&lt;br /&gt;
== Size==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one-or-two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metal (Adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (From Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[DF2014:Material_science#Contact_Area|contact area]], typically between &lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]]  multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with larger contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact yield as possible to make this test fail.  The armor also wants low impact fracture, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material. &lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry:  [[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze.  For piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.  {{version|0.31.12}}.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic{{Bug|535}}&lt;br /&gt;
*'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers, so dwarves in Fortress mode cannot equip two-handed swords, great axes, halberds, mauls, or pikes.{{bug|5812}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251914</id>
		<title>Adventurer mode character creation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251914"/>
		<updated>2020-03-26T06:40:43Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Race and civilization */ Animal people can start with armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[Adventure mode]]; [[DF2014:Adventurer_mode_F.A.Q.|FAQ]]&lt;br /&gt;
&lt;br /&gt;
==Race and civilization==&lt;br /&gt;
[[File:Adventurer mode race choosing menu.PNG|500px|thumb|right|Race choosing menu]]&lt;br /&gt;
[[File:Adventurer mode civilization choosing menu.PNG|500px|thumb|right|Civilization choosing menu]]&lt;br /&gt;
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, however, adventure mode cannot be played.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear &amp;quot;small&amp;quot;-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.&lt;br /&gt;
&lt;br /&gt;
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.&lt;br /&gt;
&lt;br /&gt;
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such, a short description cannot be given. Before 47.01 they started without any armor; in 47.01 you can choose items you start with, including armor, but animal people still have problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&lt;br /&gt;
Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.&lt;br /&gt;
&lt;br /&gt;
Outsiders will always try to begin in a populated site. Caves, and even lairs with [[megabeast]]s will be chosen, when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.&lt;br /&gt;
&lt;br /&gt;
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be available if they were part of a civilization. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]&lt;br /&gt;
You can choose the town you start at, your occupation (affects skills) and beliefs, if any.&lt;br /&gt;
&lt;br /&gt;
== Starting attributes ==&lt;br /&gt;
[[File:Adventure mode skills and attributes menu.PNG|500px|thumb|right|Attributes and skills choosing menu]]&lt;br /&gt;
[[Attribute]]s 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''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills, especially defensive ones, rely on it. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
=== Attribute advancement cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double starting value, or starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer started with an ''above average'' strength of 1,100, then their strength would ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely-important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes (unless you become a [[night creature]], that is).&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. &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;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventure are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, [[maul]]s, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use [[whip]]s and [[scourge]]s more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use [[pike]]s more effectively - like [[spear]]s, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General combat ===&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&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 type. 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 keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&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 even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.&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. Higher skill means all of these moves succeed more often - see [[#Wrestling and Unarmed Attacks]] for details. &lt;br /&gt;
*'''[[Striker]]''': Punching ability. Comes in handy when weapons get stuck, and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting, you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races, this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object - rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items - items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
=== Movement and awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. 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, or possibly after an unfriendly encounter with a creature ''in'' the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while travelling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in the back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things:&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 make in-game, and doing so helps with Kinesthetic/Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including &amp;quot;☼Masterpiece☼&amp;quot;. Bone carving adventurers can also make bone figurines, and customize their appearance.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
=== General performance skills ===&lt;br /&gt;
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument-based performances, this is your all-around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Performance skills ===&lt;br /&gt;
[[File:Adventurer mode appearance menu.PNG|500px|thumb|right|Appearance choosing menu]]&lt;br /&gt;
[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]&lt;br /&gt;
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.&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]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers (''assuming the character has the zombie-making faculty to begin with''). You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything, anyway - except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.&lt;br /&gt;
&lt;br /&gt;
== Character appearance and preferences ==&lt;br /&gt;
&lt;br /&gt;
You are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. Appearance does not seem to affect anything.&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed while playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Inventory and pets ==&lt;br /&gt;
[[File:Adventurer mode inventory menu.PNG|500px|thumb|right|Inventory menu]]&lt;br /&gt;
&lt;br /&gt;
You can choose the weapons, (if any, given [[wrestling]] skill) armor and pets you start with. The menu is similar to fortress mode, but the amount of starting points depends on your status:&lt;br /&gt;
* Peasant - 55&lt;br /&gt;
* Hero - 255&lt;br /&gt;
* Demigod - 1255&lt;br /&gt;
&lt;br /&gt;
Items and pets share the same pool of points.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode character creation]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Guide_to_intelligent_wilderness_creatures_in_adventurer_mode&amp;diff=251913</id>
		<title>Guide to intelligent wilderness creatures in adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Guide_to_intelligent_wilderness_creatures_in_adventurer_mode&amp;diff=251913"/>
		<updated>2020-03-26T06:35:59Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Added link to 'animal man'&lt;/p&gt;
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'''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]].&lt;br /&gt;
&lt;br /&gt;
=== Size ===&lt;br /&gt;
&lt;br /&gt;
The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possible damage.) A simple punch from one of these creatures is enough to explode a human-sized foe's head, and they can also impale enemies with their tusks. &lt;br /&gt;
&lt;br /&gt;
Honorable mentions:&lt;br /&gt;
&lt;br /&gt;
* [[Sperm whale man]] (5 times bigger than elephant men but they drown on land)&lt;br /&gt;
&lt;br /&gt;
* [[Rhinoceros man]] (60% smaller, but still huge and has a horn to gore enemies)&lt;br /&gt;
&lt;br /&gt;
* [[Elephant seal man]] (males are the same size than rhinos, and also amphibious)&lt;br /&gt;
&lt;br /&gt;
Being too big (or small) for common armors has the downside of being unprotected and thus dying from infection, or from a lucky hit in the head. To make armor for non-dwarves, humans, or other sapient creatures in fortress mode, you must have at least one inhabitant of the species in question.&lt;br /&gt;
&lt;br /&gt;
=== Venom ===&lt;br /&gt;
&lt;br /&gt;
The most useful venoms are the ones powerful enough to paralyze a human-sized creature, thus stopping its breathing system and asphyxiating it. Therefore, the best animal men in this category are, by ascending size order (although the difference is too slight to be noticeable):&lt;br /&gt;
&lt;br /&gt;
* [[Black mamba man]]&lt;br /&gt;
&lt;br /&gt;
* [[King cobra man]]&lt;br /&gt;
&lt;br /&gt;
* [[Bushmaster man]]&lt;br /&gt;
&lt;br /&gt;
However, in adventure mode, [[syndrome]]s work 72 times slower than in fortress mode. So, in the vanilla game, you can kill your victim with weapons 5 times over, before the venom kills it. To make combat-relevant syndromes work properly in both modes, you can mod their timing for adventure mode (by dividing all their timers by 72) and then add DWF_STRETCH:72 after them to slow down the effect in fort mode so they don't take effect instantly.&lt;br /&gt;
&lt;br /&gt;
Honorable mentions: Strong pain syndromes may force foes to &amp;quot;give in to pain&amp;quot; faster. So, animal men with strong pain venom, like [[Adder man]] or [[Bark scorpion man]] may be a nice plus.&lt;br /&gt;
&lt;br /&gt;
=== Amphibious ===&lt;br /&gt;
&lt;br /&gt;
Amphibious creatures can breathe in or out of water, making them great for water exploration. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Capybara man]], for being able to wear dwarf-sized armor.&lt;br /&gt;
&lt;br /&gt;
* [[Elephant seal man]], males are the biggest (but females are much smaller)&lt;br /&gt;
&lt;br /&gt;
* [[Walrus man]], big and can gore foes with his tusks&lt;br /&gt;
&lt;br /&gt;
* [[Pond turtle man]], also able to retract in his shell (the shell becomes the only body part exposed to attacks)&lt;br /&gt;
&lt;br /&gt;
Honorable mentions:&lt;br /&gt;
&lt;br /&gt;
* [[Gila monster man]] and [[platypus man]] have a venomous attack (but its effect is just some pain and swelling)&lt;br /&gt;
&lt;br /&gt;
Alligator and Saltwater crocodile men look cool in this context, but some other amphibious animal men are bigger, and they are unable to jump like the animals they are based on.&lt;br /&gt;
&lt;br /&gt;
=== Flying ===&lt;br /&gt;
&lt;br /&gt;
Flying allows you to go up and down as if on stairs, but literally anywhere if there is no floor or ceiling. Great to fly over obstacles or even over ocean, and to escape ground foes. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Swan man]], the biggest flying animal man&lt;br /&gt;
&lt;br /&gt;
* [[Peregrine falcon man]], the fastest flying animal man, moving at the maximum gait of 87 kph.&lt;br /&gt;
&lt;br /&gt;
Honorable mention:&lt;br /&gt;
&lt;br /&gt;
* [[mosquito man|Mosquito women]] can suck blood with their trunks, which can be useful if you play a vampire.&lt;br /&gt;
&lt;br /&gt;
=== Arachnids ===&lt;br /&gt;
&lt;br /&gt;
Arachnid men have legendary-level skill in [[climbing]], feel no pain, no stun, no fear, are immune to paralysis, have extravision (do not need eyes to see), do not need to sleep, and most of them have venom. They also have 6 arms (and 2 pincers for scorpions), allowing them to carry 6 (or 8) weapons or shields. Since using several weapons during the same turn make them less accurate, the most optimal way to play is to use 5 (or 7) shields and a weapon, to have 5 (or 7) chances to block attacks. But hey, using 7 weapons looks much cooler. However, they are unable to swim and can't consume vegetable based food. The best ones are:&lt;br /&gt;
&lt;br /&gt;
* [[Brown recluse spider man]], who are also immune to webs (overpowered in DF). Their venom can also cause severe localized necrosis&lt;br /&gt;
&lt;br /&gt;
* [[Bark scorpion man]], who have two pincers on top of 6 arms, thus able to use 8 weapons or shields&lt;br /&gt;
&lt;br /&gt;
=== Shell ===&lt;br /&gt;
&lt;br /&gt;
Retracting in its shell protects from many attacks, as the shell becomes the only body part exposed to these. [[Giant Tortoise men]] are the biggest animal men able to do this.&lt;br /&gt;
&lt;br /&gt;
=== Wearing common armor ===&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear dwarf-sized armor and clothes:&lt;br /&gt;
&lt;br /&gt;
* [[Emu man]]&lt;br /&gt;
&lt;br /&gt;
* [[Wolf man]]&lt;br /&gt;
&lt;br /&gt;
* [[Capybara man]] (also amphibious)&lt;br /&gt;
&lt;br /&gt;
* [[Aardvark man]]&lt;br /&gt;
&lt;br /&gt;
* [[Cassowary man]]&lt;br /&gt;
&lt;br /&gt;
* [[Cheetah man]] (also runs fast)&lt;br /&gt;
&lt;br /&gt;
* [[Ibex man]]&lt;br /&gt;
&lt;br /&gt;
* [[Impala man]]&lt;br /&gt;
&lt;br /&gt;
* [[Leopard man]]&lt;br /&gt;
&lt;br /&gt;
* [[Mountain goat man]]&lt;br /&gt;
&lt;br /&gt;
* [[Sponge man]] (drowns outside of water)&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear human-sized armor and clothes. Both are also bigger than humans:&lt;br /&gt;
&lt;br /&gt;
* [[Jaguar man]]&lt;br /&gt;
&lt;br /&gt;
* [[Wild boar man]] (bigger than the former)&lt;br /&gt;
&lt;br /&gt;
The following animal people are able to wear both dwarf- and human-sized armor and clothes:&lt;br /&gt;
&lt;br /&gt;
* [[Cougar man]]&lt;br /&gt;
&lt;br /&gt;
* [[Hyena man]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=251888</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=251888"/>
		<updated>2020-03-25T08:16:04Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Character creation */ removed link&lt;/p&gt;
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{{Quality|Exceptional|Jan 2016}}&lt;br /&gt;
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&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see the [[Adventure mode quick start]]. &lt;br /&gt;
:''See [[Adventure mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
In '''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start out somewhere in one of your generated worlds. You can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]]. You can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 Rogue] or [http://en.wikipedia.org/wiki/Nethack Nethack] taking place in the same procedurally-generated worlds used for fortress mode. Whereas in fortress mode, you are in charge of a large group of people in real-time, restricted to a small parcel of land, in adventurer mode, you control a single character (or the party leader in 47.01) in a turn-based manner, roaming the entire world freely.&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat]]s. Dwarves are spread between &amp;quot;deep sites&amp;quot; which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and &amp;quot;hill dwarves&amp;quot; which inhabit a loose collection of [[hillock|mounds]] built into hillsides. Goblins typically live in [[dark fortress|dark fortresses]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and [[town]]s, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to &amp;quot;retire&amp;quot; the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode - however, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
:'' Main article: [[Adventurer mode character creation]]&lt;br /&gt;
=== Race and civilization ===&lt;br /&gt;
&lt;br /&gt;
In most standard games, playable races are dwarves, elves, and humans - all three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can start with steel weapons and enter a [[martial trance]] when fighting multiple foes at once. They wear &amp;quot;small&amp;quot;-sized clothing which means that they're unable to wear human clothes and armor.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed and a notably better sense of smell, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear small-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn.&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures''' are playable wild animals. Most wilderness creatures are [[animal people]]. They will not start with armor, or be able to wear armor sized for the more common races. They come in various sizes, shapes and abilities, and as such, a short description cannot be given.&lt;br /&gt;
&lt;br /&gt;
* You can also play as an '''Outsider''' - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. Playing as an outsider has many initial limitations - they possess no pre-existing relationships, or knowledge of various events and wildlife. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization.&lt;br /&gt;
&lt;br /&gt;
=== Status ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts.&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
&lt;br /&gt;
There are also '''Patience''' and '''Memory''' attributes that have no known effect in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game (except for skills that require you to already have some experience to improve further, such as swimming or reading).&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]].&lt;br /&gt;
&lt;br /&gt;
Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user]], [[Armor user]] and [[Dodger]], these skills improve character's ability to defend, using shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]].&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]], [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
A Novice level of Reading is required in order to become a [[Necromancer]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
:'' Main article: [[Adventurer mode gameplay]]&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend.&lt;br /&gt;
&lt;br /&gt;
You can also fast travel. Press {{k|T}} to enter fast travel mode and {{k|d}} to exit it.&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;
=== 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;
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll 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;
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;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&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).&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.&lt;br /&gt;
&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;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and you will be more vulnerable to ambush, so it is better to find a shelter before night.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to certain evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly.&lt;br /&gt;
&lt;br /&gt;
=== [[Combat#Adventurer mode|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;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. 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 require a further 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;
To attack with a ranged weapon, press the {{k|f}}key with a ranged weapon (bow, crossbow, etc.) equipped in one hand, and select the square where you want to attack. Similarly, use the {{k|t}} key to throw any random object in the same manner. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z-levels away from you. It is not possible to aim for specific body parts with ranged or thrown attacks.&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. &lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the [[Adventurer mode gameplay#Combat Preferences menu|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== [[Talking]] ===&lt;br /&gt;
&lt;br /&gt;
You can talk with people. 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;
After starting conversation you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
Note that you can press {{k|Esc}} to not choose anything. The conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Companions|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. 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}}. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&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.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven Trading-trees 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. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&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. 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;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in other civilizations. 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;
=== 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;
=== [[Adventurer mode gameplay#Create|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}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, buther, compose songs or dances or write books and scrolls.&lt;br /&gt;
&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===&lt;br /&gt;
&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;
==See also==&lt;br /&gt;
*[[Adventure mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start]]&lt;br /&gt;
&lt;br /&gt;
==A glimpse into the Future==&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
* Passage from &amp;quot;Shooting &amp;lt;s&amp;gt;for&amp;lt;/s&amp;gt; the sky&amp;quot;, the giant toad bone bound book by Nefil Blackbone the human necromancer :&lt;br /&gt;
&lt;br /&gt;
{{Quote|align=left|&lt;br /&gt;
... While seemingly absurd, the practice of one's abilities with a ranged weapon can be furthered by directing said weapon towards the sky. &lt;br /&gt;
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones. &lt;br /&gt;
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go. &lt;br /&gt;
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above. &lt;br /&gt;
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal. &lt;br /&gt;
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=251847</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=251847"/>
		<updated>2020-03-24T15:51:53Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: /* Local movement */ some animalmen are unable to jump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'' This is a detailed description of Adventurer mode gameplay. For a general overview of Adventurer mode, see [[Adventurer mode]].&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. Note that not every creature is able to jump. 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;
You can press {{k|S}} to set [[gait]] and to toogle sneak. Sneak 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;
:'' Main page: [[Combat#Adventurer mode|Combat]]&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
:'' Main page: [[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 [[town]]s (not [[hamlet]]s or [[castle]]s), 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, 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 rock&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;
At these sites you can trade, take quests, or talk with people:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[Fortress]]{{version|0.47.01}}&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}} &lt;br /&gt;
| [[Forest retreat]]&lt;br /&gt;
| Elves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|2:0:0}} {{Raw Tile|≡|2:0:0}} {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} &lt;br /&gt;
| [[Hamlet]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} &lt;br /&gt;
| [[Town]]&lt;br /&gt;
| Humans&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:0}} &lt;br /&gt;
| [[Monastery]]{{version|0.47.01}}&lt;br /&gt;
| ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These sites are populated with goblins, monsters or undead. You may want to go there for accomplishing a quest or just for [[fun]]:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[Fort]]{{version|0.47.01}}&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}} &lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
| Monsters?&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Undead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
:'' Main page: [[Adventurer mode F.A.Q.]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode gameplay]]&lt;/div&gt;</summary>
		<author><name>Tankistqazwsx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251841</id>
		<title>Adventurer mode character creation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=251841"/>
		<updated>2020-03-24T15:15:42Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Images, some info. image placement looks awful, but i can't make it better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
==Race and civilization==&lt;br /&gt;
[[File:Adventurer mode race choosing menu.PNG|500px|thumb|right|Race choosing menu]]&lt;br /&gt;
[[File:Adventurer mode civilization choosing menu.PNG|500px|thumb|right|Civilization choosing menu]]&lt;br /&gt;
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, however, adventure mode cannot be played.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear &amp;quot;small&amp;quot;-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.&lt;br /&gt;
&lt;br /&gt;
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.&lt;br /&gt;
&lt;br /&gt;
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such, a short description cannot be given; however, they will not start with armor, or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&lt;br /&gt;
Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.&lt;br /&gt;
&lt;br /&gt;
Outsiders will always try to begin in a populated site. Caves, and even lairs with [[megabeast]]s will be chosen, when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.&lt;br /&gt;
&lt;br /&gt;
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be available if they were part of a civilization. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]&lt;br /&gt;
You can choose the town you start at, your occupation (affects skills) and beliefs, if any.&lt;br /&gt;
&lt;br /&gt;
== Starting attributes ==&lt;br /&gt;
[[File:Adventure mode skills and attributes menu.PNG|500px|thumb|right|Attributes and skills choosing menu]]&lt;br /&gt;
[[Attribute]]s 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''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills, especially defensive ones, rely on it. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
=== Attribute advancement cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double starting value, or starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer started with an ''above average'' strength of 1,100, then their strength would ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely-important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes (unless you become a [[night creature]], that is).&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. &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;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventure are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, [[maul]]s, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use [[whip]]s and [[scourge]]s more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use [[pike]]s more effectively - like [[spear]]s, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General combat ===&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&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 keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&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 even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.&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. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in-game.&lt;br /&gt;
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
=== Movement and awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. 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, or possibly after an unfriendly encounter with a creature ''in'' the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while travelling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in the back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things:&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 make in-game, and doing so helps with Kinesthetic/Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including &amp;quot;☼Masterpiece☼&amp;quot;. Bone carving adventurers can also make bone figurines, and customize their appearance.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
=== General performance skills ===&lt;br /&gt;
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument-based performances, this is your all-around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Performance skills ===&lt;br /&gt;
[[File:Adventurer mode appearance menu.PNG|500px|thumb|right|Appearance choosing menu]]&lt;br /&gt;
[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]&lt;br /&gt;
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.&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]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers (''assuming the character has the zombie-making faculty to begin with''). You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything, anyway - except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.&lt;br /&gt;
&lt;br /&gt;
== Character appearance and preferences ==&lt;br /&gt;
&lt;br /&gt;
You are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. Appearance does not seem to affect anything.&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed while playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Inventory and pets ==&lt;br /&gt;
[[File:Adventurer mode inventory menu.PNG|500px|thumb|right|Inventory menu]]&lt;br /&gt;
&lt;br /&gt;
You can choose weapons, armor and pets you start with. The menu is similar to that in fortress mode, but starting points amount depends on your status:&lt;br /&gt;
* Peasant - 55&lt;br /&gt;
* Hero - 255&lt;br /&gt;
* Demigod - 1255&lt;br /&gt;
&lt;br /&gt;
Items and pets share the same pool of point.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode character creation]]&lt;/div&gt;</summary>
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		<updated>2020-03-24T14:53:54Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode pet menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:51:42Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode inventory menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:49:28Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode personality customization.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:47:58Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode personality overview.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:46:12Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode appearance menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:42:26Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventure mode skills and attributes menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:36:17Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode home choosing menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:34:20Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode civilization choosing menu.PNG&lt;/p&gt;
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		<updated>2020-03-24T14:27:13Z</updated>

		<summary type="html">&lt;p&gt;Tankistqazwsx: Tankistqazwsx uploaded a new version of File:Adventurer mode race choosing menu.PNG&lt;/p&gt;
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