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		<id>https://dwarffortresswiki.org/index.php?title=Quest&amp;diff=306781</id>
		<title>Quest</title>
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		<updated>2025-01-31T20:45:23Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:quest_preview.jpg|thumb|350px|right|&amp;quot;We gotta find someone's wooden crown in ''THAT?!''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Jonás López Moreno''&amp;lt;/small&amp;gt;]]'''Quests''' can be completed by [[adventure mode|adventurers]] (and NPCs, who will actively seek out quest targets during both [[world generation]] and in play) to raise their [[reputation]]. Adventurers can start out in (or join) certain groups to be tasked with quests by a commander. Objectives can range from slaying monsters, to retrieving lost [[artifact]]s (or [https://dwarffortresswiki.org/index.php/Quest#Rescue children]). [[Rumor]]s help spread and circulate information relevant to quests.&lt;br /&gt;
&lt;br /&gt;
== Quest log ==&lt;br /&gt;
{{old|v=0.44.01}}&lt;br /&gt;
&lt;br /&gt;
The '''quest log''' menu displays everything known by the adventurer about the world, and is important for quests. Adventurers always start out with information about their local area, unless they began as outsiders - as they explore and discover new things, the log will actively fill up with new information.&lt;br /&gt;
&lt;br /&gt;
Press {{k|Q}} to open the menu. The log can also be opened from the [[fast travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:&lt;br /&gt;
&lt;br /&gt;
* {{k|e}} '''Events''': Events that are happening or have happened in the past.&lt;br /&gt;
* {{k|a}} '''Agreements''': The adventurer's existing and previous agreements with leaders and companions.&lt;br /&gt;
* {{k|p}} '''People''': People, other historical figures, and their relationships to the adventurer.&lt;br /&gt;
* {{k|s}} '''Sites''': Various sites around the world. Only sites that are shown on the map are listed.&lt;br /&gt;
* {{k|g}} '''Groups''': Entities and their relationships to the adventurer. This includes civilizations, site governments, bandit gangs, etc.&lt;br /&gt;
* {{k|r}} '''Regions''': Regions of the world. 'Additional information' will list the biomes the region possesses.&lt;br /&gt;
* {{k|b}} '''Bestiary''': [[Creature]]s encountered by the adventurer, along with their descriptions, where to find them, and how many were slain.&lt;br /&gt;
* {{k|A}} '''Artifacts''': Various known artifacts, their descriptions, and their last known whereabouts. Artifacts are only logged after their (rumored) whereabouts become known.&lt;br /&gt;
* {{k|i}} '''Intrigue''': Criminal networks. Pressing {{k|Tab}} cycles through '''Actors''', '''Organizations''', and '''Plots'''.&lt;br /&gt;
&lt;br /&gt;
On the right side of the screen is a list of names, which can be searched using the {{K|f}}ilter. On the left is either a navigable world map, or information of the highlighted name. The {{k|m}} key will alternate between the map and info.&lt;br /&gt;
&lt;br /&gt;
On the map screen, navigate using the arrow keys or numpad. To pinpoint a known site, select the site's name and press {{k|z}} to center the cursor {{Tile|O|3:1}} to the site on the map. A green line will be drawn between the player's location {{Tile|@|7:0}} and the site. The line can be disabled with {{k|l}}. Press {{k|c}} to recenter the cursor back to the player's current location. Centering to a site in the same world tile with the player's location will cause the map to zoom into local view and display the player's position and the site tiles. Events, groups, regions, and creatures in the bestiary can also be centered on the map if their whereabouts are known.&lt;br /&gt;
&lt;br /&gt;
The world map can contain unexplored areas that become visible once they are discovered. The initial uncovered range is dependent on the territorial extent of the character's starting civilization. Starting out as an outsider (no civ) will mean that the entire map, except for the starting area, will be hidden.&lt;br /&gt;
&lt;br /&gt;
=== Key bindings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}} || Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}} || Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} || View events&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}} || View agreements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}} || View people&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}} || View sites&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}} || View groups&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}} || View regions&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}} || View bestiary&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} || View artifacts&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}} || View intrigue&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}} || Toggle map/info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}} || Recenter on selected&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}} || Recenter on current location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}} || Toggle line&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}} || Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+|-|*|/}} || Select from list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} || Navigate the map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
Commanders, or quest givers, are [[position]] holders that can assign orders to their subordinates (the [[squad]]). There are four positions known to give out quests: the [[captain of the guard]], a lord/lady, and the leaders of [[bandit]] and [[outcast]] groups. With the exception of the captain of the guard, commanders flash on screen. Elven civilizations do not have quest givers. Adventurers automatically start off as subordinates if the player selected the &amp;quot;hearthperson&amp;quot; occupation in the character creation screen.&lt;br /&gt;
&lt;br /&gt;
Adventurers can join existing squads by speaking to a commander and selecting {{DFtext|Ask to become a &amp;lt;squad&amp;gt;}}. Adventurers must have a reputable status as a killer, hero, or hunter before commanders will accept them.{{verify}} Adventurers cannot join more than one squad; joining another will cause them to leave the old squad.&lt;br /&gt;
&lt;br /&gt;
Attacking the commander will cause the standard hostile reaction, but it does not cancel the current agreement. If the commander dies in any way before the completion report can be given, the report can be given to the next person that takes up the position, which automatically happens after a while.&lt;br /&gt;
&lt;br /&gt;
By claiming leadership over a site, characters can become a lord or lady and create their own squad of hearthpersons, but they cannot give out quest orders.&lt;br /&gt;
&lt;br /&gt;
In order for a position to send out quests in adventure mode, it requires the tokens {{token|RESPONSIBILITY|po|LAW_ENFORCEMENT}} and a {{token|SQUAD|po}}. If the entity is using {{token|SITE_VARIABLE_POSITIONS|e}}, it needs to include the {{tt|LAW_ENFORCEMENT}} responsibility to generate hearthpersons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of commanders&lt;br /&gt;
! Civilization&lt;br /&gt;
! Squad member&lt;br /&gt;
! Commander&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
| [[Fortress guard]]&lt;br /&gt;
| [[Captain of the guard]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[Goblin]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Hearthperson&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lord/Lady&lt;br /&gt;
| [[Dark fortress]], [[Dark pits]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Human]]&lt;br /&gt;
| [[Mead hall]]&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness&lt;br /&gt;
| [[Keep]]&lt;br /&gt;
|-&lt;br /&gt;
| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lieutenant&lt;br /&gt;
| [[Bandit|Bandit leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Camp]], conquered site/structure&lt;br /&gt;
|-&lt;br /&gt;
| Human&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Outcast|Outcast leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Catacombs]], [[Dungeon]], [[Sewers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Civilizations with {{token|BANDITRY|e}}. By default, this includes humans, goblins, and kobolds.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only human collections of outcasts have leaders.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Bandit and outcast leaders have unique titles (''chief'', ''ringleader'', ''warlord'', etc.).&lt;br /&gt;
&lt;br /&gt;
== Process ==&lt;br /&gt;
&lt;br /&gt;
=== Receiving a quest ===&lt;br /&gt;
&lt;br /&gt;
To receive a quest, talk to the commander and select {{DFtext|Request duty or advice pertaining to service as a &amp;lt;squad&amp;gt;}}. The commander will assign an order, including additional information about the target. The details and status of the quest can be checked in the agreements log; quests are identifiable with {{DFtext|Order:}}.&lt;br /&gt;
&lt;br /&gt;
Players are not given the choice to choose a specific quest, nor can they request more than one quest at a time. The order cannot be cancelled and players are required to complete it before they are able to receive another quest. The status will turn from {{DFtext|Not yet completed}} to {{DFtext|Complete: report back|2:1}} once the objective is completed successfully.&lt;br /&gt;
&lt;br /&gt;
Leaving the squad will remove any current orders from the agreements log, but it won't actually cancel the quest. The quest order reappears in the log after returning back to the squad, and players can still complete it per usual.&lt;br /&gt;
&lt;br /&gt;
=== Completing a quest ===&lt;br /&gt;
&lt;br /&gt;
Once the quest is complete, report back to the commander and select: {{DFtext|Give report pertaining to service as a &amp;lt;squad&amp;gt;}}. The quest will finish and its record will disappear from the agreements log. You can ask for a new quest afterwards.&lt;br /&gt;
&lt;br /&gt;
Commanders can run out of quests, such that when asked for more, they say: {{DFtext|You may enjoy these times of peace, but remain vigilant.|7:1}}&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Any action committed in a quest will affect the character's [[reputation]]. Upon completion of a quest, the commander will automatically share the adventurer's incidents. To speed this process, adventurers can also spread rumors about themselves on their own. The easiest way to spread news is to talk to someone and choose:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Bring up specific incident or rumor}}&lt;br /&gt;
&lt;br /&gt;
Pick an incident to tell to the person. Rumors can be {{k|f}}iltered with specific keywords to help faster searches. For example, typing &amp;quot;{{tt|conflict}}&amp;quot; or &amp;quot;{{tt|fight}}&amp;quot; in the filter will only show combat events. By spreading rumors, news of acts will eventually spread throughout the land, and the character's reputation will slowly build up.&lt;br /&gt;
&lt;br /&gt;
People with different personalities, values, and affiliations have varying responses towards certain actions. Reputation is based on an individual's or entity's personal view of your character.&lt;br /&gt;
&lt;br /&gt;
Adventurers performing good and heroic deeds will eventually earn the title of a legendary hero. They will earn respect from others, and taverns will provide free or discounted services and accommodations as thanks. The more amazing the action is, the bigger the impact it will make to the reputation. Keep in mind that accumulated reputation, specifically heroism, can be ruined if the adventurer acts badly. For instance, if word manages to leak out about the character murdering an innocent peasant, the character will become an enemy of the people regardless of previous good deeds.&lt;br /&gt;
&lt;br /&gt;
== Doing quests without a commander ==&lt;br /&gt;
&lt;br /&gt;
=== Temple Quest ===&lt;br /&gt;
You can take on a quest for a religious sect by speaking to a religious leader (a [[Priest]] or higher) (Usually found at a [[temple]] ''&amp;lt;small&amp;gt;Though it seems to work even if they aren't at a temple.&amp;lt;/small&amp;gt;'') and selecting {{DFtext|Offer Service}} from the [[Talking|conversation]] menu.&lt;br /&gt;
This quest plays out much like a commander’s quest—except instead of military orders, the priest will send you on a divine errand to recover an [[artifact]], usually a [[Primordial remnant|Primordial Remnant]].&lt;br /&gt;
&lt;br /&gt;
=== Self Guided Quest ===&lt;br /&gt;
:''See also: [[Rumor]]''&lt;br /&gt;
&lt;br /&gt;
Players can earn heroic reputation without a commander—perhaps the adventurer needs a worthy kill first before becoming a hearthperson. Adventurers may already start off knowing a few potential opportunities, seen in the events log.&lt;br /&gt;
&lt;br /&gt;
To learn about a potential target, talk to someone and select: {{DFtext|Inquire about any troubles}}. The person will reply with a list of known troubles - choose a type of trouble from the list, and they'll respond with a specific incident of that type. For incidents involving objects or groups, the basic reply structure appears as:&lt;br /&gt;
&lt;br /&gt;
* Trouble pertaining to a creature: {{DFtext|(...) &amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;. Seek this place if you wish to confront &amp;lt;creature&amp;gt;. (...)|7:1}}&lt;br /&gt;
* Trouble pertaining to a group: {{DFtext|(...) They have a &amp;lt;site&amp;gt; called &amp;lt;site name&amp;gt; somewhere in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
* Trouble pertaining to an artifact{{v|0.44.01}}&lt;br /&gt;
** if the speaker wants it: {{DFtext|I desire that &amp;lt;artifact&amp;gt; be returned(...) Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if the speaker is part of a group that wants it: {{DFtext|Speaking as a representative of &amp;lt;entity&amp;gt;, it is important that &amp;lt;artifact&amp;gt; be returned(...) It should be brought to &amp;lt;structure name&amp;gt; in &amp;lt;site name&amp;gt;. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if another person wants it: {{DFtext|&amp;lt;Creature&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if a group wants it: {{DFtext|&amp;lt;Creature&amp;gt; of &amp;lt;entity&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
You are then given the option to ask further questions about the information of the location and whereabouts. Once satisfied with the info, set forth on the objective.&lt;br /&gt;
&lt;br /&gt;
== Finding quest locations and objects ==&lt;br /&gt;
&lt;br /&gt;
Completing a quest requires searching for the location of the quest object, which can be difficult at first. If the location was already acquired from someone, open the {{k|Q}}uest log and select the event or entity from the relevant list to find out where it is on the map. If the location is known, the &amp;quot;Recenter on current location&amp;quot; option will be available. Press {{k|z}} to recenter the cursor to the location of the quest object on the map. If the location is unknown, players can {{DFtext|Ask for directions}} to a person.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a site ===&lt;br /&gt;
&lt;br /&gt;
To find the location of a site on the map: &lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;site name&amp;gt;}}.&lt;br /&gt;
# If they know the location, they will reply:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|&amp;lt;Site name&amp;gt; is a &amp;lt;length of the travel&amp;gt; to the &amp;lt;direction&amp;gt;. [You received a detailed description.]|7:1}}&lt;br /&gt;
&lt;br /&gt;
The site will be listed in the quest log and become searchable on the world map. If they do not know the location, they will either state their lack of knowledge or advise to look for a more well-informed person nearby to ask - fellow travelers, as well as position/occupation holders (e.g. leaders, nobles, tavern keepers) are usually more knowledgeable about the goings-on of the world. People can also be asked to guide adventurers to a location, becoming temporary companions until arriving at the destination.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a creature ===&lt;br /&gt;
&lt;br /&gt;
To find the site where a creature is located:&lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;creature&amp;gt;}}.&lt;br /&gt;
# If they know the whereabouts, they will reply {{DFtext|&amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Once at the site, to find the exact location of the creature (such as a hiding vampire), ask for whereabouts again to one of the locals. If the creature lives in a [[structure]], they will say {{DFtext|We are in &amp;lt;site name&amp;gt;. Search first in &amp;lt;structure&amp;gt; to the &amp;lt;direction&amp;gt;.|7:1}} Once at the correct structure, asking once more will give the response {{DFtext|Must be right around here somewhere.|7:1}} In the current version, this is broken.{{bug}} {{verify}} When the precise location is unknown, they will instead say {{DFtext|I'm not sure exactly where to look.|7:1}}&lt;br /&gt;
&lt;br /&gt;
It can also be determined whether a creature is on the move or already dead by asking for its whereabouts. &amp;quot;On the move&amp;quot; means that the creature is not present in any site or structure and is currently wandering outside (or underground), possibly travelling between sites. By chance, targeted creatures can be encountered while travelling (they appear as {{Tile|*|7:0}} in the fast travel map). If the targeted creature is discovered to be already dead and the quest required killing the creature, then simply return to the commander; as its death counts as completion of the order. It is useful to remember that some creatures follow a day-night active cycle. For example, [[night troll]]s are nocturnal, so they usually remain in their lairs during the day and wander outside when night falls.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of an artifact ===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Types of quests ==&lt;br /&gt;
&lt;br /&gt;
There are three types of quests that can be offered from the commander. Each quest and the type of target can affect different reputations. Commanders always present quests in this sequence: on-site drive off quests, all kill quests, off-site drive off quests, then trouble quests.&lt;br /&gt;
&lt;br /&gt;
=== Kill ===&lt;br /&gt;
&lt;br /&gt;
A kill quest requires the character to search for and slay a particular beast. Quest targets include [[megabeast]]s, [[semi-megabeast]]s, [[titan]]s, and [[forgotten beast]]s. Less powerful creatures include [[night troll]]s and [[vampire]]s. Wild animals with {{token|LARGE_PREDATOR|c}} have a chance to start attacking civilizations and become kill quest targets as well. Kill quests raise the hero reputation, and the hunter reputation is also raised for slaying large predators. The difficulty of the quest critter affects the amount of reputation (e.g. defeating a dragon vs. a dingo).&lt;br /&gt;
&lt;br /&gt;
[[Werebeast]]s are not one of the beasts that can be targeted, though there are [[string dump|strings]] that imply dialogue for werebeast quests.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Drive off ===&lt;br /&gt;
&lt;br /&gt;
A drive off quest requires the character to rout an enemy/criminal group from a site. Targeted groups include [[outcast]]s, [[bandit]]s, [[kobold]]s, [[necromancer]]s, and [[war]]ring civilizations. Drive off quests can raise the &amp;quot;hero&amp;quot; and &amp;quot;protector of the weak&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
The quest implies chasing or leading the targeted members out of their location, but that is not necessary to complete the quest. It is also not required to attack or kill anyone to complete the quest, merely encountering the enemy (i.e., the enemy spots the player) then immediately returning back is usually sufficient to qualify as completion. No reputation will be acquired through this way, however, since the main source of reputation from this quest is from slaying the enemies.&lt;br /&gt;
&lt;br /&gt;
Driving off necromancer groups or site governments from warring civilizations is impossible to complete.{{bug|9995}} [[Insurrection]]s do not seem to be the solution.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Trouble ===&lt;br /&gt;
&lt;br /&gt;
A trouble quest appears when the character's civilization is in &amp;quot;brewing trouble&amp;quot; with another civilization due to a dispute— which generally means [[war]] is near. The quest requires the character go to an opposing civ's site and &amp;quot;cause trouble&amp;quot; for the local residents. Quest givers will give directions to the nearest site controlled by the opposing civilization.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown what actions are required to complete this quest. Attacking, killing, murdering, robbing, harassing, and arguing with the inhabitants does not seem to work, nor does causing insurrections seem to be the solution. It is possible that trouble quests may be bugged.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Non-commander quests ===&lt;br /&gt;
&lt;br /&gt;
These objectives are never ordered by commanders, but they are included among the various troubles. Unique reputations can be attained by fulfilling these objectives. Adventurers must seek for these quests on their own.&lt;br /&gt;
&lt;br /&gt;
==== Artifact ====&lt;br /&gt;
&lt;br /&gt;
An artifact quest involves the retrieval of an [[artifact]] for another person or group.{{v|0.44.01}} Artifact quests raise the &amp;quot;treasure hunter&amp;quot; reputation. There is also a sub-type artifact quest that involves returning [[book]]s to a [[library]]; this sub-type quest raises the &amp;quot;protector of knowledge&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be properly given back to the owners by using the barter system, accessible by speaking to the owner and selecting {{DFtext|Exchange, give, take, or show personal items}}. They can also be dropped or placed in the structure, but no reputation will be gained from this method.  &lt;br /&gt;
&lt;br /&gt;
Library quests work a little differently - when a book is shown to one of the scholars working for the library in the barter screen, they will request for the book to be donated to the library. Do ''not'' give a book to a scholar; it will register as being in the scholar's personal possession and not the library itself - drop or place a book inside the structure instead, and the book will automatically become part of that library. Donating original books provides more reputation than copies.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Amusingly, players can take an artifact from a structure, leave and wait for a while, then come back to return the artifact and be praised for &amp;quot;finding&amp;quot; it for the owner. Adventurers can even gain reputation from this method.&lt;br /&gt;
&lt;br /&gt;
Spread rumors about the specific deed by selecting the appropriate event in the incident/rumor menu. Filter keywords are ''artifact'' and the artifact's name/title.&lt;br /&gt;
&lt;br /&gt;
* For regular artifact quests: {{DFtext|Bring up your giving of &amp;lt;artifact&amp;gt; to &amp;lt;creature&amp;gt; (in &amp;lt;structure&amp;gt;) in &amp;lt;site&amp;gt;}}&lt;br /&gt;
* For book quests: {{DFtext|Bring up your placement of &amp;lt;book&amp;gt; in &amp;lt;library&amp;gt; in &amp;lt;site&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
A rescue quest involves the retrieval of abducted [[children]] who were taken away by goblin [[snatcher]]s and imprisoned at [[dark fortress]]es. Prisoners can be found under the central dark tower in prison cells. After greeting a prisoner, there is the option to save the prisoner. Saving lets them join the adventurer's party (the agreement is identified as &amp;quot;Rescue&amp;quot; in the agreements log). Rescue quests raise the &amp;quot;hero&amp;quot; reputation to legendary for the reunited prisoner and family only. The act of rescue is not recorded in the incident/rumor list, so this reputation cannot be shared to others.&lt;br /&gt;
&lt;br /&gt;
Freed prisoners can be returned to their families, or get adopted by someone. To learn about the location of living family members, talk to the former prisoner and select {{DFtext|Bring up the journey together}}. Former prisoners automatically conclude the rescue agreement when they see and reunite with their family members.&lt;br /&gt;
&lt;br /&gt;
To get someone to adopt a former prisoner, talk to someone and select {{DFtext|Ask favor, place request, make demand or issue order}}, then select {{DFtext|Ask listener to adopt &amp;lt;former prisoner&amp;gt;}}. People with high family [[value]]s (e.g. most dwarves) are more willing to adopt. More than one person can be taken in by a single adopter.&lt;br /&gt;
&lt;br /&gt;
Warriors can be recruited to aid in the rescue of a prisoner; mention the abduction to a warrior (from the incident/rumor menu) to bring up the option: {{DFtext|Ask listener to join you in a rescue}}. The agreement will end once the prisoner finds a home.&lt;br /&gt;
&lt;br /&gt;
People can suddenly become hostile to a prisoner after the prisoner has been reunited with their family – this includes the family members of the prisoner themselves.{{bug|9935}} This usually results in a [[loyalty cascade]], and a rather tragic and short-lived reunion.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mission]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = iseth&lt;br /&gt;
| elvish  = elabe&lt;br /&gt;
| goblin  = osmod&lt;br /&gt;
| human   = akul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Quest]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quest&amp;diff=306780</id>
		<title>Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quest&amp;diff=306780"/>
		<updated>2025-01-31T20:43:54Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Ading some clarification, i dont have  acitation for this its just something i noticed and didnt think to screenshot at the time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:quest_preview.jpg|thumb|350px|right|&amp;quot;We gotta find someone's wooden crown in ''THAT?!''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Jonás López Moreno''&amp;lt;/small&amp;gt;]]'''Quests''' can be completed by [[adventure mode|adventurers]] (and NPCs, who will actively seek out quest targets during both [[world generation]] and in play) to raise their [[reputation]]. Adventurers can start out in (or join) certain groups to be tasked with quests by a commander. Objectives can range from slaying monsters, to retrieving lost [[artifact]]s (or [https://dwarffortresswiki.org/index.php/Quest#Rescue children]). [[Rumor]]s help spread and circulate information relevant to quests.&lt;br /&gt;
&lt;br /&gt;
== Quest log ==&lt;br /&gt;
{{old|v=0.44.01}}&lt;br /&gt;
&lt;br /&gt;
The '''quest log''' menu displays everything known by the adventurer about the world, and is important for quests. Adventurers always start out with information about their local area, unless they began as outsiders - as they explore and discover new things, the log will actively fill up with new information.&lt;br /&gt;
&lt;br /&gt;
Press {{k|Q}} to open the menu. The log can also be opened from the [[fast travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:&lt;br /&gt;
&lt;br /&gt;
* {{k|e}} '''Events''': Events that are happening or have happened in the past.&lt;br /&gt;
* {{k|a}} '''Agreements''': The adventurer's existing and previous agreements with leaders and companions.&lt;br /&gt;
* {{k|p}} '''People''': People, other historical figures, and their relationships to the adventurer.&lt;br /&gt;
* {{k|s}} '''Sites''': Various sites around the world. Only sites that are shown on the map are listed.&lt;br /&gt;
* {{k|g}} '''Groups''': Entities and their relationships to the adventurer. This includes civilizations, site governments, bandit gangs, etc.&lt;br /&gt;
* {{k|r}} '''Regions''': Regions of the world. 'Additional information' will list the biomes the region possesses.&lt;br /&gt;
* {{k|b}} '''Bestiary''': [[Creature]]s encountered by the adventurer, along with their descriptions, where to find them, and how many were slain.&lt;br /&gt;
* {{k|A}} '''Artifacts''': Various known artifacts, their descriptions, and their last known whereabouts. Artifacts are only logged after their (rumored) whereabouts become known.&lt;br /&gt;
* {{k|i}} '''Intrigue''': Criminal networks. Pressing {{k|Tab}} cycles through '''Actors''', '''Organizations''', and '''Plots'''.&lt;br /&gt;
&lt;br /&gt;
On the right side of the screen is a list of names, which can be searched using the {{K|f}}ilter. On the left is either a navigable world map, or information of the highlighted name. The {{k|m}} key will alternate between the map and info.&lt;br /&gt;
&lt;br /&gt;
On the map screen, navigate using the arrow keys or numpad. To pinpoint a known site, select the site's name and press {{k|z}} to center the cursor {{Tile|O|3:1}} to the site on the map. A green line will be drawn between the player's location {{Tile|@|7:0}} and the site. The line can be disabled with {{k|l}}. Press {{k|c}} to recenter the cursor back to the player's current location. Centering to a site in the same world tile with the player's location will cause the map to zoom into local view and display the player's position and the site tiles. Events, groups, regions, and creatures in the bestiary can also be centered on the map if their whereabouts are known.&lt;br /&gt;
&lt;br /&gt;
The world map can contain unexplored areas that become visible once they are discovered. The initial uncovered range is dependent on the territorial extent of the character's starting civilization. Starting out as an outsider (no civ) will mean that the entire map, except for the starting area, will be hidden.&lt;br /&gt;
&lt;br /&gt;
=== Key bindings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}} || Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}} || Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} || View events&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}} || View agreements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}} || View people&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}} || View sites&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}} || View groups&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}} || View regions&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}} || View bestiary&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} || View artifacts&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}} || View intrigue&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}} || Toggle map/info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}} || Recenter on selected&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}} || Recenter on current location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}} || Toggle line&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}} || Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+|-|*|/}} || Select from list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} || Navigate the map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
Commanders, or quest givers, are [[position]] holders that can assign orders to their subordinates (the [[squad]]). There are four positions known to give out quests: the [[captain of the guard]], a lord/lady, and the leaders of [[bandit]] and [[outcast]] groups. With the exception of the captain of the guard, commanders flash on screen. Elven civilizations do not have quest givers. Adventurers automatically start off as subordinates if the player selected the &amp;quot;hearthperson&amp;quot; occupation in the character creation screen.&lt;br /&gt;
&lt;br /&gt;
Adventurers can join existing squads by speaking to a commander and selecting {{DFtext|Ask to become a &amp;lt;squad&amp;gt;}}. Adventurers must have a reputable status as a killer, hero, or hunter before commanders will accept them.{{verify}} Adventurers cannot join more than one squad; joining another will cause them to leave the old squad.&lt;br /&gt;
&lt;br /&gt;
Attacking the commander will cause the standard hostile reaction, but it does not cancel the current agreement. If the commander dies in any way before the completion report can be given, the report can be given to the next person that takes up the position, which automatically happens after a while.&lt;br /&gt;
&lt;br /&gt;
By claiming leadership over a site, characters can become a lord or lady and create their own squad of hearthpersons, but they cannot give out quest orders.&lt;br /&gt;
&lt;br /&gt;
In order for a position to send out quests in adventure mode, it requires the tokens {{token|RESPONSIBILITY|po|LAW_ENFORCEMENT}} and a {{token|SQUAD|po}}. If the entity is using {{token|SITE_VARIABLE_POSITIONS|e}}, it needs to include the {{tt|LAW_ENFORCEMENT}} responsibility to generate hearthpersons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of commanders&lt;br /&gt;
! Civilization&lt;br /&gt;
! Squad member&lt;br /&gt;
! Commander&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
| [[Fortress guard]]&lt;br /&gt;
| [[Captain of the guard]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[Goblin]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Hearthperson&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lord/Lady&lt;br /&gt;
| [[Dark fortress]], [[Dark pits]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Human]]&lt;br /&gt;
| [[Mead hall]]&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness&lt;br /&gt;
| [[Keep]]&lt;br /&gt;
|-&lt;br /&gt;
| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lieutenant&lt;br /&gt;
| [[Bandit|Bandit leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Camp]], conquered site/structure&lt;br /&gt;
|-&lt;br /&gt;
| Human&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Outcast|Outcast leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Catacombs]], [[Dungeon]], [[Sewers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Civilizations with {{token|BANDITRY|e}}. By default, this includes humans, goblins, and kobolds.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only human collections of outcasts have leaders.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Bandit and outcast leaders have unique titles (''chief'', ''ringleader'', ''warlord'', etc.).&lt;br /&gt;
&lt;br /&gt;
== Process ==&lt;br /&gt;
&lt;br /&gt;
=== Receiving a quest ===&lt;br /&gt;
&lt;br /&gt;
To receive a quest, talk to the commander and select {{DFtext|Request duty or advice pertaining to service as a &amp;lt;squad&amp;gt;}}. The commander will assign an order, including additional information about the target. The details and status of the quest can be checked in the agreements log; quests are identifiable with {{DFtext|Order:}}.&lt;br /&gt;
&lt;br /&gt;
Players are not given the choice to choose a specific quest, nor can they request more than one quest at a time. The order cannot be cancelled and players are required to complete it before they are able to receive another quest. The status will turn from {{DFtext|Not yet completed}} to {{DFtext|Complete: report back|2:1}} once the objective is completed successfully.&lt;br /&gt;
&lt;br /&gt;
Leaving the squad will remove any current orders from the agreements log, but it won't actually cancel the quest. The quest order reappears in the log after returning back to the squad, and players can still complete it per usual.&lt;br /&gt;
&lt;br /&gt;
=== Completing a quest ===&lt;br /&gt;
&lt;br /&gt;
Once the quest is complete, report back to the commander and select: {{DFtext|Give report pertaining to service as a &amp;lt;squad&amp;gt;}}. The quest will finish and its record will disappear from the agreements log. You can ask for a new quest afterwards.&lt;br /&gt;
&lt;br /&gt;
Commanders can run out of quests, such that when asked for more, they say: {{DFtext|You may enjoy these times of peace, but remain vigilant.|7:1}}&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Any action committed in a quest will affect the character's [[reputation]]. Upon completion of a quest, the commander will automatically share the adventurer's incidents. To speed this process, adventurers can also spread rumors about themselves on their own. The easiest way to spread news is to talk to someone and choose:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Bring up specific incident or rumor}}&lt;br /&gt;
&lt;br /&gt;
Pick an incident to tell to the person. Rumors can be {{k|f}}iltered with specific keywords to help faster searches. For example, typing &amp;quot;{{tt|conflict}}&amp;quot; or &amp;quot;{{tt|fight}}&amp;quot; in the filter will only show combat events. By spreading rumors, news of acts will eventually spread throughout the land, and the character's reputation will slowly build up.&lt;br /&gt;
&lt;br /&gt;
People with different personalities, values, and affiliations have varying responses towards certain actions. Reputation is based on an individual's or entity's personal view of your character.&lt;br /&gt;
&lt;br /&gt;
Adventurers performing good and heroic deeds will eventually earn the title of a legendary hero. They will earn respect from others, and taverns will provide free or discounted services and accommodations as thanks. The more amazing the action is, the bigger the impact it will make to the reputation. Keep in mind that accumulated reputation, specifically heroism, can be ruined if the adventurer acts badly. For instance, if word manages to leak out about the character murdering an innocent peasant, the character will become an enemy of the people regardless of previous good deeds.&lt;br /&gt;
&lt;br /&gt;
== Doing quests without a commander ==&lt;br /&gt;
&lt;br /&gt;
=== Temple Quest ===&lt;br /&gt;
You can take on a quest for a religious sect by speaking to a religious leader (a [[Priest]] or higher) (usually found at a [[temple]] ''&amp;lt;small&amp;gt;Though it seems to work even if they aren't at a temple.&amp;lt;/small&amp;gt;'') and selecting {{DFtext|Offer Service}} from the [[Talking|conversation]] menu.&lt;br /&gt;
This quest plays out much like a commander’s quest—except instead of military orders, the priest will send you on a divine errand to recover an [[artifact]], usually a [[Primordial remnant|Primordial Remnant]].&lt;br /&gt;
&lt;br /&gt;
=== Self Guided Quest ===&lt;br /&gt;
:''See also: [[Rumor]]''&lt;br /&gt;
&lt;br /&gt;
Players can earn heroic reputation without a commander—perhaps the adventurer needs a worthy kill first before becoming a hearthperson. Adventurers may already start off knowing a few potential opportunities, seen in the events log.&lt;br /&gt;
&lt;br /&gt;
To learn about a potential target, talk to someone and select: {{DFtext|Inquire about any troubles}}. The person will reply with a list of known troubles - choose a type of trouble from the list, and they'll respond with a specific incident of that type. For incidents involving objects or groups, the basic reply structure appears as:&lt;br /&gt;
&lt;br /&gt;
* Trouble pertaining to a creature: {{DFtext|(...) &amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;. Seek this place if you wish to confront &amp;lt;creature&amp;gt;. (...)|7:1}}&lt;br /&gt;
* Trouble pertaining to a group: {{DFtext|(...) They have a &amp;lt;site&amp;gt; called &amp;lt;site name&amp;gt; somewhere in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
* Trouble pertaining to an artifact{{v|0.44.01}}&lt;br /&gt;
** if the speaker wants it: {{DFtext|I desire that &amp;lt;artifact&amp;gt; be returned(...) Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if the speaker is part of a group that wants it: {{DFtext|Speaking as a representative of &amp;lt;entity&amp;gt;, it is important that &amp;lt;artifact&amp;gt; be returned(...) It should be brought to &amp;lt;structure name&amp;gt; in &amp;lt;site name&amp;gt;. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if another person wants it: {{DFtext|&amp;lt;Creature&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if a group wants it: {{DFtext|&amp;lt;Creature&amp;gt; of &amp;lt;entity&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
You are then given the option to ask further questions about the information of the location and whereabouts. Once satisfied with the info, set forth on the objective.&lt;br /&gt;
&lt;br /&gt;
== Finding quest locations and objects ==&lt;br /&gt;
&lt;br /&gt;
Completing a quest requires searching for the location of the quest object, which can be difficult at first. If the location was already acquired from someone, open the {{k|Q}}uest log and select the event or entity from the relevant list to find out where it is on the map. If the location is known, the &amp;quot;Recenter on current location&amp;quot; option will be available. Press {{k|z}} to recenter the cursor to the location of the quest object on the map. If the location is unknown, players can {{DFtext|Ask for directions}} to a person.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a site ===&lt;br /&gt;
&lt;br /&gt;
To find the location of a site on the map: &lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;site name&amp;gt;}}.&lt;br /&gt;
# If they know the location, they will reply:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|&amp;lt;Site name&amp;gt; is a &amp;lt;length of the travel&amp;gt; to the &amp;lt;direction&amp;gt;. [You received a detailed description.]|7:1}}&lt;br /&gt;
&lt;br /&gt;
The site will be listed in the quest log and become searchable on the world map. If they do not know the location, they will either state their lack of knowledge or advise to look for a more well-informed person nearby to ask - fellow travelers, as well as position/occupation holders (e.g. leaders, nobles, tavern keepers) are usually more knowledgeable about the goings-on of the world. People can also be asked to guide adventurers to a location, becoming temporary companions until arriving at the destination.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a creature ===&lt;br /&gt;
&lt;br /&gt;
To find the site where a creature is located:&lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;creature&amp;gt;}}.&lt;br /&gt;
# If they know the whereabouts, they will reply {{DFtext|&amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Once at the site, to find the exact location of the creature (such as a hiding vampire), ask for whereabouts again to one of the locals. If the creature lives in a [[structure]], they will say {{DFtext|We are in &amp;lt;site name&amp;gt;. Search first in &amp;lt;structure&amp;gt; to the &amp;lt;direction&amp;gt;.|7:1}} Once at the correct structure, asking once more will give the response {{DFtext|Must be right around here somewhere.|7:1}} In the current version, this is broken.{{bug}} {{verify}} When the precise location is unknown, they will instead say {{DFtext|I'm not sure exactly where to look.|7:1}}&lt;br /&gt;
&lt;br /&gt;
It can also be determined whether a creature is on the move or already dead by asking for its whereabouts. &amp;quot;On the move&amp;quot; means that the creature is not present in any site or structure and is currently wandering outside (or underground), possibly travelling between sites. By chance, targeted creatures can be encountered while travelling (they appear as {{Tile|*|7:0}} in the fast travel map). If the targeted creature is discovered to be already dead and the quest required killing the creature, then simply return to the commander; as its death counts as completion of the order. It is useful to remember that some creatures follow a day-night active cycle. For example, [[night troll]]s are nocturnal, so they usually remain in their lairs during the day and wander outside when night falls.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of an artifact ===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Types of quests ==&lt;br /&gt;
&lt;br /&gt;
There are three types of quests that can be offered from the commander. Each quest and the type of target can affect different reputations. Commanders always present quests in this sequence: on-site drive off quests, all kill quests, off-site drive off quests, then trouble quests.&lt;br /&gt;
&lt;br /&gt;
=== Kill ===&lt;br /&gt;
&lt;br /&gt;
A kill quest requires the character to search for and slay a particular beast. Quest targets include [[megabeast]]s, [[semi-megabeast]]s, [[titan]]s, and [[forgotten beast]]s. Less powerful creatures include [[night troll]]s and [[vampire]]s. Wild animals with {{token|LARGE_PREDATOR|c}} have a chance to start attacking civilizations and become kill quest targets as well. Kill quests raise the hero reputation, and the hunter reputation is also raised for slaying large predators. The difficulty of the quest critter affects the amount of reputation (e.g. defeating a dragon vs. a dingo).&lt;br /&gt;
&lt;br /&gt;
[[Werebeast]]s are not one of the beasts that can be targeted, though there are [[string dump|strings]] that imply dialogue for werebeast quests.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Drive off ===&lt;br /&gt;
&lt;br /&gt;
A drive off quest requires the character to rout an enemy/criminal group from a site. Targeted groups include [[outcast]]s, [[bandit]]s, [[kobold]]s, [[necromancer]]s, and [[war]]ring civilizations. Drive off quests can raise the &amp;quot;hero&amp;quot; and &amp;quot;protector of the weak&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
The quest implies chasing or leading the targeted members out of their location, but that is not necessary to complete the quest. It is also not required to attack or kill anyone to complete the quest, merely encountering the enemy (i.e., the enemy spots the player) then immediately returning back is usually sufficient to qualify as completion. No reputation will be acquired through this way, however, since the main source of reputation from this quest is from slaying the enemies.&lt;br /&gt;
&lt;br /&gt;
Driving off necromancer groups or site governments from warring civilizations is impossible to complete.{{bug|9995}} [[Insurrection]]s do not seem to be the solution.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Trouble ===&lt;br /&gt;
&lt;br /&gt;
A trouble quest appears when the character's civilization is in &amp;quot;brewing trouble&amp;quot; with another civilization due to a dispute— which generally means [[war]] is near. The quest requires the character go to an opposing civ's site and &amp;quot;cause trouble&amp;quot; for the local residents. Quest givers will give directions to the nearest site controlled by the opposing civilization.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown what actions are required to complete this quest. Attacking, killing, murdering, robbing, harassing, and arguing with the inhabitants does not seem to work, nor does causing insurrections seem to be the solution. It is possible that trouble quests may be bugged.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Non-commander quests ===&lt;br /&gt;
&lt;br /&gt;
These objectives are never ordered by commanders, but they are included among the various troubles. Unique reputations can be attained by fulfilling these objectives. Adventurers must seek for these quests on their own.&lt;br /&gt;
&lt;br /&gt;
==== Artifact ====&lt;br /&gt;
&lt;br /&gt;
An artifact quest involves the retrieval of an [[artifact]] for another person or group.{{v|0.44.01}} Artifact quests raise the &amp;quot;treasure hunter&amp;quot; reputation. There is also a sub-type artifact quest that involves returning [[book]]s to a [[library]]; this sub-type quest raises the &amp;quot;protector of knowledge&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be properly given back to the owners by using the barter system, accessible by speaking to the owner and selecting {{DFtext|Exchange, give, take, or show personal items}}. They can also be dropped or placed in the structure, but no reputation will be gained from this method.  &lt;br /&gt;
&lt;br /&gt;
Library quests work a little differently - when a book is shown to one of the scholars working for the library in the barter screen, they will request for the book to be donated to the library. Do ''not'' give a book to a scholar; it will register as being in the scholar's personal possession and not the library itself - drop or place a book inside the structure instead, and the book will automatically become part of that library. Donating original books provides more reputation than copies.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Amusingly, players can take an artifact from a structure, leave and wait for a while, then come back to return the artifact and be praised for &amp;quot;finding&amp;quot; it for the owner. Adventurers can even gain reputation from this method.&lt;br /&gt;
&lt;br /&gt;
Spread rumors about the specific deed by selecting the appropriate event in the incident/rumor menu. Filter keywords are ''artifact'' and the artifact's name/title.&lt;br /&gt;
&lt;br /&gt;
* For regular artifact quests: {{DFtext|Bring up your giving of &amp;lt;artifact&amp;gt; to &amp;lt;creature&amp;gt; (in &amp;lt;structure&amp;gt;) in &amp;lt;site&amp;gt;}}&lt;br /&gt;
* For book quests: {{DFtext|Bring up your placement of &amp;lt;book&amp;gt; in &amp;lt;library&amp;gt; in &amp;lt;site&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
A rescue quest involves the retrieval of abducted [[children]] who were taken away by goblin [[snatcher]]s and imprisoned at [[dark fortress]]es. Prisoners can be found under the central dark tower in prison cells. After greeting a prisoner, there is the option to save the prisoner. Saving lets them join the adventurer's party (the agreement is identified as &amp;quot;Rescue&amp;quot; in the agreements log). Rescue quests raise the &amp;quot;hero&amp;quot; reputation to legendary for the reunited prisoner and family only. The act of rescue is not recorded in the incident/rumor list, so this reputation cannot be shared to others.&lt;br /&gt;
&lt;br /&gt;
Freed prisoners can be returned to their families, or get adopted by someone. To learn about the location of living family members, talk to the former prisoner and select {{DFtext|Bring up the journey together}}. Former prisoners automatically conclude the rescue agreement when they see and reunite with their family members.&lt;br /&gt;
&lt;br /&gt;
To get someone to adopt a former prisoner, talk to someone and select {{DFtext|Ask favor, place request, make demand or issue order}}, then select {{DFtext|Ask listener to adopt &amp;lt;former prisoner&amp;gt;}}. People with high family [[value]]s (e.g. most dwarves) are more willing to adopt. More than one person can be taken in by a single adopter.&lt;br /&gt;
&lt;br /&gt;
Warriors can be recruited to aid in the rescue of a prisoner; mention the abduction to a warrior (from the incident/rumor menu) to bring up the option: {{DFtext|Ask listener to join you in a rescue}}. The agreement will end once the prisoner finds a home.&lt;br /&gt;
&lt;br /&gt;
People can suddenly become hostile to a prisoner after the prisoner has been reunited with their family – this includes the family members of the prisoner themselves.{{bug|9935}} This usually results in a [[loyalty cascade]], and a rather tragic and short-lived reunion.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mission]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = iseth&lt;br /&gt;
| elvish  = elabe&lt;br /&gt;
| goblin  = osmod&lt;br /&gt;
| human   = akul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Quest]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Quest&amp;diff=306779</id>
		<title>Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Quest&amp;diff=306779"/>
		<updated>2025-01-31T20:38:30Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Added new temple quests to explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:quest_preview.jpg|thumb|350px|right|&amp;quot;We gotta find someone's wooden crown in ''THAT?!''&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Jonás López Moreno''&amp;lt;/small&amp;gt;]]'''Quests''' can be completed by [[adventure mode|adventurers]] (and NPCs, who will actively seek out quest targets during both [[world generation]] and in play) to raise their [[reputation]]. Adventurers can start out in (or join) certain groups to be tasked with quests by a commander. Objectives can range from slaying monsters, to retrieving lost [[artifact]]s (or [https://dwarffortresswiki.org/index.php/Quest#Rescue children]). [[Rumor]]s help spread and circulate information relevant to quests.&lt;br /&gt;
&lt;br /&gt;
== Quest log ==&lt;br /&gt;
{{old|v=0.44.01}}&lt;br /&gt;
&lt;br /&gt;
The '''quest log''' menu displays everything known by the adventurer about the world, and is important for quests. Adventurers always start out with information about their local area, unless they began as outsiders - as they explore and discover new things, the log will actively fill up with new information.&lt;br /&gt;
&lt;br /&gt;
Press {{k|Q}} to open the menu. The log can also be opened from the [[fast travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:&lt;br /&gt;
&lt;br /&gt;
* {{k|e}} '''Events''': Events that are happening or have happened in the past.&lt;br /&gt;
* {{k|a}} '''Agreements''': The adventurer's existing and previous agreements with leaders and companions.&lt;br /&gt;
* {{k|p}} '''People''': People, other historical figures, and their relationships to the adventurer.&lt;br /&gt;
* {{k|s}} '''Sites''': Various sites around the world. Only sites that are shown on the map are listed.&lt;br /&gt;
* {{k|g}} '''Groups''': Entities and their relationships to the adventurer. This includes civilizations, site governments, bandit gangs, etc.&lt;br /&gt;
* {{k|r}} '''Regions''': Regions of the world. 'Additional information' will list the biomes the region possesses.&lt;br /&gt;
* {{k|b}} '''Bestiary''': [[Creature]]s encountered by the adventurer, along with their descriptions, where to find them, and how many were slain.&lt;br /&gt;
* {{k|A}} '''Artifacts''': Various known artifacts, their descriptions, and their last known whereabouts. Artifacts are only logged after their (rumored) whereabouts become known.&lt;br /&gt;
* {{k|i}} '''Intrigue''': Criminal networks. Pressing {{k|Tab}} cycles through '''Actors''', '''Organizations''', and '''Plots'''.&lt;br /&gt;
&lt;br /&gt;
On the right side of the screen is a list of names, which can be searched using the {{K|f}}ilter. On the left is either a navigable world map, or information of the highlighted name. The {{k|m}} key will alternate between the map and info.&lt;br /&gt;
&lt;br /&gt;
On the map screen, navigate using the arrow keys or numpad. To pinpoint a known site, select the site's name and press {{k|z}} to center the cursor {{Tile|O|3:1}} to the site on the map. A green line will be drawn between the player's location {{Tile|@|7:0}} and the site. The line can be disabled with {{k|l}}. Press {{k|c}} to recenter the cursor back to the player's current location. Centering to a site in the same world tile with the player's location will cause the map to zoom into local view and display the player's position and the site tiles. Events, groups, regions, and creatures in the bestiary can also be centered on the map if their whereabouts are known.&lt;br /&gt;
&lt;br /&gt;
The world map can contain unexplored areas that become visible once they are discovered. The initial uncovered range is dependent on the territorial extent of the character's starting civilization. Starting out as an outsider (no civ) will mean that the entire map, except for the starting area, will be hidden.&lt;br /&gt;
&lt;br /&gt;
=== Key bindings ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Key !! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}} || Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}} || Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} || View events&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}} || View agreements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}} || View people&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}} || View sites&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}} || View groups&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}} || View regions&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}} || View bestiary&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} || View artifacts&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}} || View intrigue&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}} || Toggle map/info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}} || Recenter on selected&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}} || Recenter on current location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}} || Toggle line&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}} || Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+|-|*|/}} || Select from list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8|2|4|6|7|9|1|3|↑|↓|←|→}} || Navigate the map&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commander ==&lt;br /&gt;
&lt;br /&gt;
Commanders, or quest givers, are [[position]] holders that can assign orders to their subordinates (the [[squad]]). There are four positions known to give out quests: the [[captain of the guard]], a lord/lady, and the leaders of [[bandit]] and [[outcast]] groups. With the exception of the captain of the guard, commanders flash on screen. Elven civilizations do not have quest givers. Adventurers automatically start off as subordinates if the player selected the &amp;quot;hearthperson&amp;quot; occupation in the character creation screen.&lt;br /&gt;
&lt;br /&gt;
Adventurers can join existing squads by speaking to a commander and selecting {{DFtext|Ask to become a &amp;lt;squad&amp;gt;}}. Adventurers must have a reputable status as a killer, hero, or hunter before commanders will accept them.{{verify}} Adventurers cannot join more than one squad; joining another will cause them to leave the old squad.&lt;br /&gt;
&lt;br /&gt;
Attacking the commander will cause the standard hostile reaction, but it does not cancel the current agreement. If the commander dies in any way before the completion report can be given, the report can be given to the next person that takes up the position, which automatically happens after a while.&lt;br /&gt;
&lt;br /&gt;
By claiming leadership over a site, characters can become a lord or lady and create their own squad of hearthpersons, but they cannot give out quest orders.&lt;br /&gt;
&lt;br /&gt;
In order for a position to send out quests in adventure mode, it requires the tokens {{token|RESPONSIBILITY|po|LAW_ENFORCEMENT}} and a {{token|SQUAD|po}}. If the entity is using {{token|SITE_VARIABLE_POSITIONS|e}}, it needs to include the {{tt|LAW_ENFORCEMENT}} responsibility to generate hearthpersons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of commanders&lt;br /&gt;
! Civilization&lt;br /&gt;
! Squad member&lt;br /&gt;
! Commander&lt;br /&gt;
! Location&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf|Dwarven]]&lt;br /&gt;
| [[Fortress guard]]&lt;br /&gt;
| [[Captain of the guard]]&lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[Goblin]]&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Hearthperson&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lord/Lady&lt;br /&gt;
| [[Dark fortress]], [[Dark pits]]&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Human]]&lt;br /&gt;
| [[Mead hall]]&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness&lt;br /&gt;
| [[Keep]]&lt;br /&gt;
|-&lt;br /&gt;
| Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Lieutenant&lt;br /&gt;
| [[Bandit|Bandit leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Camp]], conquered site/structure&lt;br /&gt;
|-&lt;br /&gt;
| Human&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Outcast|Outcast leader]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
| [[Catacombs]], [[Dungeon]], [[Sewers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Civilizations with {{token|BANDITRY|e}}. By default, this includes humans, goblins, and kobolds.&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Only human collections of outcasts have leaders.&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Bandit and outcast leaders have unique titles (''chief'', ''ringleader'', ''warlord'', etc.).&lt;br /&gt;
&lt;br /&gt;
== Process ==&lt;br /&gt;
&lt;br /&gt;
=== Receiving a quest ===&lt;br /&gt;
&lt;br /&gt;
To receive a quest, talk to the commander and select {{DFtext|Request duty or advice pertaining to service as a &amp;lt;squad&amp;gt;}}. The commander will assign an order, including additional information about the target. The details and status of the quest can be checked in the agreements log; quests are identifiable with {{DFtext|Order:}}.&lt;br /&gt;
&lt;br /&gt;
Players are not given the choice to choose a specific quest, nor can they request more than one quest at a time. The order cannot be cancelled and players are required to complete it before they are able to receive another quest. The status will turn from {{DFtext|Not yet completed}} to {{DFtext|Complete: report back|2:1}} once the objective is completed successfully.&lt;br /&gt;
&lt;br /&gt;
Leaving the squad will remove any current orders from the agreements log, but it won't actually cancel the quest. The quest order reappears in the log after returning back to the squad, and players can still complete it per usual.&lt;br /&gt;
&lt;br /&gt;
=== Completing a quest ===&lt;br /&gt;
&lt;br /&gt;
Once the quest is complete, report back to the commander and select: {{DFtext|Give report pertaining to service as a &amp;lt;squad&amp;gt;}}. The quest will finish and its record will disappear from the agreements log. You can ask for a new quest afterwards.&lt;br /&gt;
&lt;br /&gt;
Commanders can run out of quests, such that when asked for more, they say: {{DFtext|You may enjoy these times of peace, but remain vigilant.|7:1}}&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Any action committed in a quest will affect the character's [[reputation]]. Upon completion of a quest, the commander will automatically share the adventurer's incidents. To speed this process, adventurers can also spread rumors about themselves on their own. The easiest way to spread news is to talk to someone and choose:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Bring up specific incident or rumor}}&lt;br /&gt;
&lt;br /&gt;
Pick an incident to tell to the person. Rumors can be {{k|f}}iltered with specific keywords to help faster searches. For example, typing &amp;quot;{{tt|conflict}}&amp;quot; or &amp;quot;{{tt|fight}}&amp;quot; in the filter will only show combat events. By spreading rumors, news of acts will eventually spread throughout the land, and the character's reputation will slowly build up.&lt;br /&gt;
&lt;br /&gt;
People with different personalities, values, and affiliations have varying responses towards certain actions. Reputation is based on an individual's or entity's personal view of your character.&lt;br /&gt;
&lt;br /&gt;
Adventurers performing good and heroic deeds will eventually earn the title of a legendary hero. They will earn respect from others, and taverns will provide free or discounted services and accommodations as thanks. The more amazing the action is, the bigger the impact it will make to the reputation. Keep in mind that accumulated reputation, specifically heroism, can be ruined if the adventurer acts badly. For instance, if word manages to leak out about the character murdering an innocent peasant, the character will become an enemy of the people regardless of previous good deeds.&lt;br /&gt;
&lt;br /&gt;
== Doing quests without a commander ==&lt;br /&gt;
&lt;br /&gt;
=== Temple Quest ===&lt;br /&gt;
You can take on a quest for a religious sect by speaking to a religious leader (a [[Priest]] or higher) at a [[temple]] and selecting {{DFtext|Offer Service}} from the [[Talking|conversation]] menu.&lt;br /&gt;
This quest plays out much like a commander’s quest—except instead of military orders, the priest will send you on a divine errand to recover an [[artifact]], usually a [[Primordial remnant|Primordial Remnant]].&lt;br /&gt;
&lt;br /&gt;
=== Self Guided Quest ===&lt;br /&gt;
:''See also: [[Rumor]]''&lt;br /&gt;
&lt;br /&gt;
Players can earn heroic reputation without a commander—perhaps the adventurer needs a worthy kill first before becoming a hearthperson. Adventurers may already start off knowing a few potential opportunities, seen in the events log.&lt;br /&gt;
&lt;br /&gt;
To learn about a potential target, talk to someone and select: {{DFtext|Inquire about any troubles}}. The person will reply with a list of known troubles - choose a type of trouble from the list, and they'll respond with a specific incident of that type. For incidents involving objects or groups, the basic reply structure appears as:&lt;br /&gt;
&lt;br /&gt;
* Trouble pertaining to a creature: {{DFtext|(...) &amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;. Seek this place if you wish to confront &amp;lt;creature&amp;gt;. (...)|7:1}}&lt;br /&gt;
* Trouble pertaining to a group: {{DFtext|(...) They have a &amp;lt;site&amp;gt; called &amp;lt;site name&amp;gt; somewhere in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
* Trouble pertaining to an artifact{{v|0.44.01}}&lt;br /&gt;
** if the speaker wants it: {{DFtext|I desire that &amp;lt;artifact&amp;gt; be returned(...) Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if the speaker is part of a group that wants it: {{DFtext|Speaking as a representative of &amp;lt;entity&amp;gt;, it is important that &amp;lt;artifact&amp;gt; be returned(...) It should be brought to &amp;lt;structure name&amp;gt; in &amp;lt;site name&amp;gt;. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if another person wants it: {{DFtext|&amp;lt;Creature&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
** if a group wants it: {{DFtext|&amp;lt;Creature&amp;gt; of &amp;lt;entity&amp;gt; wants &amp;lt;artifact&amp;gt; returned. Last I heard, &amp;lt;location of its whereabouts&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
You are then given the option to ask further questions about the information of the location and whereabouts. Once satisfied with the info, set forth on the objective.&lt;br /&gt;
&lt;br /&gt;
== Finding quest locations and objects ==&lt;br /&gt;
&lt;br /&gt;
Completing a quest requires searching for the location of the quest object, which can be difficult at first. If the location was already acquired from someone, open the {{k|Q}}uest log and select the event or entity from the relevant list to find out where it is on the map. If the location is known, the &amp;quot;Recenter on current location&amp;quot; option will be available. Press {{k|z}} to recenter the cursor to the location of the quest object on the map. If the location is unknown, players can {{DFtext|Ask for directions}} to a person.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a site ===&lt;br /&gt;
&lt;br /&gt;
To find the location of a site on the map: &lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;site name&amp;gt;}}.&lt;br /&gt;
# If they know the location, they will reply:&lt;br /&gt;
&lt;br /&gt;
{{DFtext|&amp;lt;Site name&amp;gt; is a &amp;lt;length of the travel&amp;gt; to the &amp;lt;direction&amp;gt;. [You received a detailed description.]|7:1}}&lt;br /&gt;
&lt;br /&gt;
The site will be listed in the quest log and become searchable on the world map. If they do not know the location, they will either state their lack of knowledge or advise to look for a more well-informed person nearby to ask - fellow travelers, as well as position/occupation holders (e.g. leaders, nobles, tavern keepers) are usually more knowledgeable about the goings-on of the world. People can also be asked to guide adventurers to a location, becoming temporary companions until arriving at the destination.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of a creature ===&lt;br /&gt;
&lt;br /&gt;
To find the site where a creature is located:&lt;br /&gt;
&lt;br /&gt;
# In the 'Ask for directions' menu, select {{DFtext|Ask for the whereabouts of &amp;lt;creature&amp;gt;}}.&lt;br /&gt;
# If they know the whereabouts, they will reply {{DFtext|&amp;lt;Site name&amp;gt; is in &amp;lt;region name&amp;gt;.|7:1}}&lt;br /&gt;
&lt;br /&gt;
Once at the site, to find the exact location of the creature (such as a hiding vampire), ask for whereabouts again to one of the locals. If the creature lives in a [[structure]], they will say {{DFtext|We are in &amp;lt;site name&amp;gt;. Search first in &amp;lt;structure&amp;gt; to the &amp;lt;direction&amp;gt;.|7:1}} Once at the correct structure, asking once more will give the response {{DFtext|Must be right around here somewhere.|7:1}} In the current version, this is broken.{{bug}} {{verify}} When the precise location is unknown, they will instead say {{DFtext|I'm not sure exactly where to look.|7:1}}&lt;br /&gt;
&lt;br /&gt;
It can also be determined whether a creature is on the move or already dead by asking for its whereabouts. &amp;quot;On the move&amp;quot; means that the creature is not present in any site or structure and is currently wandering outside (or underground), possibly travelling between sites. By chance, targeted creatures can be encountered while travelling (they appear as {{Tile|*|7:0}} in the fast travel map). If the targeted creature is discovered to be already dead and the quest required killing the creature, then simply return to the commander; as its death counts as completion of the order. It is useful to remember that some creatures follow a day-night active cycle. For example, [[night troll]]s are nocturnal, so they usually remain in their lairs during the day and wander outside when night falls.&lt;br /&gt;
&lt;br /&gt;
=== Whereabouts of an artifact ===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Types of quests ==&lt;br /&gt;
&lt;br /&gt;
There are three types of quests that can be offered from the commander. Each quest and the type of target can affect different reputations. Commanders always present quests in this sequence: on-site drive off quests, all kill quests, off-site drive off quests, then trouble quests.&lt;br /&gt;
&lt;br /&gt;
=== Kill ===&lt;br /&gt;
&lt;br /&gt;
A kill quest requires the character to search for and slay a particular beast. Quest targets include [[megabeast]]s, [[semi-megabeast]]s, [[titan]]s, and [[forgotten beast]]s. Less powerful creatures include [[night troll]]s and [[vampire]]s. Wild animals with {{token|LARGE_PREDATOR|c}} have a chance to start attacking civilizations and become kill quest targets as well. Kill quests raise the hero reputation, and the hunter reputation is also raised for slaying large predators. The difficulty of the quest critter affects the amount of reputation (e.g. defeating a dragon vs. a dingo).&lt;br /&gt;
&lt;br /&gt;
[[Werebeast]]s are not one of the beasts that can be targeted, though there are [[string dump|strings]] that imply dialogue for werebeast quests.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Drive off ===&lt;br /&gt;
&lt;br /&gt;
A drive off quest requires the character to rout an enemy/criminal group from a site. Targeted groups include [[outcast]]s, [[bandit]]s, [[kobold]]s, [[necromancer]]s, and [[war]]ring civilizations. Drive off quests can raise the &amp;quot;hero&amp;quot; and &amp;quot;protector of the weak&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
The quest implies chasing or leading the targeted members out of their location, but that is not necessary to complete the quest. It is also not required to attack or kill anyone to complete the quest, merely encountering the enemy (i.e., the enemy spots the player) then immediately returning back is usually sufficient to qualify as completion. No reputation will be acquired through this way, however, since the main source of reputation from this quest is from slaying the enemies.&lt;br /&gt;
&lt;br /&gt;
Driving off necromancer groups or site governments from warring civilizations is impossible to complete.{{bug|9995}} [[Insurrection]]s do not seem to be the solution.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Trouble ===&lt;br /&gt;
&lt;br /&gt;
A trouble quest appears when the character's civilization is in &amp;quot;brewing trouble&amp;quot; with another civilization due to a dispute— which generally means [[war]] is near. The quest requires the character go to an opposing civ's site and &amp;quot;cause trouble&amp;quot; for the local residents. Quest givers will give directions to the nearest site controlled by the opposing civilization.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown what actions are required to complete this quest. Attacking, killing, murdering, robbing, harassing, and arguing with the inhabitants does not seem to work, nor does causing insurrections seem to be the solution. It is possible that trouble quests may be bugged.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Non-commander quests ===&lt;br /&gt;
&lt;br /&gt;
These objectives are never ordered by commanders, but they are included among the various troubles. Unique reputations can be attained by fulfilling these objectives. Adventurers must seek for these quests on their own.&lt;br /&gt;
&lt;br /&gt;
==== Artifact ====&lt;br /&gt;
&lt;br /&gt;
An artifact quest involves the retrieval of an [[artifact]] for another person or group.{{v|0.44.01}} Artifact quests raise the &amp;quot;treasure hunter&amp;quot; reputation. There is also a sub-type artifact quest that involves returning [[book]]s to a [[library]]; this sub-type quest raises the &amp;quot;protector of knowledge&amp;quot; reputation.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be properly given back to the owners by using the barter system, accessible by speaking to the owner and selecting {{DFtext|Exchange, give, take, or show personal items}}. They can also be dropped or placed in the structure, but no reputation will be gained from this method.  &lt;br /&gt;
&lt;br /&gt;
Library quests work a little differently - when a book is shown to one of the scholars working for the library in the barter screen, they will request for the book to be donated to the library. Do ''not'' give a book to a scholar; it will register as being in the scholar's personal possession and not the library itself - drop or place a book inside the structure instead, and the book will automatically become part of that library. Donating original books provides more reputation than copies.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Amusingly, players can take an artifact from a structure, leave and wait for a while, then come back to return the artifact and be praised for &amp;quot;finding&amp;quot; it for the owner. Adventurers can even gain reputation from this method.&lt;br /&gt;
&lt;br /&gt;
Spread rumors about the specific deed by selecting the appropriate event in the incident/rumor menu. Filter keywords are ''artifact'' and the artifact's name/title.&lt;br /&gt;
&lt;br /&gt;
* For regular artifact quests: {{DFtext|Bring up your giving of &amp;lt;artifact&amp;gt; to &amp;lt;creature&amp;gt; (in &amp;lt;structure&amp;gt;) in &amp;lt;site&amp;gt;}}&lt;br /&gt;
* For book quests: {{DFtext|Bring up your placement of &amp;lt;book&amp;gt; in &amp;lt;library&amp;gt; in &amp;lt;site&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==== Rescue ====&lt;br /&gt;
&lt;br /&gt;
A rescue quest involves the retrieval of abducted [[children]] who were taken away by goblin [[snatcher]]s and imprisoned at [[dark fortress]]es. Prisoners can be found under the central dark tower in prison cells. After greeting a prisoner, there is the option to save the prisoner. Saving lets them join the adventurer's party (the agreement is identified as &amp;quot;Rescue&amp;quot; in the agreements log). Rescue quests raise the &amp;quot;hero&amp;quot; reputation to legendary for the reunited prisoner and family only. The act of rescue is not recorded in the incident/rumor list, so this reputation cannot be shared to others.&lt;br /&gt;
&lt;br /&gt;
Freed prisoners can be returned to their families, or get adopted by someone. To learn about the location of living family members, talk to the former prisoner and select {{DFtext|Bring up the journey together}}. Former prisoners automatically conclude the rescue agreement when they see and reunite with their family members.&lt;br /&gt;
&lt;br /&gt;
To get someone to adopt a former prisoner, talk to someone and select {{DFtext|Ask favor, place request, make demand or issue order}}, then select {{DFtext|Ask listener to adopt &amp;lt;former prisoner&amp;gt;}}. People with high family [[value]]s (e.g. most dwarves) are more willing to adopt. More than one person can be taken in by a single adopter.&lt;br /&gt;
&lt;br /&gt;
Warriors can be recruited to aid in the rescue of a prisoner; mention the abduction to a warrior (from the incident/rumor menu) to bring up the option: {{DFtext|Ask listener to join you in a rescue}}. The agreement will end once the prisoner finds a home.&lt;br /&gt;
&lt;br /&gt;
People can suddenly become hostile to a prisoner after the prisoner has been reunited with their family – this includes the family members of the prisoner themselves.{{bug|9935}} This usually results in a [[loyalty cascade]], and a rather tragic and short-lived reunion.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Mission]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = iseth&lt;br /&gt;
| elvish  = elabe&lt;br /&gt;
| goblin  = osmod&lt;br /&gt;
| human   = akul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Quest]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306760</id>
		<title>Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306760"/>
		<updated>2025-01-29T16:56:13Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: More wikilinks is almost always better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:blood_splat_preview.png|right]]'''Blood''' is a fluid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who possess it; losing it tends to be invariably fatal to most things which have it.&lt;br /&gt;
&lt;br /&gt;
[[Blood man|Blood men]] are creatures made out of blood, and [[vampire]]s require it to satiate their thirst needs.&lt;br /&gt;
&lt;br /&gt;
==Dealing with blood==&lt;br /&gt;
[[File:troll_blood_preview.png|thumb|161px|[[Troll]] blood. Known to vampires as &amp;quot;off brand&amp;quot;.]][[File:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]]. ASCII mode.]]Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is why bloody areas tend to grow quickly above ground when heavily trafficked. &lt;br /&gt;
&lt;br /&gt;
Blood smears located [[tile attributes|indoors]] will automatically be [[Cleaning|cleaned]] by passing dwarves, while those located outdoors will remain there until cleaned by some external factor like [[rain]]. Allocating bloody indoor underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority, and they will get cleaned pretty quickly if you have enough idle workers. It is possible to remove blood from a [[soil]] [[floor]] by building a [[dirt road]] on it.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly-growing carpet of blood. This can be dealt with by covering the offending brook tiles with [[wall]]s or floors. It is better to forbid an area with blood in above ground areas as rain will randomly clear tiles where it touches it. To be rid of blood splatters on a rough wall, designating the splattered area to be smoothed will make it disappear.&lt;br /&gt;
&lt;br /&gt;
An option in the game [[settings]] permits disabling the spreading of contaminants, including blood.&lt;br /&gt;
&lt;br /&gt;
==Obtaining blood==&lt;br /&gt;
[[File:vampire_sense_blood.png|thumb|163px|right|A playable vampire sensing blood.]]Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst, unless you are using it as a currency). Player-controlled dwarves are not able to create blood barrels.&lt;br /&gt;
&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids' then order the barrel to be brought for trading at the depot.&lt;br /&gt;
&lt;br /&gt;
As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration) except smeared blood from a [[vampire]], as drinking vampiric blood will turn the person into a vampire themselves. &lt;br /&gt;
&lt;br /&gt;
==Assorted blood types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do:&lt;br /&gt;
&lt;br /&gt;
*Most intelligent and most land creatures will have standard red blood, containing hemoglobin. ([[File:blood_red_sprite.png|15px]])&lt;br /&gt;
*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc.) possess white-colored '''ichor''', which is functionally identical to blood. ([[File:blood_ichor_sprite.png|15px]])&lt;br /&gt;
*[[Troll]]s possess cyan-colored blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Crab]]s, [[cuttlefish]], [[nautilus]]es, [[octopus]]es and [[squid]]s possess copper-based dark blue blood (though in Graphics mode it appears the same as cyan). ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Fire imp]]s, [[demon rat]]s, and some procedurally generated creatures possess gray-colored goo instead of normal blood. ([[File:blood_goo_sprite.png|15px]])&lt;br /&gt;
*The game files contain magenta-colored blood, procedural generated [[bogeyman|bogeymen]] and [[nightmare]]s can have it. ([[File:blood_magenta_sprite.png|15px]])&lt;br /&gt;
&lt;br /&gt;
Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood, including particular organics, such as [[sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]], similarly for some types of [[undead]] (skeletons or animated [[skin]]).&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Blood in combat==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nazush&lt;br /&gt;
| elvish  = cameda&lt;br /&gt;
| goblin  = ogom&lt;br /&gt;
| human   = cadem&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable on an individual level. This type of death is common with creatures who get their limbs severed from their bodies.&lt;br /&gt;
&lt;br /&gt;
Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the afflicted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger. Certain creatures will suck the blood out of their victims upon landing a bite attack (such as female [[mosquito]]s, [[leech]]es and [[nightwing]]s). This is largely irrelevant with [[vermin]] (who can't interact with other creatures anyway), but may be a problem when dealing with their [[savage]] humanoid/giant counterparts.&lt;br /&gt;
&lt;br /&gt;
Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
[[File:An adventurer surrounded by blood in a catacomb.png|frame|right|An adventurer surrounded by blood in a catacomb.]]&lt;br /&gt;
According to [[‼SCIENCE‼|testing]], drinking blood from a pool of blood (without an adjective on it like &amp;quot;Coating&amp;quot; or &amp;quot;Smattering&amp;quot;) can relieve [[Thirst|thirst]] even for non-[[Vampire|vampires]].[https://www.youtube.com/watch?v=5GXXfRF3sJ0]&lt;br /&gt;
Additionally, you can fill your [[waterskin]] from it. That is if you are desperate enough and have no easy access to water. Such as when exploring a [[Catacombs|catacomb]].&lt;br /&gt;
[[File:Blood1.png|thumb|center|Thirsty Enough?]]&lt;br /&gt;
[[File:Blood2.png|center|thumb|A pool of blood without an adjective.]]&lt;br /&gt;
[[File:Blood0.png|center|thumb|Fill that waterskin with blood.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Blood]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306758</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306758"/>
		<updated>2025-01-29T16:33:09Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
===Vandalization===&lt;br /&gt;
Hi, was browsing the wiki when I noticed some articles defaced with images of Osama Bin Laden and the n-word. I found a couple offending templates that were edited to contain the image and blanked the templates. Apologies for not simply reverting the edits.&lt;br /&gt;
&lt;br /&gt;
===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
&lt;br /&gt;
It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
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=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
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=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
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===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
&lt;br /&gt;
Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
&lt;br /&gt;
I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
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:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
&lt;br /&gt;
But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
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===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
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===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
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===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
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===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
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===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
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===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
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===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
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===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
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===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
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===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
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===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Thank you!===&lt;br /&gt;
Thanks for helping me out by moving that file. I had no clue how to rename it myself,  and also for explaining how that citation worked. I wasn't sure how to do it heh. I'm kinda winging it here.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 16:31, 29 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306757</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306757"/>
		<updated>2025-01-29T16:32:26Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: move&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Vandalization===&lt;br /&gt;
Hi, was browsing the wiki when I noticed some articles defaced with images of Osama Bin Laden and the n-word. I found a couple offending templates that were edited to contain the image and blanked the templates. Apologies for not simply reverting the edits.&lt;br /&gt;
&lt;br /&gt;
===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
&lt;br /&gt;
It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
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=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
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=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
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===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
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Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
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I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
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:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
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But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
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===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
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===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
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===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
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===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
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===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
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===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
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===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
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===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
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===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
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===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
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===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
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=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
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===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
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===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks for helping me out by moving that file. I had no clue how to rename it myself,  and also for explaining how that citation worked. I wasn't sure how to do it heh. I'm kinda winging it here.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 16:31, 29 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306756</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=306756"/>
		<updated>2025-01-29T16:31:49Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Thanking quietus for moving the file for me since I don't know how to do it.&lt;/p&gt;
&lt;hr /&gt;
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|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
*Do '''''not''''' click the &amp;quot;+&amp;quot; button at the top of the page - if you do, your comment will be added as a new section below the [[#Bot Requests|Bot Requests]] section, which probably isn't what you want to do.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Past discussion are archived here: [[User talk:Quietust/archive|1]]&lt;br /&gt;
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==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
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===Vandalization===&lt;br /&gt;
Hi, was browsing the wiki when I noticed some articles defaced with images of Osama Bin Laden and the n-word. I found a couple offending templates that were edited to contain the image and blanked the templates. Apologies for not simply reverting the edits.&lt;br /&gt;
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===Default tile===&lt;br /&gt;
If you happen accross the default values for PICKED_TILE and PICKED_COLOR, stick them into &lt;br /&gt;
[[Template:Plantlookup/0]]. Currently using a black on black question mark. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 17:59, 26 July 2014 (UTC)&lt;br /&gt;
*They're already documented on [[Plant token]] - 231 (τ) and 2:0:0 (dark green). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:36, 26 July 2014 (UTC)&lt;br /&gt;
::It's corrected now. Thanks. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 12:50, 27 July 2014 (UTC)&lt;br /&gt;
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===Raw data===&lt;br /&gt;
&lt;br /&gt;
I noticed something strange. The contents of [[template:gamedata]] sometimes don't match the contents of the corresponding raw page. See [[Olm man]] and [[Olm man/raw]]. What's up with that? Also, an extra line is showing up in the biome section of the creature info for subterranean creatures (like the [[Olm man]]). I poked around a bit and found &amp;lt;nowiki&amp;gt;{{#switch: {{NAMESPACE}}| ...}}&amp;lt;/nowiki&amp;gt; inside of [[Template:BiomeToken]] with an older namespace setup, but I haven't touched it so I'm not sure if that's the cause. (The error isn't present on Materwork: pages).&lt;br /&gt;
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It's cool that you got this stuff to work so well, though. :) [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 03:54, 24 July 2014 (UTC)&lt;br /&gt;
:The first thing you mentioned is because most/all /raw pages expand creature variations. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:00, 24 July 2014 (UTC)&lt;br /&gt;
::But [[template:gamedata]]  transcludes &amp;lt;nowiki&amp;gt;{{NAMESPACE}}:{{PAGENAME}}/raw&amp;lt;/nowiki&amp;gt;. It seems really strange to me that the unexpanded version is being displayed in the main article. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:13, 24 July 2014 (UTC)&lt;br /&gt;
:::Oh, I see it now. &amp;lt;nowiki&amp;gt;{{{{NAMESPACE}}:{{PAGENAME}}/raw|1}}&amp;lt;/nowiki&amp;gt; produces the unexpanded version. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 04:17, 24 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Redirect extension===&lt;br /&gt;
You can look at the code [https://github.com/illideristudios/dfwikifiles/pull/12 here], if you're interested. I'm planning on migrating it to a public repo as soon as I can (and getting rid of the commented-out echo statements), but let me know if you see any problems that I missed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 14 March 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Release notes===&lt;br /&gt;
Thanks for filling in the pages I left blank. (I copied the list from the &amp;quot;Older versions&amp;quot; page and used a [https://gist.github.com/lethosor/9512967 script] to convert them to wikitext, which is why I missed the unavailable releases from the 23a series.) One question: Where are you getting the release notes for releases like [[23a:Release information/0.21.104.21b‎|this one]]? I can't seem to find them on the devlog or the DF announcements board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:22, 12 March 2014 (UTC)&lt;br /&gt;
*If you're referring to the Toady One quote, I got it from &amp;quot;release notes.txt&amp;quot;; if you're referring to the individual changes, I reconstructed them from the old devlog entries between releases. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:29, 12 March 2014 (UTC)&lt;br /&gt;
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===Edition reverted===&lt;br /&gt;
Hi. I made an edition some minutes ago, intending to also upload an image to it, but when I was about to fix the issue, I saw you have reverted my Edition. Why? --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:09, 24 February 2014 (UTC)&lt;br /&gt;
:Mainly because the image link was broken, and it looked like it may have been a test edit of some sort (as is quite common on Wikipedia). --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 22:10, 24 February 2014 (UTC)&lt;br /&gt;
::Hope it is right now. I just needed some minutes more to fix it :) --[[User:Envite|Envite]] ([[User talk:Envite|talk]]) 22:25, 24 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
===EXE patches===&lt;br /&gt;
I would like to use the miscarriage buxfix thats on your userpage, how can I apply it? I can use binpatch, however I tried looking up data on its structure and the only suitable one was on wikipedia which didnt cover HEX patching. &amp;lt;br /&amp;gt;{{User:Latias1290/Sig/src|16:30|January 25, 2014}}&lt;br /&gt;
:Open dwarfort.exe in a hex-editor, then go to each address listed in the patch, check that the original values match, then replace them with the new values. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 14:19, 26 January 2014 (UTC)&lt;br /&gt;
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===large number of new accounts - Spam?===&lt;br /&gt;
I &amp;quot;determined&amp;quot; ;) that you are an admin and since I'm not sure where to report it: Recent changes implies a large number of new bot-created accounts in the last days. Preparation for a spam avalanche? Should something be done about it? If you're the wrong guy to ask, would you mind forwarding it to the right place? --[[User:2013|2013]] 18:02, 27 March 2013 (UTC)&lt;br /&gt;
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=== Parser issue ===&lt;br /&gt;
Hey Quietust, little question for you. I have put DFRawFunctions into extensions folder of mediawiki. Then installed both php files in LocalSettings.php. Yet &amp;lt;nowiki&amp;gt;{{#df_raw}}&amp;lt;/nowiki&amp;gt; gives  &amp;quot;Not found!&amp;quot;, being unable to find the file. Are &amp;quot;raws&amp;quot; meant to be placed in special location? Or maybe few lines are to be added in LocalSettings.php?&lt;br /&gt;
&amp;lt;br/&amp;gt;P.S. Question is not related to english wiki but russian one. --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 06:11, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You need to add this line to &amp;lt;code&amp;gt;LocalSettings.php&amp;lt;/code&amp;gt;:&lt;br /&gt;
 $wgDFRawEnableDisk = true;&lt;br /&gt;
:--[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:30, 31 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I made another function on github and sent a pull request. Will it be implemented into DFwiki? --[[User:Asva|Asva]] ([[User talk:Asva|talk]]) 09:21, 6 September 2013 (UTC)&lt;br /&gt;
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=== Bot files ===&lt;br /&gt;
Do you happen to have the text files used to generate the DF2012 raw pages (the format you mentioned on [[User talk:J. d'Orc]])? I was thinking of making similar files for Masterwork pages, and I wanted to make sure I was formatting them correctly. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:15, 31 July 2013 (UTC)&lt;br /&gt;
:Sample data:&lt;br /&gt;
 toad	DF2012:creature_amphibians.txt	creature	CREATURE	TOAD&lt;br /&gt;
 worm	DF2012:creature_annelids.txt	creature	CREATURE	WORM&lt;br /&gt;
 blue jay	DF2012:creature_birds.txt	creature	CREATURE	BIRD_BLUEJAY&lt;br /&gt;
 cardinal	DF2012:creature_birds.txt	creature	CREATURE	BIRD_CARDINAL&lt;br /&gt;
 penguin man	DF2012:creature_birds.txt	creature	CREATURE	PENGUIN MAN	DF2012:c_variation_default.txt&lt;br /&gt;
 giant penguin	DF2012:creature_birds.txt	creature	CREATURE	BIRD_PENGUIN_GIANT	DF2012:c_variation_default.txt&lt;br /&gt;
 peregrine falcon man	DF2012:creature_birds.txt	creature	CREATURE	PEREGRINE FALCON MAN	DF2012:c_variation_default.txt&lt;br /&gt;
:Column 1 is the page name, column 2 is the raw file that contains it, column 3 is what goes into the category name (e.g. &amp;quot;Category:DF2012:Creature raw pages&amp;quot;), column 4 is the object type (should always be CREATURE here), column 5 is the creature's ID token, and column 6 (optional) is the file that contains all of the variations used by the creature. Note that some of the Masterwork creatures will probably require '''multiple''' creature variation files - for those, you should specify the variation files separated by a &amp;quot;|&amp;quot; character. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 21:39, 2 August 2013 (UTC)&lt;br /&gt;
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=== Hi ===&lt;br /&gt;
Just wanted to stop by and say hi, and thanks for correcting [http://dwarffortresswiki.org/index.php?title=DF2012%3AExtinction&amp;amp;diff=189929&amp;amp;oldid=189928 stupid things] I've been sprinkling about. Shoutout to [[User:Lethosor|Lethosor]] and [[User:Loci|Loci]] too, on that count. Nice wiki you got here. [[User:Resident Mario|Resident Mario]] ([[User talk:Resident Mario|talk]]) 02:52, 12 July 2013 (UTC)&lt;br /&gt;
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=== Patch Licence ===&lt;br /&gt;
Just a quick question about your MediaWiki patch at http://www.qmtpro.com/~quietust/misc/ns_link-1.17.0.diff&lt;br /&gt;
I don't see a licence for this patch specified anywhere.  Is it also GPLv2?&lt;br /&gt;
:That's because there isn't one - I have more important things to do than explicitly license every piece of code I write. Since it modifies MediaWiki, assume that it uses the same license. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:39, 20 June 2013 (UTC)&lt;br /&gt;
::Sorry for bothering you, and thanks.17:36, 20 June 2013 (UTC)&lt;br /&gt;
:::What version of MediaWiki are you using? If you're using 1.20+, there's a simpler version of the patch (although I'm not sure how to generate a patch file from it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:43, 20 June 2013 (UTC)&lt;br /&gt;
::::It looks like this wiki has since been updated to version 1.20, and I'm guessing the original patch was simply reapplied to it. How exactly is it possible to simplify it? --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 20:30, 20 June 2013 (UTC)&lt;br /&gt;
:::::I managed to get it to work (on a separate wiki) from the first commit listed in the wiki repo ([https://github.com/illideristudios/dfwikifiles/commit/a2a78972134188af635775f7e7ca5483c11ac949 a2a78972]). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:01, 20 June 2013 (UTC)&lt;br /&gt;
::::::That commit is enough to get basic links working, but unless you include the rest of the patch I highly suspect that interwiki links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[wikipedia:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot;) and fragment-only links (e.g. &amp;quot;&amp;lt;nowiki&amp;gt;[[#section]]&amp;lt;/nowiki&amp;gt;&amp;quot; will be rather horribly broken... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:26, 21 June 2013 (UTC)&lt;br /&gt;
:::::::Looks like you're right. I hadn't noticed that before, but they aren't interpreted as links at all. I'll try applying the rest of the patch now and see how that works on 1.20. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:10, 21 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Adding mod raws to DFRawFunctions ===&lt;br /&gt;
I was wondering what you thought about adding Masterwork raws (since it would make creating new Masterwork: pages a lot easier). They are significantly larger than the vanilla raws, but the individual files are small enough that they shouldn't cause much extra load (I can test this myself and let you know how it works with MediaWiki if you like). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:07, 20 June 2013 (UTC)&lt;br /&gt;
*DFRawFunctions can automatically load raws from disk for any namespace that exists on the wiki, so all I would need to do would be to add them to the Git repository and wait for the server to pick them up (as I recall, it does a periodic check). If you can provide me a copy of the raw files, I should be able to get them imported fairly quickly. One concern I have, though, is how often these raws are going to be changing... --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 15:47, 20 June 2013 (UTC)&lt;br /&gt;
::They do change periodically, but there usually aren't a lot of changes between versions. I sent you a PR, which (hopefully) works on MW 1.20.  --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:02, 20 June 2013 (UTC)&lt;br /&gt;
Sorry to bother you about this, but any idea what's causing the layout issues at [[Masterwork:Golem/raw]]? I haven't noticed any inconsistent indentation in the original file (creature_masterwork.txt), and I don't see any problems with the template either... --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 21 June 2013 (UTC)&lt;br /&gt;
:I'm assuming you're referring to the dotted-bordered boxes - those are caused by lines that have leading spaces '''before''' the tabs. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 03:20, 21 June 2013 (UTC)&lt;br /&gt;
::Apparently my terminal doesn't display tabs the way I thought it did. That would explain it, thanks. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:13, 21 June 2013 (UTC)&lt;br /&gt;
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===Link template===&lt;br /&gt;
I noticed you deleted [[:Template:L]] (in fact, it was over a year ago). I know it's probably unnecessary, but it renders the revision history of old pages practically unreadable (take [http://dwarffortresswiki.org/index.php?title=23a:Bedroom&amp;amp;oldid=123591 this page] for example). It's likely that someone else has pointed it out already and I didn't notice, in which case I apologize. I doubt many people tend to look at past revisions of pages, especially from old versions, but it would be nice to get rid of some of those red links. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:35, 23 February 2013 (UTC)&lt;br /&gt;
:I don't see how it's a problem that outdated revisions of pages are unreadable due to a template being removed - the template could have just as easily been '''changed''' to something incompatible and the effect would've been the same. Besides, people shouldn't be looking at outdated revisions of pages anyways, because they're '''outdated''' and likely incorrect. --[[User:Quietust|Quietust]] 02:14, 24 February 2013 (UTC)&lt;br /&gt;
::Yes, I agree that recreating an unused template is probably useless. I only ran across it when I was doing a little research and ran across a revision I didn't really need anyway. Also, since your bot fixed the links in the old namespaces, it really isn't a problem. If I ever need to look at an old revision (and to be honest, I'm not sure why I would either), I could always just view the source instead. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 24 February 2013 (UTC)&lt;br /&gt;
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===SPAMBOT DELETION===&lt;br /&gt;
Hey Quietust. I strongly suspect Hrtrey is a spambot. I reversed the edits made, but I thought I should point it out immediately since it began inserted external links at five minute intervals after the account creation, which seemed atypical.&lt;br /&gt;
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===SLEEP_PRETENSION ===&lt;br /&gt;
I noticed your change to the Noble page recently and want to inquire about the noble logic. I was under the impression that nobles could get two different kinds of upset: their own room is under value, OR another dwarf has a room that exceeds the value that the other dwarf should have. &lt;br /&gt;
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Do nobles actually compare their own rooms to the other dwarves, or do they just insist that other dwarves not exceed the other dwarves' place in society?&lt;br /&gt;
:I recently did some disassembly diving to figure out how that behavior actually worked, and it turns out it's 100% based on the other dwarf's room value compared to the noble's room value. Specifically, it takes the PRECEDENCE of each unit (for non-nobles, this is 30001), takes &amp;quot;(30001 - precedence) / 150&amp;quot; to get an &amp;quot;importance&amp;quot; figure (if the other dwarf's importance is greater than or equal to the noble's, it doesn't care), then it compares the other dwarf's room value to the highest valued room of that type belonging to the noble (it actually compares the room quality rating i.e. &amp;quot;Royal&amp;quot;/&amp;quot;Grand&amp;quot;/&amp;quot;Great&amp;quot;/etc.) and generates a complaint if the other's room is better '''or equal''' to the noble's room. The actual severity of the thought is &amp;quot;(importance_delta - 1) / 15 + (quality delta) + 1&amp;quot; , which corresponds to &amp;quot;put off&amp;quot;/&amp;quot;flustered&amp;quot;/&amp;quot;upset&amp;quot;//.../&amp;quot;traumatized&amp;quot;/&amp;quot;utterly traumatized&amp;quot;. --[[User:Quietust|Quietust]] 20:19, 9 September 2012 (UTC)&lt;br /&gt;
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=== Stockpile settings info ===&lt;br /&gt;
I'd like to read your oppinion on my planned long-term editing concerning [[User_talk:Emi#Stockpile_setting_info|Stockpile settings information]]. --[[User:Nagidal|Nagidal]] 07:17, 10 August 2012 (UTC)&lt;br /&gt;
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=== Any dragon fire proof materials? ===&lt;br /&gt;
Seeing you have mentioned that the dragonfire will melt dolomite, I guess there is no material safe from dragonfire in DF (except for dragon skin, bones, etc.), so maybe this note should have all material articles. (it is a mild Fun spoiler, though). Or the note about dragonfire it should be missing everywhere, because it is so general. --[[User:Nagidal|Nagidal]] 21:22, 9 August 2012 (UTC)&lt;br /&gt;
:Any material with a FIXED_TEMP is immune to dragonfire, which means that [[nether cap]] wood should be safe. --[[User:Quietust|Quietust]] 21:41, 9 August 2012 (UTC)&lt;br /&gt;
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===Ban===&lt;br /&gt;
Why did you ban my previus account (ilsinopeo)? I do not understand what is wrong in that username--Sinop&lt;br /&gt;
:I blocked it for the same reason that I've been blocking dozens of other accounts every day - it looked like a spambot, and it hadn't made a single edit within 2 hours of signup (lots of them have been known to wait several ''days'' before filling their talk page with spam links, hoping to escape detection). Also, why did you create a new account when '''Briess unbanned you about 6 hours ago'''? --[[User:Quietust|Quietust]] 11:22, 29 June 2012 (UTC)&lt;br /&gt;
::Ops i did not notice that, my bad--[[User:Ilsinopeo|Ilsinopeo]] 12:38, 29 June 2012 (UTC)&lt;br /&gt;
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===Binary Patches===&lt;br /&gt;
I've noticed some binary patches you've posted around and was wondering exactly what to do with them.  I'm guessing something like CFF Explorer?  Usually when I hex edit it's with Cheat Engine, so if I screw something up at least it's gone next program run. Wanted to make sure before I did anything drastic.  Also, would those edits screw up tools like DFHack and Therapist that depend on exact offsets? [[User:Hesuchia|Hesuchia]] 17:14, 26 June 2012 (UTC)&lt;br /&gt;
*You apply them by editing the EXE file itself (while it's not running) with a hex-editor. The Windows patches ones won't affect any existing tools since said tools look at the PE timestamp (which doesn't get changed), and the patches themselves have no effect on any of the offsets. --[[User:Quietust|Quietust]] 18:32, 26 June 2012 (UTC)&lt;br /&gt;
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=== Blocked for &amp;quot;Unacceptable username&amp;quot; ===&lt;br /&gt;
Why has my account (jimj316) been blocked? Just because it ends in a number?&lt;br /&gt;
If you need proof that I'm not a spambot, view the [[DF2012_Talk:Creature_token|Talk page for creature tokens]], where I left a message (before I made an account) about an edit I had made to improve the page. &lt;br /&gt;
[[Special:Contributions/212.219.142.161|212.219.142.161]] 09:22, 18 June 2012 (UTC)&lt;br /&gt;
:Yes, it was because your username, like many of the spambots, ended with a number. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
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=== Potential contributor banned ===&lt;br /&gt;
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I've got a message from 76.185.119.161 that he would like to contribute to the DF wiki, but his IP is banned. Why is he banned? Do you think you can unban him and see how it goes? --[[User:Nagidal|Nagidal]] 23:00, 17 June 2012 (UTC)&lt;br /&gt;
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:FYI, that IP address is in the Road Runner IP block in the Dallas, Texas area.  It's dynamically allocated to their customers so, unless this is a recent ban, the person who has it now probably isn't the same person who got it banned (assuming it's not part of a block of banned IP addresses).  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 00:07, 18 June 2012 (UTC)&lt;br /&gt;
::The ban is almost definitely an automatic one placed as a result of banning a suspected spambot - I need to which one it was (the wiki should say &amp;quot;Autoblocked because your IP address has been recently used by 'username'&amp;quot;) so I can remove it. --[[User:Quietust|Quietust]] 01:17, 18 June 2012 (UTC)&lt;br /&gt;
::: Please remove it. I think it's unlikely that will cause any trouble. This is what he gets when he tries to create an account:&lt;br /&gt;
::::Login error Your IP address is listed as an open proxy in the DNSBL used by Dwarf Fortress Wiki. You cannot create an account (76.185.119.161)&lt;br /&gt;
:::--[[User:Nagidal|Nagidal]] 08:44, 18 June 2012 (UTC)&lt;br /&gt;
::::There's nothing I can do to fix that one - you'll need to talk to Briess. --[[User:Quietust|Quietust]] 11:16, 18 June 2012 (UTC)&lt;br /&gt;
::::Have him try again now.  If he still encounters the same issue, he'll have to apply to get his IP address removed from the blocklist at [http://www.spamhaus.org/lookup/] (I removed 3 of the blocklists we were using so it's only spamhaus now) --[[User:Briess|Briess]] 07:27, 19 June 2012 (UTC)&lt;br /&gt;
::::&amp;lt;s&amp;gt;Just checked, he is listed on [http://www.spamhaus.org/pbl/query/PBL238586] so he'll need to follow those instructions to get delisted. --[[User:Briess|Briess]] 07:30, 19 June 2012 (UTC)&amp;lt;/s&amp;gt; incorrect, this won't affect wiki signup --[[User:Briess|Briess]] 07:32, 19 June 2012 (UTC)&lt;br /&gt;
:::::Thank you guys for looking into it. He said he would sign up soon now. --[[User:Nagidal|Nagidal]] 08:33, 20 June 2012 (UTC)&lt;br /&gt;
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=== Would My Username Be Rejected? ===&lt;br /&gt;
I was reading the [[Special:RecentChanges|Recent Changes]] page, and was rather dismayed by all of the spammer usernames signing up, then being blocked.  I do appreciate your hard work.  It must feel like [http://en.wikipedia.org/wiki/Sysiphus Sysiphus' labor] sometimes.&lt;br /&gt;
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But then it occurred to me... My name looks like a spammer's!  If I signed up today, would I be blocked immediately?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:44, 17 June 2012 (UTC)&lt;br /&gt;
:Probably not - the recent spammers have been signing up with account names following very specific patterns, and yours doesn't match any of them. While you're here, I thought you might be interested in knowing that I've confirmed a lot of your findings from studying my disassembly of 0.23.130.23a - while lots of things have changed in the past 5 years, lots of other things have stayed exactly the same. --[[User:Quietust|Quietust]] 20:01, 17 June 2012 (UTC)&lt;br /&gt;
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===Registration Spam===&lt;br /&gt;
Q, methinks the method shown under &amp;quot;Comment Spam defeated at last&amp;quot; on Steve Hanov's Blog stevehanov.ca would save you a lot of work.&lt;br /&gt;
*You're talking to the wrong person - tell this to Briess or Emi. --[[User:Quietust|Quietust]] 13:09, 2 June 2012 (UTC)&lt;br /&gt;
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===Blocking===&lt;br /&gt;
You always beat me to the punch! sadface --23:30, 10 May 2012 (UTC)&lt;br /&gt;
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===More spammer blocking===&lt;br /&gt;
I see that in the last few batches of spammer blocking, [[User talk:KidsShoes|KidsShoes]] and [[User talk:DypeniWang|DypeniWang]], who I reported on May 8,  were not included. Is there a better way to make these reports than on [[Dwarf Fortress Wiki:Spamreport]]? Or should I continue placing a note here if the first report doesn't work? --[[User:Cali|Cali]] 23:12, 10 May 2012 (UTC)&lt;br /&gt;
:I've just reported [[User talk:Harry123|Harry123]] and noticed that my previous two reports on [[User talk:Justinakmw7640|Justinakmw7640]] and [[User talk:FixToolbox|FixToolbox]] have fallen through the cracks. --[[User:Cali|Cali]] 01:22, 25 May 2012 (UTC)&lt;br /&gt;
::While reporting [[User talk:BrettWCotton7|BrettWCotton7]], I noticed that [[User talk:Lonna44|Lonna44]] was overlooked. --[[User:Cali|Cali]] 22:06, 2 July 2012 (UTC)&lt;br /&gt;
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===Blocking Vroomvroom1970===&lt;br /&gt;
I've reported [[User talk:Vroomvroom1970|Vroomvroom1970]] twice for spam on [[Dwarf Fortress Wiki:Spamreport]] at or near the same time as two other spamming users. While the other users were blocked ([[User talk:MikePlane1971|MikePlane1971]] and [[User talk:Meetcheese123|Meetcheese123]]), [[User talk:Vroomvroom1970|Vroomvroom1970]] has been overlooked both times, so I thought leaving a message here might work. --[[User:Cali|Cali]] 01:21, 25 April 2012 (UTC)&lt;br /&gt;
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===Clean up some deleted pages===&lt;br /&gt;
Hey Quietust, you seem to be the most active admin around. Could you look into deleting some of the pages currently marked for deletion? Most of them are obsolete, outdated, or otherwise superfluous. Thanks! [[User:Dree12|Dree12]] 00:23, 19 April 2012 (UTC)&lt;br /&gt;
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===Creaturelookup/0 and Creaturedesc templates===&lt;br /&gt;
There seems to be an issue with the [[Template:Creaturelookup/0]] and/or [[Template:Creaturedesc]] and how they interact with the [[Giant badger]] and [[v0.31:Giant badger]] articles. I have no idea how they work so I can't really fix them myself, and I thought you might be able to help since I noticed you created them. --[[User:Reilwin|Reilwin]] 01:28, 3 April 2012 (UTC)&lt;br /&gt;
:It's the same problem that affected the [[giant eagle]] - the raw file contains some extended ASCII characters encoded in Latin-1, but the wiki is expecting them to be UTF-8 and is choking on them. It'll be fixed once Emily updates the raws on the wiki servers. --[[User:Quietust|Quietust]] 01:37, 3 April 2012 (UTC)&lt;br /&gt;
::How should they be handled then? Remove the templates so the users can read what's present or leave it in there until the update? --[[User:Reilwin|Reilwin]] 02:15, 3 April 2012 (UTC)&lt;br /&gt;
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===See Bot request===&lt;br /&gt;
Please see my request under bot requests, I believe you may have overlooked it. I would appreciate a response.&lt;br /&gt;
--[[User:Reilwin|Reilwin]] 22:42, 2 April 2012 (UTC)&lt;br /&gt;
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===Gravitates/animal men===&lt;br /&gt;
Adjusted size of animal men per what you said, but token on token page doesn't quite say the same thing.  Are adult animal men 70k regardless of size of animal?--[[User:Vasiln|Vasiln]] 20:16, 27 March 2012 (UTC)&lt;br /&gt;
===DFRawFunctions===&lt;br /&gt;
I noticed that [[DF2012:Giant eagle]] was completely blank the other day, and have deduced that the problem lies in the following line used as part of a template on the /raw page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{#df_raw:DF2012:creature_birds_new.txt|CREATURE|GIANT_EAGLE|not found}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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I don't know why, but wherever this line is placed, it makes the entire page blank. Template calls on the giant eagle page have been commented out for now, so there's at least something visible on the page. I'm sure you know better than me what might cause this, the only thing I can see out of the ordinary here is some sponsorship text in the .txt right after the entry for giant eagles. Thanks for all you do around here! --[[Special:Contributions/74.105.187.80|74.105.187.80]] 08:05, 25 March 2012 (UTC)&lt;br /&gt;
*Read the [[DF2012 talk:Giant eagle|talk page]] - I already know exactly what the problem is and how to fix it. --[[User:Quietust|Quietust]] 12:35, 25 March 2012 (UTC)&lt;br /&gt;
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===Re:DFRawFunctions===&lt;br /&gt;
Pulled. I'll think up a way to make the process a little more automated. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 22:30, 18 March 2012 (UTC)&lt;br /&gt;
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===Error submiting updates to DF2012:Creatures===&lt;br /&gt;
I have some more changes to make to the Creatures page, but when I try submitting them I get a blank page and no change is made to the page. Is this a problem with the server/page too big, or did I trip some anti-spamer protection with my series of edits? [[User:Organised chaos|Organised chaos]] 14:11, 10 March 2012 (UTC)&lt;br /&gt;
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===Re: Stuff===&lt;br /&gt;
Gonna go do it right now. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:59, 7 March 2012 (UTC)&lt;br /&gt;
===Good job===&lt;br /&gt;
Wiki update looks good - thanks for putting in the time to make it happen.--[[User:Kwieland|Kwieland]] 23:29, 26 November 2011 (UTC)&lt;br /&gt;
=== A new list ===&lt;br /&gt;
Im a newbie at editing wiki's and what im looking for is a list of objects that cant be placed on the edge of the map (like the trade depot) Can you help me make such a page if one dosent already exist? [[Special:Contributions/97.103.243.208|97.103.243.208]] 18:28, 10 November 2011 (UTC)&lt;br /&gt;
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=== Frostbite ===&lt;br /&gt;
Is it a good idea to report [http://df.magmawiki.com/index.php?title=DF2010:Climate&amp;amp;curid=17187&amp;amp;diff=153614&amp;amp;oldid=153613 this] as a bug? [[User:Kogut|Kogut]] 10:22, 14 October 2011 (UTC)&lt;br /&gt;
:Wouldn't hurt, though there might already be a more general report for the other assorted problems with organic materials (e.g. body fat melting at 110°F, muscle/organs not taking heat damage until 282°F even though they'd have been thoroughly overcooked by then). --[[User:Quietust|Quietust]] 13:13, 14 October 2011 (UTC)&lt;br /&gt;
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===Creature Logic + diagrams===&lt;br /&gt;
Thanks for the edits to creature logic.  It's probably not obvious, but I made an effort to use a preferred format, and all I found was [[Template:RT]] linked to from the community portal page, so I tried to imitate the example given on that page.  If there is a preferred method, maybe someone (lol &amp;quot;someone,&amp;quot; although really I'd be happy to do it if I knew enough/was important enough) can make a page and link the community portal to it rather than [[Template:RT]]?  Might save you from some future tedium, unless of course you enjoy those kind of edits.&lt;br /&gt;
  &lt;br /&gt;
Also curious-- I don't know anything about electronics or computing, but I find myself distinguishing between half and full signals (or full and double signals, if you'd prefer-- opens vs open-closes) all the time.  Within the electronics metaphor, are there appropriate words to distinguish between these two kinds of signals?  That is, if an edge detector detects an &amp;quot;edge&amp;quot; signal, what kind of signal does it transmit?[[User:Vasiln|Vasiln]] 00:14, 13 September 2011 (UTC)&lt;br /&gt;
:There isn't really a difference between the signal types, just how you react to them - a level-sensitive trigger does one thing if the signal is on and another thing if the signal is off, while an edge-sensitive trigger does one thing when the signal '''changes''' from off-&amp;gt;on and a different thing when the signal changes from on-&amp;gt;off. See [http://en.wikipedia.org/wiki/Interrupt#Types_of_Interrupts this article] for more information. --[[User:Quietust|Quietust]] 02:53, 13 September 2011 (UTC)&lt;br /&gt;
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===Most annoying bugs===&lt;br /&gt;
Just curious what bugs are on the top of your list? I haven't played in several months, waiting for certain bugs to be fixed. I got the military to mostly work (besides all the labors being reset) so that wasn't a big deal. I think all the little bugs added up for me. --[[User:Kwieland|Kwieland]] 17:21, 1 September 2011 (UTC)&lt;br /&gt;
:I've reported over a hundred bugs on the tracker and 82 of them are still open, some more serious than others. If I had to name the most annoying ones I've reported myself, they'd be: &amp;quot;Missing nobles (dungeon master, tax collector, etc.)&amp;quot;, &amp;quot;Swimming FBs don't bother getting out of the water&amp;quot;, &amp;quot;Soldiers equip golden salve vials as waterskins&amp;quot;, &amp;quot;Caravan pack animals stand on top of floor hatches over ramps&amp;quot;, &amp;quot;Building destroyers destroy floor grates over open space&amp;quot;, &amp;quot;Caravans don't bring wagons&amp;quot;, and &amp;quot;Siege trolls lag the game to hell&amp;quot;; for ones others have reported, &amp;quot;Soldiers don't eat/drink while stationed&amp;quot;, &amp;quot;Flowing water pushes items into hammerspace&amp;quot;, &amp;quot;Magma kills things WAY too slowly&amp;quot;, &amp;quot;Dwarves don't wear new clothes&amp;quot;, &amp;quot;Dwarves give water to dwarves already drinking from booze barrels&amp;quot; + &amp;quot;Dwarves leave water buckets lying all over the fortress&amp;quot; + &amp;quot;Dwarves use water buckets when making lye&amp;quot;, &amp;quot;Metalsmithing jobs only use one bar&amp;quot;, and &amp;quot;Gem items don't get stockpiled&amp;quot;. I don't mind the &amp;quot;Humans have no guild representatives&amp;quot;, &amp;quot;Elves have no diplomats&amp;quot;, and &amp;quot;You can't make crystal glass&amp;quot; bugs, since I've fixed all of them myself. --[[User:Quietust|Quietust]] 20:22, 1 September 2011 (UTC)&lt;br /&gt;
::I know you've reported a lot, which is great.  I've only reported 12, 7 still open.  Did you figure out a workaround for the missing nobles?  I noticed you were doing a lot of research on that area.  How does &amp;quot;Soldiers don't eat/drink while stationed&amp;quot; affect you?  The dwarfs leaving their food to rot all over?  I don't let my military carry ratios.  My soldiers do get a bad thought, but the happiness system is pretty out of wack now, so all they have to do is dine in a nice place and they're in heaven!  I agree that the buckets coupled to the healthcare is a hassle.  That and the transporting of barrels to the depot.  Metalsmithing jobs only using one bar is a balancing issue, so it doesn't bother me much. I just reviewed my watch list and others that bother me are &amp;quot;Items are hauled to bins before the bins are installed into the correct stockpile.&amp;quot; &amp;quot;Dwarves choose far-away stones instead of nearby ones&amp;quot;, &amp;quot;Civilians assigned to burrows while hauling something spam &amp;quot;dropoff inaccessible&amp;quot;&amp;quot;, not being able to toggle the usability of obsidian, and &amp;quot;Equipment mismatch error message means nothing&amp;quot;.  That last one makes setting up a military a bit tough.  Those would have to be the most annoying to me.  Sometimes I really miss the 40d days. I tried going back, but all the keys are different and it is too frustrating.--[[User:Kwieland|Kwieland]] 23:56, 1 September 2011 (UTC)&lt;br /&gt;
:::The &amp;quot;soldiers don't eat/drink while stationed&amp;quot; bug causes soldiers to just get increasingly hungry/thirsty when on patrol duty, and hungry/thirsty dwarves get skill penalties and are presumably more likely to get injured. I forgot about the &amp;quot;dropoff inaccessible spam&amp;quot; one, though I was afflicted with the &amp;quot;item inaccessible&amp;quot; variant (when the stockpile is inside the burrow but the item isn't), and I also find the economic obsidian bug mildly irritating (though you only need to fix it once in the entire lifetime of your fortress). I don't consider the &amp;quot;hauling bins&amp;quot; and &amp;quot;distant stones&amp;quot; ones to be real bugs, just design flaws (which I'm pretty sure were also present in 40d and probably even 23a). Of course, I've just now remembered another very irritating issue: multiple soldiers being assigned the same piece of equipment, usually a named item. --[[User:Quietust|Quietust]] 00:07, 2 September 2011 (UTC)&lt;br /&gt;
::::That is funny.  So many of the &amp;quot;bugs&amp;quot; influence the way I play the game. Because of the bugs, I gave up on burrows being useful. Thus all the bugs with burrows don't bother me.  The concept is really powerful, but how to implement it without the bugs hobbling it! I also don't use most fo the military options (like food/water, patrol duties, stations) and instead have train/no train schedules.  I find it funny when dwarfs carry around 3 weapons, or the enraged badgers.  I agree the distant stones and hauling bins are design flaws, but they are annoying when you notice a bunch of dwarves traverse 80 Z levels to take something to a bin, only to arrive and find the bin has been now moved to 80Z levels down! It would also be nice to be able to save military uniforms as well (like embark profiles).  Does the fact that the order of items in the trade item list changes bother you or have you figured out a workaround for that?--[[User:Kwieland|Kwieland]] 16:25, 2 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
&lt;br /&gt;
=== v0.44.02 Raws Update ===&lt;br /&gt;
::Hi!&lt;br /&gt;
&lt;br /&gt;
::I'm not sure if this bot is still maintained, or if you're still accepting requests, but I figured I might as well give it a shot. Although the diff between the raws of v0.43.05 and v0.44.02 is minuscule, it's still a sizable enough number of changes to warrant some form of automation. Additionally, some of the Raws (like [[DF2014:Dog/raw|dogs]]) haven't been updated since 2014.&lt;br /&gt;
&lt;br /&gt;
::If you're still accepting requests, I'd like to request a general raws update throughout the wiki. If this isn't feasible, or you'd rather it be handled manually, no problem. &lt;br /&gt;
&lt;br /&gt;
:: Thank you!&lt;br /&gt;
&lt;br /&gt;
:: [[User:CalmBit|CalmBit]] ([[User talk:CalmBit|talk]]) 12:15, 1 December 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== DF:2012 Namespace ===&lt;br /&gt;
::Hello, &lt;br /&gt;
&lt;br /&gt;
::I believe you might have been the one who created the bot which handled the versioning namespace change. I posted on [[User_talk:Emi|Emi's discussion page]] but have yet to receive a response.&lt;br /&gt;
::I'd like to suggest the following change to the bot for any future namespace changes, although this might be futile if the bot lacks the relevant privileges.&lt;br /&gt;
::For every article moved to a previous version namespace, create a new article in the new namespace with the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; tag so that users can (1) see that it hasn't been updated and (2) have an easy link to the outdated article so they at least have something too look up. It would also make it easier for normal editors to update the new articles since they've already been created.&lt;br /&gt;
&lt;br /&gt;
::In addition, I'd like to request that the bot create a blank DF2012 namespace article for every v0.31 article which exists which doesn't have a corresponding DF2012 article and add to it the &amp;lt;nowiki&amp;gt;{{av}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
::Thanks,&lt;br /&gt;
&lt;br /&gt;
::--[[User:Reilwin|Reilwin]] 08:36, 17 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks for helping me out by moving that file. I had no clue how to rename it myself,  and also for explaining how that citation worked. I wasn't sure how to do it heh. I'm kinda winging it here.&lt;br /&gt;
[[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 16:31, 29 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306734</id>
		<title>Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306734"/>
		<updated>2025-01-29T05:00:59Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Since no &amp;quot;youtube video citation&amp;quot; exists just used link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:blood_splat_preview.png|right]]'''Blood''' is a fluid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who possess it; losing it tends to be invariably fatal to most things which have it.&lt;br /&gt;
&lt;br /&gt;
[[Blood man|Blood men]] are creatures made out of blood, and [[vampire]]s require it to satiate their thirst needs.&lt;br /&gt;
&lt;br /&gt;
==Dealing with blood==&lt;br /&gt;
[[File:troll_blood_preview.png|thumb|161px|[[Troll]] blood. Known to vampires as &amp;quot;off brand&amp;quot;.]][[File:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]]. ASCII mode.]]Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is why bloody areas tend to grow quickly above ground when heavily trafficked. &lt;br /&gt;
&lt;br /&gt;
Blood smears located [[tile attributes|indoors]] will automatically be [[Cleaning|cleaned]] by passing dwarves, while those located outdoors will remain there until cleaned by some external factor like [[rain]]. Allocating bloody indoor underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority, and they will get cleaned pretty quickly if you have enough idle workers. It is possible to remove blood from a [[soil]] [[floor]] by building a [[dirt road]] on it.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly-growing carpet of blood. This can be dealt with by covering the offending brook tiles with [[wall]]s or floors. It is better to forbid an area with blood in above ground areas as rain will randomly clear tiles where it touches it. To be rid of blood splatters on a rough wall, designating the splattered area to be smoothed will make it disappear.&lt;br /&gt;
&lt;br /&gt;
An option in the game [[settings]] permits disabling the spreading of contaminants, including blood.&lt;br /&gt;
&lt;br /&gt;
==Obtaining blood==&lt;br /&gt;
[[File:vampire_sense_blood.png|thumb|163px|right|A playable vampire sensing blood.]]Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst, unless you are using it as a currency). Player-controlled dwarves are not able to create blood barrels.&lt;br /&gt;
&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids' then order the barrel to be brought for trading at the depot.&lt;br /&gt;
&lt;br /&gt;
As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration) except smeared blood from a [[vampire]], as drinking vampiric blood will turn the person into a vampire themselves. &lt;br /&gt;
&lt;br /&gt;
==Assorted blood types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do:&lt;br /&gt;
&lt;br /&gt;
*Most intelligent and most land creatures will have standard red blood, containing hemoglobin. ([[File:blood_red_sprite.png|15px]])&lt;br /&gt;
*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc.) possess white-colored '''ichor''', which is functionally identical to blood. ([[File:blood_ichor_sprite.png|15px]])&lt;br /&gt;
*[[Troll]]s possess cyan-colored blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Crab]]s, [[cuttlefish]], [[nautilus]]es, [[octopus]]es and [[squid]]s possess copper-based dark blue blood (though in Graphics mode it appears the same as cyan). ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Fire imp]]s, [[demon rat]]s, and some procedurally generated creatures possess gray-colored goo instead of normal blood. ([[File:blood_goo_sprite.png|15px]])&lt;br /&gt;
*The game files contain magenta-colored blood, procedural generated [[bogeyman|bogeymen]] and [[nightmare]]s can have it. ([[File:blood_magenta_sprite.png|15px]])&lt;br /&gt;
&lt;br /&gt;
Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood, including particular organics, such as [[sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]], similarly for some types of [[undead]] (skeletons or animated [[skin]]).&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Blood in combat==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nazush&lt;br /&gt;
| elvish  = cameda&lt;br /&gt;
| goblin  = ogom&lt;br /&gt;
| human   = cadem&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable on an individual level. This type of death is common with creatures who get their limbs severed from their bodies.&lt;br /&gt;
&lt;br /&gt;
Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the afflicted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger. Certain creatures will suck the blood out of their victims upon landing a bite attack (such as female [[mosquito]]s, [[leech]]es and [[nightwing]]s). This is largely irrelevant with [[vermin]] (who can't interact with other creatures anyway), but may be a problem when dealing with their [[savage]] humanoid/giant counterparts.&lt;br /&gt;
&lt;br /&gt;
Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
[[File:An adventurer surrounded by blood in a catcomb..png|frame|right|An adventurer surrounded by blood in a catcomb.]]&lt;br /&gt;
According to [[‼SCIENCE‼|testing]], drinking blood from a pool of blood (without an adjective on it like &amp;quot;Coating&amp;quot; or &amp;quot;Smattering&amp;quot;) can relieve thirst even for non-vampires.[https://www.youtube.com/watch?v=5GXXfRF3sJ0 [1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
Additionally, you can fill your waterskin from it. That is if you are desperate enough and have no easy access to water. Such as when exploring a [[Catacombs|catacomb]].&lt;br /&gt;
[[File:Blood1.png|thumb|center|Thirsty Enough?]]&lt;br /&gt;
[[File:Blood2.png|center|thumb|A pool of blood without an adjective.]]&lt;br /&gt;
[[File:Blood0.png|center|thumb|Fill that waterskin with blood.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Blood]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306719</id>
		<title>Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306719"/>
		<updated>2025-01-29T04:11:14Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:blood_splat_preview.png|right]]'''Blood''' is a fluid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who possess it; losing it tends to be invariably fatal to most things which have it.&lt;br /&gt;
&lt;br /&gt;
[[Blood man|Blood men]] are creatures made out of blood, and [[vampire]]s require it to satiate their thirst needs.&lt;br /&gt;
&lt;br /&gt;
==Dealing with blood==&lt;br /&gt;
[[File:troll_blood_preview.png|thumb|161px|[[Troll]] blood. Known to vampires as &amp;quot;off brand&amp;quot;.]][[File:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]]. ASCII mode.]]Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is why bloody areas tend to grow quickly above ground when heavily trafficked. &lt;br /&gt;
&lt;br /&gt;
Blood smears located [[tile attributes|indoors]] will automatically be [[Cleaning|cleaned]] by passing dwarves, while those located outdoors will remain there until cleaned by some external factor like [[rain]]. Allocating bloody indoor underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority, and they will get cleaned pretty quickly if you have enough idle workers. It is possible to remove blood from a [[soil]] [[floor]] by building a [[dirt road]] on it.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly-growing carpet of blood. This can be dealt with by covering the offending brook tiles with [[wall]]s or floors. It is better to forbid an area with blood in above ground areas as rain will randomly clear tiles where it touches it. To be rid of blood splatters on a rough wall, designating the splattered area to be smoothed will make it disappear.&lt;br /&gt;
&lt;br /&gt;
An option in the game [[settings]] permits disabling the spreading of contaminants, including blood.&lt;br /&gt;
&lt;br /&gt;
==Obtaining blood==&lt;br /&gt;
[[File:vampire_sense_blood.png|thumb|163px|right|A playable vampire sensing blood.]]Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst, unless you are using it as a currency). Player-controlled dwarves are not able to create blood barrels.&lt;br /&gt;
&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids' then order the barrel to be brought for trading at the depot.&lt;br /&gt;
&lt;br /&gt;
As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration) except smeared blood from a [[vampire]], as drinking vampiric blood will turn the person into a vampire themselves. &lt;br /&gt;
&lt;br /&gt;
==Assorted blood types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do:&lt;br /&gt;
&lt;br /&gt;
*Most intelligent and most land creatures will have standard red blood, containing hemoglobin. ([[File:blood_red_sprite.png|15px]])&lt;br /&gt;
*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc.) possess white-colored '''ichor''', which is functionally identical to blood. ([[File:blood_ichor_sprite.png|15px]])&lt;br /&gt;
*[[Troll]]s possess cyan-colored blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Crab]]s, [[cuttlefish]], [[nautilus]]es, [[octopus]]es and [[squid]]s possess copper-based dark blue blood (though in Graphics mode it appears the same as cyan). ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Fire imp]]s, [[demon rat]]s, and some procedurally generated creatures possess gray-colored goo instead of normal blood. ([[File:blood_goo_sprite.png|15px]])&lt;br /&gt;
*The game files contain magenta-colored blood, procedural generated [[bogeyman|bogeymen]] and [[nightmare]]s can have it. ([[File:blood_magenta_sprite.png|15px]])&lt;br /&gt;
&lt;br /&gt;
Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood, including particular organics, such as [[sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]], similarly for some types of [[undead]] (skeletons or animated [[skin]]).&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Blood in combat==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nazush&lt;br /&gt;
| elvish  = cameda&lt;br /&gt;
| goblin  = ogom&lt;br /&gt;
| human   = cadem&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable on an individual level. This type of death is common with creatures who get their limbs severed from their bodies.&lt;br /&gt;
&lt;br /&gt;
Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the afflicted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger. Certain creatures will suck the blood out of their victims upon landing a bite attack (such as female [[mosquito]]s, [[leech]]es and [[nightwing]]s). This is largely irrelevant with [[vermin]] (who can't interact with other creatures anyway), but may be a problem when dealing with their [[savage]] humanoid/giant counterparts.&lt;br /&gt;
&lt;br /&gt;
Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
[[File:An adventurer surrounded by blood in a catcomb..png|frame|right|An adventurer surrounded by blood in a catcomb.]]&lt;br /&gt;
According to [[‼SCIENCE‼|testing]], drinking blood from a pool of blood (without an adjective on it like &amp;quot;Coating&amp;quot; or &amp;quot;Smattering&amp;quot;) can relieve thirst even for non-vampires. &lt;br /&gt;
Additionally, you can fill your waterskin from it. That is if you are desperate enough and have no easy access to water. Such as when exploring a [[Catacombs|catacomb]].&lt;br /&gt;
[[File:Blood1.png|thumb|center|Thirsty Enough?]]&lt;br /&gt;
[[File:Blood2.png|center|thumb|A pool of blood without an adjective.]]&lt;br /&gt;
[[File:Blood0.png|center|thumb|Fill that waterskin with blood.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Blood]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:An_adventurer_surrounded_by_blood_in_a_catacomb.png&amp;diff=306717</id>
		<title>File:An adventurer surrounded by blood in a catacomb.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:An_adventurer_surrounded_by_blood_in_a_catacomb.png&amp;diff=306717"/>
		<updated>2025-01-29T04:10:28Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An adventurer surrounded by blood in a catcomb.&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306716</id>
		<title>Blood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blood&amp;diff=306716"/>
		<updated>2025-01-29T04:08:17Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Adventure mode Science Has Been Accomplished I dont have athread for it but i tested this in my own world and took screenshots. Not sure if i should so anything else to show.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:blood_splat_preview.png|right]]'''Blood''' is a fluid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who possess it; losing it tends to be invariably fatal to most things which have it.&lt;br /&gt;
&lt;br /&gt;
[[Blood man|Blood men]] are creatures made out of blood, and [[vampire]]s require it to satiate their thirst needs.&lt;br /&gt;
&lt;br /&gt;
==Dealing with blood==&lt;br /&gt;
[[File:troll_blood_preview.png|thumb|161px|[[Troll]] blood. Known to vampires as &amp;quot;off brand&amp;quot;.]][[File:Champions.png|161px|thumb|right|Ground smeared in blood, coming straight from the [[Goblin|source]]. ASCII mode.]]Much like other contaminants, blood tends to spread ''everywhere'' {{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is why bloody areas tend to grow quickly above ground when heavily trafficked. &lt;br /&gt;
&lt;br /&gt;
Blood smears located [[tile attributes|indoors]] will automatically be [[Cleaning|cleaned]] by passing dwarves, while those located outdoors will remain there until cleaned by some external factor like [[rain]]. Allocating bloody indoor underground areas as a [[activity zone#Meeting Area|meeting area]] seems to increase their cleaning priority, and they will get cleaned pretty quickly if you have enough idle workers. It is possible to remove blood from a [[soil]] [[floor]] by building a [[dirt road]] on it.&lt;br /&gt;
&lt;br /&gt;
Brooks and similar sources of [[water]] replicate any blood that falls on their tiles, resulting in an endlessly-growing carpet of blood. This can be dealt with by covering the offending brook tiles with [[wall]]s or floors. It is better to forbid an area with blood in above ground areas as rain will randomly clear tiles where it touches it. To be rid of blood splatters on a rough wall, designating the splattered area to be smoothed will make it disappear.&lt;br /&gt;
&lt;br /&gt;
An option in the game [[settings]] permits disabling the spreading of contaminants, including blood.&lt;br /&gt;
&lt;br /&gt;
==Obtaining blood==&lt;br /&gt;
[[File:vampire_sense_blood.png|thumb|163px|right|A playable vampire sensing blood.]]Beyond the obvious method of injuring creatures, [[barrel]]s full of blood can be brought with a [[dwarf|dwarven]] expedition upon [[embark]], and bought from dwarven and [[human]] civilizations during [[trading]]. Barrels of blood possess no use beyond being trade goods (making buying them redundant at best and a waste of dwarfbucks at worst, unless you are using it as a currency). Player-controlled dwarves are not able to create blood barrels.&lt;br /&gt;
&lt;br /&gt;
Selecting blood inside a barrel for dumping does not empty the barrel. Using the [[soap|workaround]] for dumping liquids from lye buckets works - view the contents of the barrel, select the blood and forbid or dump it. Alternatively, forbid/dump the blood from the stocks screen in 'liquids' then order the barrel to be brought for trading at the depot.&lt;br /&gt;
&lt;br /&gt;
As with all other contaminants, blood created from injured creatures can't be used for anything (beyond morbid decoration) except smeared blood from a [[vampire]], as drinking vampiric blood will turn the person into a vampire themselves. &lt;br /&gt;
&lt;br /&gt;
==Assorted blood types==&lt;br /&gt;
Not all creatures have the same dark red blood that most do:&lt;br /&gt;
&lt;br /&gt;
*Most intelligent and most land creatures will have standard red blood, containing hemoglobin. ([[File:blood_red_sprite.png|15px]])&lt;br /&gt;
*Most invertebrates ([[ant]]s, [[honey bee]]s, [[creeping eye]]s, [[giant cave spider]]s, etc.) possess white-colored '''ichor''', which is functionally identical to blood. ([[File:blood_ichor_sprite.png|15px]])&lt;br /&gt;
*[[Troll]]s possess cyan-colored blood. ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Crab]]s, [[cuttlefish]], [[nautilus]]es, [[octopus]]es and [[squid]]s possess copper-based dark blue blood (though in Graphics mode it appears the same as cyan). ([[File:blood_cyan_sprite.png|15px]])&lt;br /&gt;
*[[Fire imp]]s, [[demon rat]]s, and some procedurally generated creatures possess gray-colored goo instead of normal blood. ([[File:blood_goo_sprite.png|15px]])&lt;br /&gt;
*The game files contain magenta-colored blood, procedural generated [[bogeyman|bogeymen]] and [[nightmare]]s can have it. ([[File:blood_magenta_sprite.png|15px]])&lt;br /&gt;
&lt;br /&gt;
Inorganic creatures such as the [[bronze colossus]], the [[magma man]] and the [[amethyst man]] don't have blood, including particular organics, such as [[sponge]]s and [[Sponge man|their]] [[Giant sponge|variants]], similarly for some types of [[undead]] (skeletons or animated [[skin]]).&lt;br /&gt;
&lt;br /&gt;
Some creatures, when injured, may leave residue like a normal creature would bleed, but not actual blood. For example, a [[titan]] made out of salt may leave piles of salt where it was injured.&lt;br /&gt;
&lt;br /&gt;
==Blood in combat==&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nazush&lt;br /&gt;
| elvish  = cameda&lt;br /&gt;
| goblin  = ogom&lt;br /&gt;
| human   = cadem&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Blood makes a significant impact during [[combat]]. A strike which causes damage to major arteries can open them, leading the creature to begin bleeding out rapidly. Without any treatment, the wound may eventually cause the creature to die of blood loss, even if it isn't struck down by any other means. This is especially important in [[adventurer mode]], where the impact of blood loss is more noticeable on an individual level. This type of death is common with creatures who get their limbs severed from their bodies.&lt;br /&gt;
&lt;br /&gt;
Most [[syndrome]]s are contracted when the poison enters the victim's blood. Certain sicknesses (such as [[iron man]] cough) include coughing or vomiting blood as symptoms, which may lead to bleeding damage on the afflicted individual. These are usually not fatal, but may lead to the person being left vulnerable in the face of danger. Certain creatures will suck the blood out of their victims upon landing a bite attack (such as female [[mosquito]]s, [[leech]]es and [[nightwing]]s). This is largely irrelevant with [[vermin]] (who can't interact with other creatures anyway), but may be a problem when dealing with their [[savage]] humanoid/giant counterparts.&lt;br /&gt;
&lt;br /&gt;
Creatures with no blood pose a greater challenge to kill as they can't die of blood loss, and they will continue to fight no matter how much damage they suffer to whatever it is they're made of. [[Giant sponge]]s were particularly famous for this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
According to [[‼SCIENCE‼|testing]], drinking blood from a pool of blood (without an adjective on it like &amp;quot;Coating&amp;quot; or &amp;quot;Smattering&amp;quot;) can relieve thirst even for non-vampires. &lt;br /&gt;
Additionally, you can fill your waterskin from it. That is if you are desperate enough and have no easy access to water. Such as when exploring a [[Catacombs|catacomb]].&lt;br /&gt;
[[File:Blood1.png|thumb|center|Thirsty Enough?]]&lt;br /&gt;
[[File:Blood2.png|center|thumb|A pool of blood without an adjective.]]&lt;br /&gt;
[[File:Blood0.png|center|thumb|Fill that waterskin with blood.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Blood]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blood2.png&amp;diff=306714</id>
		<title>File:Blood2.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blood2.png&amp;diff=306714"/>
		<updated>2025-01-29T04:00:16Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blood pool.&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blood0.png&amp;diff=306713</id>
		<title>File:Blood0.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blood0.png&amp;diff=306713"/>
		<updated>2025-01-29T03:59:39Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fill that waterskin with blood.&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blood1.png&amp;diff=306712</id>
		<title>File:Blood1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blood1.png&amp;diff=306712"/>
		<updated>2025-01-29T03:58:54Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you were thirsty enough.&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306635</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306635"/>
		<updated>2025-01-28T18:04:53Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Is tehre a wya to make th ebot auto set this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306634</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306634"/>
		<updated>2025-01-28T18:04:18Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Seems accurate to me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306633</id>
		<title>Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306633"/>
		<updated>2025-01-28T17:50:46Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: removed extra dot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead.&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted on this page, but you can refer to the in-game help with {{k|?}} or the [[Adventure Mode quick reference|quick reference]] page to look up the key for a particular action.}}&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
{{main|World generation}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create&amp;amp;nbsp;New&amp;amp;nbsp;World!|7:1}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History|7:1}} as {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence|7:1}} as {{DFtext|Frequent|3:1}}&lt;br /&gt;
When generation is complete, accept with {{k|Enter}} to save this world; once the game finishes that, it will return to the main menu; then choose {{DFtext|Start&amp;amp;nbsp;Playing|7:1}} and {{DFtext|Adventurer|7:1}}&lt;br /&gt;
}}&lt;br /&gt;
Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
While the default settings might likely produce a useful world, the settings to the right will help; the following explains the suggested changes.&lt;br /&gt;
* With a less powerful computer, you may want to change world size to small instead of medium, both to reduce generation time and increase [[FPS]].&lt;br /&gt;
* A short history will limit the chance of some civilization-destroying cataclysm, and finish generating sooner. &lt;br /&gt;
** However, this will also reduce the number of &amp;quot;developed&amp;quot; religions with [[temples]], limiting your options for playing as a [[chosen]]. Since playing as [[chosen]] provides more direction in gameplay and helpful buffs, it's a helpful option for new players.&lt;br /&gt;
* Increasing the number of civilizations increases the chances of getting ones you want, dwarven, human, or otherwise, though it will slow generation.&lt;br /&gt;
* More sites and less savagery allows the civilizations to spread out more, hopefully reducing the FPS effect of site crowding.&lt;br /&gt;
* Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices.&lt;br /&gt;
* You could increase the number of beasts, but while that would give you more to encounter, it might result in dead civilizations.&lt;br /&gt;
It is advised not to stop the world generation before the full 125 years of the short history option, as it might reduce equipment options.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race, status and civilization ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Demigod dwarven adventurers in dwarven civilizations have the best night vision and access to the best equipment. Use {{k|+}} to highlight {{DFtext|Demigod|7:1}}, and the movement keys to make sure {{DFtext|Dwarf|7:1}} is highlighted, then {{k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}}&lt;br /&gt;
After choosing {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}}, the game will simulate two weeks of game time in the world. After that, the first steps in starting an [[adventure mode]] game are to choose the [[race]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better in combat. What you really want, though, is to start as a member of a [[dwarven]] civilization, or at least a [[human]] one; this will give you access to the best equipment.&lt;br /&gt;
&lt;br /&gt;
The races available to play as adventurers will vary by world. Status mostly determines the number of points available in character creation, with demigod giving the most. Civilizations can have access to different materials, and while they start with only one race as members, other races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't shown on the screen where you choose one, but can be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}}, and [[elven]] are mostly {{DFtext|î|1:7:1}}. Also, on the next character creation page, their sites will be described as ''dwarven'', ''human'', or ''elven''.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Pick a hillocks, town, or hamlet near the middle of the map with not too many people, then the hunter occupation, and use the existing random name, gender, and beliefs.'''}}&lt;br /&gt;
Your [[name]] has little bearing on gameplay, so that can be freely selected with {{k|e}}, {{k|c}}, and {{k|r}}. If you customize your first name, people may comment on how unusual it is. If you define something in every category at the start, then your name won't grow with [[Name#Epithets|fame]], though it can change with infamy.  Similarly; [[gender]] rarely makes a difference in gameplay, and can be changed with {{k|g}} – for most playable races, the only differences are the presence of [[beard]]s and [[Gelder|geldables]].  A few [[animal people]] races have more significant differences, such as [[moose]] people, where males are up to 2/3 larger and have a gore attack.&lt;br /&gt;
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Your home determines where you start, as well as the available occupations and beliefs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitants can negatively affect [[framerate]].&lt;br /&gt;
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Occupation determines some free starting [[skill]]s and possibly a starting weapon; [[hunter]] and [[ranger]], for example, add some skills that are useful in combat. A [[hearthperson]] starts as a member of the local military and can receive orders from their superior, if the latter can be found. Many other occupations cannot currently be practiced in adventurer mode.&lt;br /&gt;
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Beliefs determine if you worship a [[deity]], and are a member of any [[religion]]. Being more than a casual worshiper of a deity can add the need to pray, which can easily be done by [[talking]] to them.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
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==== Starting attributes ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''&lt;br /&gt;
* {{DFtext|High Strength|2:1}}&lt;br /&gt;
* {{DFtext|High Agility|2:1}}&lt;br /&gt;
* {{DFtext|High Toughness|2:1}}&lt;br /&gt;
* {{DFtext|High Endurance|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Focus|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Willpower|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Intuition|2:1}}&lt;br /&gt;
* {{DFtext|High Spatial Sense|2:1}}&lt;br /&gt;
* {{DFtext|High Kinesthetic Sense|2:1}}}}&lt;br /&gt;
See the [[Attribute]] page for descriptions of each; [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also show how each attribute is applied. Reducing attributes below the default only gives 1 point; so you would have to lower many to raise one.&lt;br /&gt;
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An important consideration is that '''Strength''' can increase muscle mass, which can decrease speed, so '''Agility''' should be as high or higher. Another important attribute is '''Endurance''', as you don't want to tire during a fight.&lt;br /&gt;
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The value of '''Social Awareness''' varies by physical attributes. A peasant of average or lower physical ability benefits greatly from more companions — strength in numbers.  But this example demigod combat monster gains very little benefit — at best companions serve as a decoy, so you may as well issue them a red shirt and draft their will upon recruitment.&lt;br /&gt;
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For the purpose of this quick start, the remaining attributes don't contribute anything to survival. Later, you may want to start with different attributes, but these are a safe starting point. These suggestions focus on attributes used in combat; while combat skills are the easiest to raise in-game, spending time training would not be a 'quick start'.&lt;br /&gt;
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==== Starting skills ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''&lt;br /&gt;
* {{DFtext|Competent Swordsdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Fighter|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Observer|7:1}}&lt;br /&gt;
* {{DFtext|Novice Swimmer|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Shield User|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Armor User|7:1}}&lt;br /&gt;
* {{DFtext|Adequate Wrestler|7:1}}&lt;br /&gt;
* {{DFtext|Novice Reader|7:1}}&lt;br /&gt;
As a hunter, you already have:&lt;br /&gt;
* {{DFtext|Talented Marksdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Master Ambusher|7:1}}&lt;br /&gt;
* {{DFtext|Talented Dodger|7:1}}&lt;br /&gt;
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See the [[combat skill]], [[swimmer]], and [[reader]] pages for in-depth explanations of the suggested skills. The following explains these particular suggestions: Swords have both slash and stab attacks and are not very expensive; other [[weapon]]s can be better at one of those attacks, but not both, and, other than the war hammer, are more expensive. '''Fighter''' to improve the accuracy of all melee attacks. '''Observer''' to see what an opponent is doing, and react to it. Without at least Novice '''Swimmer''', it will be very easy to drown, higher levels just increase speed. '''Shield User''' to increase the chance of a successful block, '''Armor User''' to reduce the speed penalty of the weight of worn armor. '''Wrestler''' for when you want to take down an opponent, or remove their armor. '''Reader''' because there is no way to gain the skill in-game. The Hunter occupation is suggested mostly for Dodger, although Ambusher is good for sneaking; crossbows in adventurer mode are not very useful, so Marksdwarf will probably go unused. If you chose an occupation that does not provide '''Dodger''', it is a vital skill for survival, so reduce Observer and Armor User one level, and spend those points on Dodger.&lt;br /&gt;
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Which skills are available is dependent on the character's civilization, though, combat skills can be developed in-game, even from no skill. For a quick start, these are good skills to keep you alive; to that end, defensive skills are critical to survival, including '''Observer'''.&lt;br /&gt;
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=== Appearance &amp;amp; Personality ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Press {{k|y}} to accept the standard appearance, then {{k|f}}, and set all {{DFtext|values|2:1}} to {{DFtext|N/A|2:1}} and all {{DFtext|personality traits|3:1}} to {{DFtext|&amp;lt;|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|&amp;gt;|3:1}}.'''}}&lt;br /&gt;
Most of the appearance page has no effect in-game, other than general [[size]], with a description such as ''S/he is short'', ''thin'', ''tall'', ''broad'', ''large'', etc.; with the high strength suggested earlier, ''muscular'' is also a possibility, but its effect is uncertain. Size can affect what clothing and armor can be worn, how some weapons can be wielded, and can somewhat affect combat, especially wrestling; however, these are not worth randomizing to get for a quick start. &lt;br /&gt;
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Certain [[Personality traits, values, and dreams#Traits|personality trait]]s can add [[needs]], which, if satisfied, can give an adventurer focus - managing needs and achieving higher focus can be valuable in combat and possibly other endeavors. But, with too extreme a personality, an adventurer craves for their urges to be satisfied more - E.g: someone that highly values nature will become unsatisfied when they do not see animals often enough, although they do not need to have all of their needs satisfied at once to be focused, depending on how unsatisfied the others are.&lt;br /&gt;
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The suggested changes remove all needs except ''Be extravagant'', which can be satisfied just by putting on an item with any above-standard [[quality]] level, even if it was just taken off, and which one can start with. Setting traits to create a {{DFtext|Moderate Need|2:1}} may be best, so that any one unmet need does not overpower the satisfied needs. Other needs may be hard or even impossible to satisfy - see the [[need]]s page. A need to pray may automatically be added depending on the character's background - this can be satisfied just by talking to their [[deity]], even just a greeting. It is also possible to gain needs in-game by changing values when arguing, and it seems to '''not''' be possible to remove them. Not all values and personalities have a corresponding need.&lt;br /&gt;
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=== Equipment &amp;amp; Mounts and pets ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''First use {{k|-}} to remove the weapon, buckler, and clothing; leaving the backpack, meat, and waterskin. Then use {{k|n}} and typing in the names to add:'''&lt;br /&gt;
* {{DFtext|steel short sword|7:1}}&lt;br /&gt;
* {{DFtext|copper shield|7:1}}&lt;br /&gt;
* {{DFtext|iron helm|7:1}}&lt;br /&gt;
* {{DFtext|bronze mail shirt|7:1}}&lt;br /&gt;
* {{DFtext|iron breastplate|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|bronze chain leggings|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
To add the second gauntlet and boot, select the first and press {{k|+}}. '''Finally, since you are a dwarf, add a jug, goblet, and alcohol (in Drinks), using {{k|+}} to get several units of whichever alcohol.''' No animals, since the armor took most of the points.}}&lt;br /&gt;
Here, you can modify the equipment your adventurer starts with, and add [[mount]]s or [[pet]]s; they are different pages, but use the same pool of points. The initial equipment automatically added by the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by typing the name; only items not already added are listed. Using {{k|+}} increases the quantity of the selected item, while {{k|-}} decreases it, or removes the last item. Using {{k|w}} &amp;amp; {{k|q}}, you can change the [[quality]] of items; {{k|w}} on the backpack, which makes it a -backpack-, can be useful for satisfying the need to be extravagant, if you added it earlier.&lt;br /&gt;
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Some animals can be used as mounts, some as pack animals, and some as both; unfortunately, the game does not indicate which, so you will have to rely on guessing, or the animal's page here on the wiki. Another way to get mounts and pack animals, is that stray animals encountered in the game can be adopted. Animals that are classified as [[vermin]] will be carried as inventory; others will be separate creatures that try to follow you around.&lt;br /&gt;
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Waterskins will start filled with water. Some items will already be in containers, other items will start in the hands; the latter includes alcohol, so the first thing to do in-game is to put those in containers with {{k|p}}. Any points not used will be converted to [[coins]], so if you have many points remaining, you may want to spend them on gems, as they are much lighter, and better for trading. Adventurers may still start with a few coins, even if all points were spent.&lt;br /&gt;
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=== Party members &amp;amp; Summary ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Stick with just one adventurer to keep things simple.'''}}&lt;br /&gt;
Once you get to the last page ({{DFtext|Mounts and pets}}) of a typical character creation screen, you can add a new member to your party by pressing {{k|N}}; the option only appears when you finish the first character, and is greyed out until you finish subsequent characters. You can swap between customizing different party members at any time using {{k|TAB}}. You can have characters start with items (that they 'don't need', or whatever RP reason) to give to other party members from different civilizations in the game, but armor and clothing will be [[size|sized]] for the character starting with it.&lt;br /&gt;
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Once you are done creating characters, there is a page listing all the party members and a selection of the party's starting locations. You can also go back to modify or add characters with {{k|ESC}}. The party's starting location is chosen with {{k|8}} &amp;amp; {{k|2}} from a list of all the members' home sites. To start the adventure, press {{k|y}}; there will be a short pause as the game prepares the starting site.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
Once you have finished character creation, 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;
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=== Setting off ===&lt;br /&gt;
[[File:Advmode_conversation_v50.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
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You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall in a keep (if you're a {{DFtext|Hearthperson}}). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about are:&lt;br /&gt;
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* '''Beasts''' - any kind of creature that may be harassing people, which can range from [[vampire]]s living amongst the inhabitants of a site, all the way up to [[titan]]s and other mythical creatures. Avoid the latter at first - a [[hydra]], for example, presents a massive challenge even to the most experienced adventurer.&lt;br /&gt;
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* '''[[Bandit]]s''' -  groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in [[camp]]s (shown by a {{Tile|{{DB}}|6:0:1}} on the map). Killing bandits is a great way to raise your reputation, as nobody cares what happens to them.&lt;br /&gt;
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* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned [[house]]s and underground cells. Unlike bandits, criminals are often considered productive members of society. If you start a fight with some on a whim, you may find that you're now an enemy of a criminal empire comparable to (or more powerful than) your home civilization.&lt;br /&gt;
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* '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.&lt;br /&gt;
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Note that you have to press {{k|k}} each time you want to continue the conversation; and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
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=== Fast travel ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[File:fast_travel_preview.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the south, a brook with a bridge to the northwest and large farms to the east. The arrow with the &amp;quot;@&amp;quot; symbol is where the player characters are.]]&lt;br /&gt;
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So far, you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions. Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly - the uppermost bar here indicates the position of the sun.&lt;br /&gt;
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Use {{k|m}} to open a zoomed-out overview map to help further navigation; this key cycles between the most-zoomed-out &amp;quot;sepia tone&amp;quot; world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.&lt;br /&gt;
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=== Finding some muscle ===&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3×3 building with a path leading from the entrance, usually surrounded by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3×3 yellow/brown square by themselves, although sometimes they're integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings). Drunks are a good source of early companions, as while they're not necessarily the strongest fighters, they make very poor decisions and will happily join up with you if your party isn't too full.&lt;br /&gt;
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{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you, or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}&lt;br /&gt;
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you {{dftext|ask them to go on an adventure}}, ''not'' to lead you to some location. At first, you will only be able to get two followers, but this is enough for now.&lt;br /&gt;
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If the location is abandoned, leave and try another one. Walk some distance away from the fort (or on the path out of the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
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=== Obtaining food and drink ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a large distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in ''Dwarf Fortress'', it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game, you don't have to worry about that.}}&lt;br /&gt;
You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears, it's time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it's actually food - you can &amp;quot;eat&amp;quot; something like a sword, but the dialog will say &amp;quot;You lick the sword&amp;quot;, and you will not get less hungry or thirsty.&lt;br /&gt;
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==== Where can I find food? ====&lt;br /&gt;
There are many ways of obtaining food:&lt;br /&gt;
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* [[Meat]] - probably the easiest to come by - find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool. Some animals are too small to butcher and cannot be eaten.&lt;br /&gt;
* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!&lt;br /&gt;
* Certain [[leaf]]-bearing plants are edible, and grow year-round.&lt;br /&gt;
* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in the elven [[forest retreat]]s may have fruits and vegetables in or out of season, or you can buy some in city-sized human, dwarven and elven settlements.&lt;br /&gt;
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and if you search for something to quench your thirst:&lt;br /&gt;
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* Drink fresh [[water]] directly from a [[river]], or fill your waterskin (or any other container; a [[backpack]], for example, can hold 50 units of water, though a quiver stores a more reasonable [i.e., lighter] amount) with it.&lt;br /&gt;
* [[Hamlet]]s and cities can have [[well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.&lt;br /&gt;
* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].&lt;br /&gt;
* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then drink some blood from the pool that forms.&lt;br /&gt;
* If you prefer to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es, or order a drink at a [[tavern]].&lt;br /&gt;
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=== Getting some rest ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point, you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|1:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
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If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering their home, use the {{k|s}} key to crawl under their legs, and then the same key to stand back up.&lt;br /&gt;
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=== Finding your target ===&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. By default, you will get a list of events. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target (if it's possible to), showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities. If there are a lot of items to go through, you can use {{k|f}} to filter the list.&lt;br /&gt;
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Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|d}} to exit fast travel mode. (If you want to come out of fast travel mode sneaking, press {{k|s}} and then {{k|d}}.)&lt;br /&gt;
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In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). Continue to move in the indicated direction until you find the target that you're supposed to kill. This won't work if your target is in the sewers, unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
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If you still cannot find your target, try asking around. If that doesn't do anything, you can use {{k|k}} to start telling a story about the current site. The story menu often contains information not available anywhere else, and by browsing through events you may find clues, like; your target operating under a false name, that your target was part of an occupying force that was recently kicked out, or other facts that might have changed from when you first heard the rumor.&lt;br /&gt;
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=== Fighting ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor, then you are very likely to die.''' Therefore, before proceeding, make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
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''As you may have noticed by now, combat in ''Dwarf Fortress'' is quite complex compared to other games, so this section is kind of long. Please read it carefully, though.''&lt;br /&gt;
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==== Movement and positioning ====&lt;br /&gt;
When approaching a target, it's usually best to wait using {{k|.}} to wait 10 instants (or {{k|,}} to wait just one) once you get close, and let your target come to you so you can get the first shot on them. Positioning can be important, because you don't want to let enemies attack you from the side (or behind!) and you should also try to move so that you're never fighting more than one opponent at a time. Green symbols that may appear next to you or others show the direction in which people are headed, which can be useful in positioning yourself.&lt;br /&gt;
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If you need to catch up with someone, or change your sneak status, use {{k|S}} to pull up the movement dialog - this controls the speed at which you move, and whether or not you're sneaking. If you're sneaking, you will see three-dimensional vision cones for people.&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer, and wait for some melee-equipped opponents to come to you. Your followers will probably not be so smart, though.&lt;br /&gt;
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For your first fight, you may want to let your companions take the lead anyway, though, as you may not have any decent armor yet. Press {{k|.}} or {{k|,}} to skip instants, if you want to wait in one spot and let your friends advance and soften up some enemies first. If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on outdoor [[pebbles]] tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
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If one of your companions dies, no big deal - you can just take their stuff by pressing {{k|g}},  then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
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==== Attacking effectively ====&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it's not part of a quest, you can still go brag about it (most effectively by spreading the rumor of your deeds), raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests, and perhaps find an easy one, like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective, though, is pressing {{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
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At first, your skills obviously won't be that great, so it's important to make targeted shots using {{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway; because you're much less likely to be able to one-shot enemies with a blow to the head, and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it, though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything else causing severe pain can cause the opponent to lose consciousness, making a follow-up headshot very easy. Cutting off the weapon arms and/or a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while, and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
Throat-strangling is a very effective way of killing single targets, or to even the odds when you find yourself outnumbered. To begin, carefully {{k|A}}ttack the enemy, then, after choosing your target, hit {{k|b}} to start wrestling. It's advisable to choose an empty hand as the body part you use to wrestle with (although limbs can work too), as well as not attempting this against anything much larger than you. Scroll through the list of targets and select the throat, then grab it. After doing this, press {{k|,}} to wait for one tick (or start some other action then cancel it) and a combat notification should pop up, hopefully saying you grabbed your opponent by the throat. Now do the same thing, but this time; a new option to &amp;quot;wrestle with&amp;quot; your hand should be in the wrestling menu. Choose that and pick the option to choke the throat. Now, repeat all this one more time, except this time the option will say &amp;quot;strangle throat&amp;quot;. You may have to strangle a few times, but your opponent will very quickly fall unconscious, letting you murder them at your leisure, or ignore them to focus on other threats. The greatest strength of this technique is that every action after grabbing the enemy the first time is very fast compared to normal attacks, making strangulation one of the safest ways to deal with multiple armored foes. The downside, ironically, is that it's ''too efficient''. Enemies tend to go down very quickly, and attacks on unconscious enemies don't raise any skills, so you get very little experience. As such, early on it's probably best to save strangling for when you're outnumbered, against heavily armored enemies, or anyone who seems particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them, or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
* '''Frequently, your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to step away/sideways, or use the Advanced Interaction ({{key|I}}) menu.&lt;br /&gt;
&lt;br /&gt;
* '''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralize your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a difficult place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
* '''Enemies behind you get a higher hit chance.''' You want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
&lt;br /&gt;
* You can select different styles for any aimed attack. Quick and wild attacks sacrifice power and/or accuracy for speed (leading to a greater chance that you will hit your target), while heavy and precise attacks sacrifice speed for increased power and/or accuracy. The speedier styles are good for initial hits, and the slower styles are good for finishing blows.&lt;br /&gt;
&lt;br /&gt;
=== Looting ===&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Severed heads can be left behind (although they can be used as a rather morbid way of showing people what you've done).&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). However, if you have too many things in your inventory you will be slowed down (indicated by a slower speed number, less than 1 if you're in the default walk pace) and may lose your next fight because of it.&lt;br /&gt;
&lt;br /&gt;
If you must choose which items to keep, try to keep the ones of the best material and [[item quality]].&lt;br /&gt;
&lt;br /&gt;
=== Completing quests ===&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. {{DFtext|Brag about your past violent acts}} isn't as effective as {{DFtext|Bring up specific incident or rumor (new menu)}}. It is not necessary to return to the individual who told you about the trouble to report your success. Telling the story in the form of a performance is also very effective, as performing forces everyone around you to pay attention to what you're saying.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at the usual locations or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress, keep, or mead hall as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Checking things out ===&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}emove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
You can look at tracks nearby using {{k|K}}. If there are any obvious directions to pursue, a box under the &amp;quot;closest locations&amp;quot; box will tell you which way to follow particular tracks. {{k|Alt}}+{{k|k}} will give you a summary of the tracks right under you. {{k|o}} and {{k|O}} deal in odor detection.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|m}} to display nearby structures. Walk around a bit and you should find some shops. Press {{k|d}} to appear on the road outside of them. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade}} with you. In fast-travel mode, the list of significant buildings will tell you the shops available in that particular 3x3 square of land.&lt;br /&gt;
&lt;br /&gt;
=== What next? ===&lt;br /&gt;
The next thing you should do is work on getting a full set of armour, unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armour - meat is surprisingly valuable. You may need to visit several armour shops to find all the armour pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armour. And if some followers die, all the better - you can take their stuff and use or sell it.  You can also rummage around in fortresses, keeps, and mead halls for equipment.&lt;br /&gt;
&lt;br /&gt;
After you've armoured up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also {{DFtext|Ask about the surrounding area}}, which can reveal lairs and other hidden sites on the map. You should probably avoid any non-quest lairs in the beginning, though, as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for longer journeys ===&lt;br /&gt;
If you plan to visit sites that are very far away, you need to make a few preparations:&lt;br /&gt;
&lt;br /&gt;
==== Planning your route ====&lt;br /&gt;
Traveling in Quick Travel mode is very fast, so you want to maximize the time you spend there. Most importantly, you cannot cross rivers and mountain ranges while quick traveling. You can leave the quick travel screen and jump over or swim through them, but companions won't do that. Reentering the quick travel screen will make them follow you, but that might not always work. If you can avoid it, move around rivers. Note that brooks (lighter color) ''can'' be crossed in quick travel. While getting past rivers is relatively fast, crossing a large mountain range can take a while. Ideally, you plan your route so you walk most of the time in roughly the middle of a landmass; so rivers originate left and right of you and drain into the oceans away from you. If there are settlements along a small river, they will have bridges you can use to cross without leaving quick travel. Bigger rivers will not have bridges across them except at points where they narrow, such as at a fork. Look for settlements that straddle both sides of a river to cross it. You may also go through cold biomes, where the river will probably be frozen, especially if you're willing to travel at night. Avoid mountain ranges altogether, unless they're narrow and going around would take longer.&lt;br /&gt;
&lt;br /&gt;
==== Securing more supplies ====&lt;br /&gt;
On long journeys, your original few units of food and water won't last very long. You can carry more food, but unless you find another waterskin, you won't be able to carry more than 3 units of water. As such, you should try to travel in the vicinity of rivers and refill your waterskin (by {{k|I}}nteracting with it while standing on or next to a water tile) if you get the opportunity &amp;amp;ndash; for example, a river you have to cross anyway. You will rarely find rivers in mountain ranges, and, as you might expect, crossing a desert will give you no chance to refill your waterskin either. Glaciers, on the other hand, have infinite water everywhere: Just fill your waterskin with snow, then make a [[campfire]] by pressing {{k|g}} (you might need to scroll down to find the entry) and use the {{k|I}}nteract menu standing next to it to melt the snow. Food is relatively easy to get: killing a single medium-sized animal will give you an ample amount of edible items. After killing, stand on the corpse of the animal and press {{k|x}} to open the actions menu. Select &amp;quot;butcher&amp;quot; and move your cursor to the right, selecting the corpse you want to butcher. Press {{k|→}} again to pick the tool that you want to use. Press {{k|Enter}} and you will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself. If you're having difficulty catching up to animals that run away, try [[Ambusher#Adventurer Mode|sneaking]] up on them.&lt;br /&gt;
&lt;br /&gt;
=== After that? ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read through the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventure mode quick start]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306632</id>
		<title>Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306632"/>
		<updated>2025-01-28T17:50:20Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Not sure if this longwinded explanation is nessessary... But i feel like a new player shoudl know this since chosen will help them massively. If you are editing this also feel free to pair it down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead.&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted on this page, but you can refer to the in-game help with {{k|?}} or the [[Adventure Mode quick reference|quick reference]] page to look up the key for a particular action.}}&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
{{main|World generation}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create&amp;amp;nbsp;New&amp;amp;nbsp;World!|7:1}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History|7:1}} as {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence|7:1}} as {{DFtext|Frequent|3:1}}&lt;br /&gt;
When generation is complete, accept with {{k|Enter}} to save this world; once the game finishes that, it will return to the main menu; then choose {{DFtext|Start&amp;amp;nbsp;Playing|7:1}} and {{DFtext|Adventurer|7:1}}&lt;br /&gt;
}}&lt;br /&gt;
Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
While the default settings might likely produce a useful world, the settings to the right will help; the following explains the suggested changes.&lt;br /&gt;
* With a less powerful computer, you may want to change world size to small instead of medium, both to reduce generation time and increase [[FPS]].&lt;br /&gt;
* A short history will limit the chance of some civilization-destroying cataclysm, and finish generating sooner. &lt;br /&gt;
** However, this will also reduce the number of &amp;quot;developed&amp;quot; religions with [[temples]], limiting your options for playing as a [[chosen]]. Since playing as [[chosen]] provides more direction in gameplay and helpful buffs, it's a helpful option for new players..&lt;br /&gt;
* Increasing the number of civilizations increases the chances of getting ones you want, dwarven, human, or otherwise, though it will slow generation.&lt;br /&gt;
* More sites and less savagery allows the civilizations to spread out more, hopefully reducing the FPS effect of site crowding.&lt;br /&gt;
* Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices.&lt;br /&gt;
* You could increase the number of beasts, but while that would give you more to encounter, it might result in dead civilizations.&lt;br /&gt;
It is advised not to stop the world generation before the full 125 years of the short history option, as it might reduce equipment options.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race, status and civilization ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Demigod dwarven adventurers in dwarven civilizations have the best night vision and access to the best equipment. Use {{k|+}} to highlight {{DFtext|Demigod|7:1}}, and the movement keys to make sure {{DFtext|Dwarf|7:1}} is highlighted, then {{k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}}&lt;br /&gt;
After choosing {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}}, the game will simulate two weeks of game time in the world. After that, the first steps in starting an [[adventure mode]] game are to choose the [[race]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better in combat. What you really want, though, is to start as a member of a [[dwarven]] civilization, or at least a [[human]] one; this will give you access to the best equipment.&lt;br /&gt;
&lt;br /&gt;
The races available to play as adventurers will vary by world. Status mostly determines the number of points available in character creation, with demigod giving the most. Civilizations can have access to different materials, and while they start with only one race as members, other races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't shown on the screen where you choose one, but can be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}}, and [[elven]] are mostly {{DFtext|î|1:7:1}}. Also, on the next character creation page, their sites will be described as ''dwarven'', ''human'', or ''elven''.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Pick a hillocks, town, or hamlet near the middle of the map with not too many people, then the hunter occupation, and use the existing random name, gender, and beliefs.'''}}&lt;br /&gt;
Your [[name]] has little bearing on gameplay, so that can be freely selected with {{k|e}}, {{k|c}}, and {{k|r}}. If you customize your first name, people may comment on how unusual it is. If you define something in every category at the start, then your name won't grow with [[Name#Epithets|fame]], though it can change with infamy.  Similarly; [[gender]] rarely makes a difference in gameplay, and can be changed with {{k|g}} – for most playable races, the only differences are the presence of [[beard]]s and [[Gelder|geldables]].  A few [[animal people]] races have more significant differences, such as [[moose]] people, where males are up to 2/3 larger and have a gore attack.&lt;br /&gt;
&lt;br /&gt;
Your home determines where you start, as well as the available occupations and beliefs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitants can negatively affect [[framerate]].&lt;br /&gt;
&lt;br /&gt;
Occupation determines some free starting [[skill]]s and possibly a starting weapon; [[hunter]] and [[ranger]], for example, add some skills that are useful in combat. A [[hearthperson]] starts as a member of the local military and can receive orders from their superior, if the latter can be found. Many other occupations cannot currently be practiced in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Beliefs determine if you worship a [[deity]], and are a member of any [[religion]]. Being more than a casual worshiper of a deity can add the need to pray, which can easily be done by [[talking]] to them.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Starting attributes ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''&lt;br /&gt;
* {{DFtext|High Strength|2:1}}&lt;br /&gt;
* {{DFtext|High Agility|2:1}}&lt;br /&gt;
* {{DFtext|High Toughness|2:1}}&lt;br /&gt;
* {{DFtext|High Endurance|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Focus|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Willpower|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Intuition|2:1}}&lt;br /&gt;
* {{DFtext|High Spatial Sense|2:1}}&lt;br /&gt;
* {{DFtext|High Kinesthetic Sense|2:1}}}}&lt;br /&gt;
See the [[Attribute]] page for descriptions of each; [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also show how each attribute is applied. Reducing attributes below the default only gives 1 point; so you would have to lower many to raise one.&lt;br /&gt;
&lt;br /&gt;
An important consideration is that '''Strength''' can increase muscle mass, which can decrease speed, so '''Agility''' should be as high or higher. Another important attribute is '''Endurance''', as you don't want to tire during a fight.&lt;br /&gt;
&lt;br /&gt;
The value of '''Social Awareness''' varies by physical attributes. A peasant of average or lower physical ability benefits greatly from more companions — strength in numbers.  But this example demigod combat monster gains very little benefit — at best companions serve as a decoy, so you may as well issue them a red shirt and draft their will upon recruitment.&lt;br /&gt;
&lt;br /&gt;
For the purpose of this quick start, the remaining attributes don't contribute anything to survival. Later, you may want to start with different attributes, but these are a safe starting point. These suggestions focus on attributes used in combat; while combat skills are the easiest to raise in-game, spending time training would not be a 'quick start'.&lt;br /&gt;
&lt;br /&gt;
==== Starting skills ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''&lt;br /&gt;
* {{DFtext|Competent Swordsdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Fighter|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Observer|7:1}}&lt;br /&gt;
* {{DFtext|Novice Swimmer|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Shield User|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Armor User|7:1}}&lt;br /&gt;
* {{DFtext|Adequate Wrestler|7:1}}&lt;br /&gt;
* {{DFtext|Novice Reader|7:1}}&lt;br /&gt;
As a hunter, you already have:&lt;br /&gt;
* {{DFtext|Talented Marksdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Master Ambusher|7:1}}&lt;br /&gt;
* {{DFtext|Talented Dodger|7:1}}&lt;br /&gt;
}}&lt;br /&gt;
See the [[combat skill]], [[swimmer]], and [[reader]] pages for in-depth explanations of the suggested skills. The following explains these particular suggestions: Swords have both slash and stab attacks and are not very expensive; other [[weapon]]s can be better at one of those attacks, but not both, and, other than the war hammer, are more expensive. '''Fighter''' to improve the accuracy of all melee attacks. '''Observer''' to see what an opponent is doing, and react to it. Without at least Novice '''Swimmer''', it will be very easy to drown, higher levels just increase speed. '''Shield User''' to increase the chance of a successful block, '''Armor User''' to reduce the speed penalty of the weight of worn armor. '''Wrestler''' for when you want to take down an opponent, or remove their armor. '''Reader''' because there is no way to gain the skill in-game. The Hunter occupation is suggested mostly for Dodger, although Ambusher is good for sneaking; crossbows in adventurer mode are not very useful, so Marksdwarf will probably go unused. If you chose an occupation that does not provide '''Dodger''', it is a vital skill for survival, so reduce Observer and Armor User one level, and spend those points on Dodger.&lt;br /&gt;
&lt;br /&gt;
Which skills are available is dependent on the character's civilization, though, combat skills can be developed in-game, even from no skill. For a quick start, these are good skills to keep you alive; to that end, defensive skills are critical to survival, including '''Observer'''.&lt;br /&gt;
&lt;br /&gt;
=== Appearance &amp;amp; Personality ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Press {{k|y}} to accept the standard appearance, then {{k|f}}, and set all {{DFtext|values|2:1}} to {{DFtext|N/A|2:1}} and all {{DFtext|personality traits|3:1}} to {{DFtext|&amp;lt;|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|&amp;gt;|3:1}}.'''}}&lt;br /&gt;
Most of the appearance page has no effect in-game, other than general [[size]], with a description such as ''S/he is short'', ''thin'', ''tall'', ''broad'', ''large'', etc.; with the high strength suggested earlier, ''muscular'' is also a possibility, but its effect is uncertain. Size can affect what clothing and armor can be worn, how some weapons can be wielded, and can somewhat affect combat, especially wrestling; however, these are not worth randomizing to get for a quick start. &lt;br /&gt;
&lt;br /&gt;
Certain [[Personality traits, values, and dreams#Traits|personality trait]]s can add [[needs]], which, if satisfied, can give an adventurer focus - managing needs and achieving higher focus can be valuable in combat and possibly other endeavors. But, with too extreme a personality, an adventurer craves for their urges to be satisfied more - E.g: someone that highly values nature will become unsatisfied when they do not see animals often enough, although they do not need to have all of their needs satisfied at once to be focused, depending on how unsatisfied the others are.&lt;br /&gt;
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The suggested changes remove all needs except ''Be extravagant'', which can be satisfied just by putting on an item with any above-standard [[quality]] level, even if it was just taken off, and which one can start with. Setting traits to create a {{DFtext|Moderate Need|2:1}} may be best, so that any one unmet need does not overpower the satisfied needs. Other needs may be hard or even impossible to satisfy - see the [[need]]s page. A need to pray may automatically be added depending on the character's background - this can be satisfied just by talking to their [[deity]], even just a greeting. It is also possible to gain needs in-game by changing values when arguing, and it seems to '''not''' be possible to remove them. Not all values and personalities have a corresponding need.&lt;br /&gt;
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=== Equipment &amp;amp; Mounts and pets ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''First use {{k|-}} to remove the weapon, buckler, and clothing; leaving the backpack, meat, and waterskin. Then use {{k|n}} and typing in the names to add:'''&lt;br /&gt;
* {{DFtext|steel short sword|7:1}}&lt;br /&gt;
* {{DFtext|copper shield|7:1}}&lt;br /&gt;
* {{DFtext|iron helm|7:1}}&lt;br /&gt;
* {{DFtext|bronze mail shirt|7:1}}&lt;br /&gt;
* {{DFtext|iron breastplate|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|bronze chain leggings|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
To add the second gauntlet and boot, select the first and press {{k|+}}. '''Finally, since you are a dwarf, add a jug, goblet, and alcohol (in Drinks), using {{k|+}} to get several units of whichever alcohol.''' No animals, since the armor took most of the points.}}&lt;br /&gt;
Here, you can modify the equipment your adventurer starts with, and add [[mount]]s or [[pet]]s; they are different pages, but use the same pool of points. The initial equipment automatically added by the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by typing the name; only items not already added are listed. Using {{k|+}} increases the quantity of the selected item, while {{k|-}} decreases it, or removes the last item. Using {{k|w}} &amp;amp; {{k|q}}, you can change the [[quality]] of items; {{k|w}} on the backpack, which makes it a -backpack-, can be useful for satisfying the need to be extravagant, if you added it earlier.&lt;br /&gt;
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Some animals can be used as mounts, some as pack animals, and some as both; unfortunately, the game does not indicate which, so you will have to rely on guessing, or the animal's page here on the wiki. Another way to get mounts and pack animals, is that stray animals encountered in the game can be adopted. Animals that are classified as [[vermin]] will be carried as inventory; others will be separate creatures that try to follow you around.&lt;br /&gt;
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Waterskins will start filled with water. Some items will already be in containers, other items will start in the hands; the latter includes alcohol, so the first thing to do in-game is to put those in containers with {{k|p}}. Any points not used will be converted to [[coins]], so if you have many points remaining, you may want to spend them on gems, as they are much lighter, and better for trading. Adventurers may still start with a few coins, even if all points were spent.&lt;br /&gt;
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=== Party members &amp;amp; Summary ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Stick with just one adventurer to keep things simple.'''}}&lt;br /&gt;
Once you get to the last page ({{DFtext|Mounts and pets}}) of a typical character creation screen, you can add a new member to your party by pressing {{k|N}}; the option only appears when you finish the first character, and is greyed out until you finish subsequent characters. You can swap between customizing different party members at any time using {{k|TAB}}. You can have characters start with items (that they 'don't need', or whatever RP reason) to give to other party members from different civilizations in the game, but armor and clothing will be [[size|sized]] for the character starting with it.&lt;br /&gt;
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Once you are done creating characters, there is a page listing all the party members and a selection of the party's starting locations. You can also go back to modify or add characters with {{k|ESC}}. The party's starting location is chosen with {{k|8}} &amp;amp; {{k|2}} from a list of all the members' home sites. To start the adventure, press {{k|y}}; there will be a short pause as the game prepares the starting site.&lt;br /&gt;
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== Gameplay ==&lt;br /&gt;
Once you have finished character creation, 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;
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=== Setting off ===&lt;br /&gt;
[[File:Advmode_conversation_v50.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
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You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall in a keep (if you're a {{DFtext|Hearthperson}}). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about are:&lt;br /&gt;
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* '''Beasts''' - any kind of creature that may be harassing people, which can range from [[vampire]]s living amongst the inhabitants of a site, all the way up to [[titan]]s and other mythical creatures. Avoid the latter at first - a [[hydra]], for example, presents a massive challenge even to the most experienced adventurer.&lt;br /&gt;
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* '''[[Bandit]]s''' -  groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in [[camp]]s (shown by a {{Tile|{{DB}}|6:0:1}} on the map). Killing bandits is a great way to raise your reputation, as nobody cares what happens to them.&lt;br /&gt;
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* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned [[house]]s and underground cells. Unlike bandits, criminals are often considered productive members of society. If you start a fight with some on a whim, you may find that you're now an enemy of a criminal empire comparable to (or more powerful than) your home civilization.&lt;br /&gt;
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* '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.&lt;br /&gt;
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Note that you have to press {{k|k}} each time you want to continue the conversation; and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
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=== Fast travel ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[File:fast_travel_preview.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the south, a brook with a bridge to the northwest and large farms to the east. The arrow with the &amp;quot;@&amp;quot; symbol is where the player characters are.]]&lt;br /&gt;
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So far, you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions. Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly - the uppermost bar here indicates the position of the sun.&lt;br /&gt;
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Use {{k|m}} to open a zoomed-out overview map to help further navigation; this key cycles between the most-zoomed-out &amp;quot;sepia tone&amp;quot; world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.&lt;br /&gt;
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=== Finding some muscle ===&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3×3 building with a path leading from the entrance, usually surrounded by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3×3 yellow/brown square by themselves, although sometimes they're integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings). Drunks are a good source of early companions, as while they're not necessarily the strongest fighters, they make very poor decisions and will happily join up with you if your party isn't too full.&lt;br /&gt;
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{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you, or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}&lt;br /&gt;
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you {{dftext|ask them to go on an adventure}}, ''not'' to lead you to some location. At first, you will only be able to get two followers, but this is enough for now.&lt;br /&gt;
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If the location is abandoned, leave and try another one. Walk some distance away from the fort (or on the path out of the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
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=== Obtaining food and drink ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a large distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in ''Dwarf Fortress'', it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game, you don't have to worry about that.}}&lt;br /&gt;
You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears, it's time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it's actually food - you can &amp;quot;eat&amp;quot; something like a sword, but the dialog will say &amp;quot;You lick the sword&amp;quot;, and you will not get less hungry or thirsty.&lt;br /&gt;
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==== Where can I find food? ====&lt;br /&gt;
There are many ways of obtaining food:&lt;br /&gt;
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* [[Meat]] - probably the easiest to come by - find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool. Some animals are too small to butcher and cannot be eaten.&lt;br /&gt;
* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!&lt;br /&gt;
* Certain [[leaf]]-bearing plants are edible, and grow year-round.&lt;br /&gt;
* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in the elven [[forest retreat]]s may have fruits and vegetables in or out of season, or you can buy some in city-sized human, dwarven and elven settlements.&lt;br /&gt;
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and if you search for something to quench your thirst:&lt;br /&gt;
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* Drink fresh [[water]] directly from a [[river]], or fill your waterskin (or any other container; a [[backpack]], for example, can hold 50 units of water, though a quiver stores a more reasonable [i.e., lighter] amount) with it.&lt;br /&gt;
* [[Hamlet]]s and cities can have [[well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.&lt;br /&gt;
* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].&lt;br /&gt;
* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then drink some blood from the pool that forms.&lt;br /&gt;
* If you prefer to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es, or order a drink at a [[tavern]].&lt;br /&gt;
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=== Getting some rest ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point, you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|1:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
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If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering their home, use the {{k|s}} key to crawl under their legs, and then the same key to stand back up.&lt;br /&gt;
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=== Finding your target ===&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. By default, you will get a list of events. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target (if it's possible to), showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities. If there are a lot of items to go through, you can use {{k|f}} to filter the list.&lt;br /&gt;
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Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|d}} to exit fast travel mode. (If you want to come out of fast travel mode sneaking, press {{k|s}} and then {{k|d}}.)&lt;br /&gt;
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In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). Continue to move in the indicated direction until you find the target that you're supposed to kill. This won't work if your target is in the sewers, unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
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If you still cannot find your target, try asking around. If that doesn't do anything, you can use {{k|k}} to start telling a story about the current site. The story menu often contains information not available anywhere else, and by browsing through events you may find clues, like; your target operating under a false name, that your target was part of an occupying force that was recently kicked out, or other facts that might have changed from when you first heard the rumor.&lt;br /&gt;
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=== Fighting ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor, then you are very likely to die.''' Therefore, before proceeding, make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
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''As you may have noticed by now, combat in ''Dwarf Fortress'' is quite complex compared to other games, so this section is kind of long. Please read it carefully, though.''&lt;br /&gt;
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==== Movement and positioning ====&lt;br /&gt;
When approaching a target, it's usually best to wait using {{k|.}} to wait 10 instants (or {{k|,}} to wait just one) once you get close, and let your target come to you so you can get the first shot on them. Positioning can be important, because you don't want to let enemies attack you from the side (or behind!) and you should also try to move so that you're never fighting more than one opponent at a time. Green symbols that may appear next to you or others show the direction in which people are headed, which can be useful in positioning yourself.&lt;br /&gt;
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If you need to catch up with someone, or change your sneak status, use {{k|S}} to pull up the movement dialog - this controls the speed at which you move, and whether or not you're sneaking. If you're sneaking, you will see three-dimensional vision cones for people.&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer, and wait for some melee-equipped opponents to come to you. Your followers will probably not be so smart, though.&lt;br /&gt;
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For your first fight, you may want to let your companions take the lead anyway, though, as you may not have any decent armor yet. Press {{k|.}} or {{k|,}} to skip instants, if you want to wait in one spot and let your friends advance and soften up some enemies first. If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on outdoor [[pebbles]] tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
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If one of your companions dies, no big deal - you can just take their stuff by pressing {{k|g}},  then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
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==== Attacking effectively ====&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it's not part of a quest, you can still go brag about it (most effectively by spreading the rumor of your deeds), raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests, and perhaps find an easy one, like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective, though, is pressing {{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
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At first, your skills obviously won't be that great, so it's important to make targeted shots using {{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway; because you're much less likely to be able to one-shot enemies with a blow to the head, and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it, though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
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Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything else causing severe pain can cause the opponent to lose consciousness, making a follow-up headshot very easy. Cutting off the weapon arms and/or a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while, and help your companions disable uninjured enemies.&lt;br /&gt;
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Throat-strangling is a very effective way of killing single targets, or to even the odds when you find yourself outnumbered. To begin, carefully {{k|A}}ttack the enemy, then, after choosing your target, hit {{k|b}} to start wrestling. It's advisable to choose an empty hand as the body part you use to wrestle with (although limbs can work too), as well as not attempting this against anything much larger than you. Scroll through the list of targets and select the throat, then grab it. After doing this, press {{k|,}} to wait for one tick (or start some other action then cancel it) and a combat notification should pop up, hopefully saying you grabbed your opponent by the throat. Now do the same thing, but this time; a new option to &amp;quot;wrestle with&amp;quot; your hand should be in the wrestling menu. Choose that and pick the option to choke the throat. Now, repeat all this one more time, except this time the option will say &amp;quot;strangle throat&amp;quot;. You may have to strangle a few times, but your opponent will very quickly fall unconscious, letting you murder them at your leisure, or ignore them to focus on other threats. The greatest strength of this technique is that every action after grabbing the enemy the first time is very fast compared to normal attacks, making strangulation one of the safest ways to deal with multiple armored foes. The downside, ironically, is that it's ''too efficient''. Enemies tend to go down very quickly, and attacks on unconscious enemies don't raise any skills, so you get very little experience. As such, early on it's probably best to save strangling for when you're outnumbered, against heavily armored enemies, or anyone who seems particularly dangerous.&lt;br /&gt;
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For armored areas, either avoid attacking them, or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
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* '''Frequently, your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to step away/sideways, or use the Advanced Interaction ({{key|I}}) menu.&lt;br /&gt;
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* '''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralize your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a difficult place, then don't - it's not worth the risk.&lt;br /&gt;
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* '''Enemies behind you get a higher hit chance.''' You want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
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* You can select different styles for any aimed attack. Quick and wild attacks sacrifice power and/or accuracy for speed (leading to a greater chance that you will hit your target), while heavy and precise attacks sacrifice speed for increased power and/or accuracy. The speedier styles are good for initial hits, and the slower styles are good for finishing blows.&lt;br /&gt;
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=== Looting ===&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Severed heads can be left behind (although they can be used as a rather morbid way of showing people what you've done).&lt;br /&gt;
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When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). However, if you have too many things in your inventory you will be slowed down (indicated by a slower speed number, less than 1 if you're in the default walk pace) and may lose your next fight because of it.&lt;br /&gt;
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If you must choose which items to keep, try to keep the ones of the best material and [[item quality]].&lt;br /&gt;
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=== Completing quests ===&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. {{DFtext|Brag about your past violent acts}} isn't as effective as {{DFtext|Bring up specific incident or rumor (new menu)}}. It is not necessary to return to the individual who told you about the trouble to report your success. Telling the story in the form of a performance is also very effective, as performing forces everyone around you to pay attention to what you're saying.&lt;br /&gt;
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{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at the usual locations or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress, keep, or mead hall as quickly as possible.&lt;br /&gt;
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=== Checking things out ===&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
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To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
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You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}emove it from your backpack.&lt;br /&gt;
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You can look at tracks nearby using {{k|K}}. If there are any obvious directions to pursue, a box under the &amp;quot;closest locations&amp;quot; box will tell you which way to follow particular tracks. {{k|Alt}}+{{k|k}} will give you a summary of the tracks right under you. {{k|o}} and {{k|O}} deal in odor detection.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|m}} to display nearby structures. Walk around a bit and you should find some shops. Press {{k|d}} to appear on the road outside of them. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade}} with you. In fast-travel mode, the list of significant buildings will tell you the shops available in that particular 3x3 square of land.&lt;br /&gt;
&lt;br /&gt;
=== What next? ===&lt;br /&gt;
The next thing you should do is work on getting a full set of armour, unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armour - meat is surprisingly valuable. You may need to visit several armour shops to find all the armour pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armour. And if some followers die, all the better - you can take their stuff and use or sell it.  You can also rummage around in fortresses, keeps, and mead halls for equipment.&lt;br /&gt;
&lt;br /&gt;
After you've armoured up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also {{DFtext|Ask about the surrounding area}}, which can reveal lairs and other hidden sites on the map. You should probably avoid any non-quest lairs in the beginning, though, as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
=== Preparing for longer journeys ===&lt;br /&gt;
If you plan to visit sites that are very far away, you need to make a few preparations:&lt;br /&gt;
&lt;br /&gt;
==== Planning your route ====&lt;br /&gt;
Traveling in Quick Travel mode is very fast, so you want to maximize the time you spend there. Most importantly, you cannot cross rivers and mountain ranges while quick traveling. You can leave the quick travel screen and jump over or swim through them, but companions won't do that. Reentering the quick travel screen will make them follow you, but that might not always work. If you can avoid it, move around rivers. Note that brooks (lighter color) ''can'' be crossed in quick travel. While getting past rivers is relatively fast, crossing a large mountain range can take a while. Ideally, you plan your route so you walk most of the time in roughly the middle of a landmass; so rivers originate left and right of you and drain into the oceans away from you. If there are settlements along a small river, they will have bridges you can use to cross without leaving quick travel. Bigger rivers will not have bridges across them except at points where they narrow, such as at a fork. Look for settlements that straddle both sides of a river to cross it. You may also go through cold biomes, where the river will probably be frozen, especially if you're willing to travel at night. Avoid mountain ranges altogether, unless they're narrow and going around would take longer.&lt;br /&gt;
&lt;br /&gt;
==== Securing more supplies ====&lt;br /&gt;
On long journeys, your original few units of food and water won't last very long. You can carry more food, but unless you find another waterskin, you won't be able to carry more than 3 units of water. As such, you should try to travel in the vicinity of rivers and refill your waterskin (by {{k|I}}nteracting with it while standing on or next to a water tile) if you get the opportunity &amp;amp;ndash; for example, a river you have to cross anyway. You will rarely find rivers in mountain ranges, and, as you might expect, crossing a desert will give you no chance to refill your waterskin either. Glaciers, on the other hand, have infinite water everywhere: Just fill your waterskin with snow, then make a [[campfire]] by pressing {{k|g}} (you might need to scroll down to find the entry) and use the {{k|I}}nteract menu standing next to it to melt the snow. Food is relatively easy to get: killing a single medium-sized animal will give you an ample amount of edible items. After killing, stand on the corpse of the animal and press {{k|x}} to open the actions menu. Select &amp;quot;butcher&amp;quot; and move your cursor to the right, selecting the corpse you want to butcher. Press {{k|→}} again to pick the tool that you want to use. Press {{k|Enter}} and you will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself. If you're having difficulty catching up to animals that run away, try [[Ambusher#Adventurer Mode|sneaking]] up on them.&lt;br /&gt;
&lt;br /&gt;
=== After that? ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read through the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventure mode quick start]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306631</id>
		<title>Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventure_mode_quick_start&amp;diff=306631"/>
		<updated>2025-01-28T17:47:34Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Note about playing as chosen. Sorry Silverwing heh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead.&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted on this page, but you can refer to the in-game help with {{k|?}} or the [[Adventure Mode quick reference|quick reference]] page to look up the key for a particular action.}}&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
{{main|World generation}}&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create&amp;amp;nbsp;New&amp;amp;nbsp;World!|7:1}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History|7:1}} as {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence|7:1}} as {{DFtext|Frequent|3:1}}&lt;br /&gt;
When generation is complete, accept with {{k|Enter}} to save this world; once the game finishes that, it will return to the main menu; then choose {{DFtext|Start&amp;amp;nbsp;Playing|7:1}} and {{DFtext|Adventurer|7:1}}&lt;br /&gt;
}}&lt;br /&gt;
Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
While the default settings might likely produce a useful world, the settings to the right will help; the following explains the suggested changes.&lt;br /&gt;
* With a less powerful computer, you may want to change world size to small instead of medium, both to reduce generation time and increase [[FPS]].&lt;br /&gt;
* A short history will limit the chance of some civilization-destroying cataclysm, and finish generating sooner. &lt;br /&gt;
** However, this will also reduce the number of &amp;quot;developed&amp;quot; religions with [[temples]], limiting your options for playing as a [[chosen]].&lt;br /&gt;
* Increasing the number of civilizations increases the chances of getting ones you want, dwarven, human, or otherwise, though it will slow generation.&lt;br /&gt;
* More sites and less savagery allows the civilizations to spread out more, hopefully reducing the FPS effect of site crowding.&lt;br /&gt;
* Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices.&lt;br /&gt;
* You could increase the number of beasts, but while that would give you more to encounter, it might result in dead civilizations.&lt;br /&gt;
It is advised not to stop the world generation before the full 125 years of the short history option, as it might reduce equipment options.&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race, status and civilization ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Demigod dwarven adventurers in dwarven civilizations have the best night vision and access to the best equipment. Use {{k|+}} to highlight {{DFtext|Demigod|7:1}}, and the movement keys to make sure {{DFtext|Dwarf|7:1}} is highlighted, then {{k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}}&lt;br /&gt;
After choosing {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}}, the game will simulate two weeks of game time in the world. After that, the first steps in starting an [[adventure mode]] game are to choose the [[race]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better in combat. What you really want, though, is to start as a member of a [[dwarven]] civilization, or at least a [[human]] one; this will give you access to the best equipment.&lt;br /&gt;
&lt;br /&gt;
The races available to play as adventurers will vary by world. Status mostly determines the number of points available in character creation, with demigod giving the most. Civilizations can have access to different materials, and while they start with only one race as members, other races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't shown on the screen where you choose one, but can be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}}, and [[elven]] are mostly {{DFtext|î|1:7:1}}. Also, on the next character creation page, their sites will be described as ''dwarven'', ''human'', or ''elven''.&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Pick a hillocks, town, or hamlet near the middle of the map with not too many people, then the hunter occupation, and use the existing random name, gender, and beliefs.'''}}&lt;br /&gt;
Your [[name]] has little bearing on gameplay, so that can be freely selected with {{k|e}}, {{k|c}}, and {{k|r}}. If you customize your first name, people may comment on how unusual it is. If you define something in every category at the start, then your name won't grow with [[Name#Epithets|fame]], though it can change with infamy.  Similarly; [[gender]] rarely makes a difference in gameplay, and can be changed with {{k|g}} – for most playable races, the only differences are the presence of [[beard]]s and [[Gelder|geldables]].  A few [[animal people]] races have more significant differences, such as [[moose]] people, where males are up to 2/3 larger and have a gore attack.&lt;br /&gt;
&lt;br /&gt;
Your home determines where you start, as well as the available occupations and beliefs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitants can negatively affect [[framerate]].&lt;br /&gt;
&lt;br /&gt;
Occupation determines some free starting [[skill]]s and possibly a starting weapon; [[hunter]] and [[ranger]], for example, add some skills that are useful in combat. A [[hearthperson]] starts as a member of the local military and can receive orders from their superior, if the latter can be found. Many other occupations cannot currently be practiced in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Beliefs determine if you worship a [[deity]], and are a member of any [[religion]]. Being more than a casual worshiper of a deity can add the need to pray, which can easily be done by [[talking]] to them.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Starting attributes ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''&lt;br /&gt;
* {{DFtext|High Strength|2:1}}&lt;br /&gt;
* {{DFtext|High Agility|2:1}}&lt;br /&gt;
* {{DFtext|High Toughness|2:1}}&lt;br /&gt;
* {{DFtext|High Endurance|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Focus|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Willpower|2:1}}&lt;br /&gt;
* {{DFtext|Above Average Intuition|2:1}}&lt;br /&gt;
* {{DFtext|High Spatial Sense|2:1}}&lt;br /&gt;
* {{DFtext|High Kinesthetic Sense|2:1}}}}&lt;br /&gt;
See the [[Attribute]] page for descriptions of each; [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also show how each attribute is applied. Reducing attributes below the default only gives 1 point; so you would have to lower many to raise one.&lt;br /&gt;
&lt;br /&gt;
An important consideration is that '''Strength''' can increase muscle mass, which can decrease speed, so '''Agility''' should be as high or higher. Another important attribute is '''Endurance''', as you don't want to tire during a fight.&lt;br /&gt;
&lt;br /&gt;
The value of '''Social Awareness''' varies by physical attributes. A peasant of average or lower physical ability benefits greatly from more companions — strength in numbers.  But this example demigod combat monster gains very little benefit — at best companions serve as a decoy, so you may as well issue them a red shirt and draft their will upon recruitment.&lt;br /&gt;
&lt;br /&gt;
For the purpose of this quick start, the remaining attributes don't contribute anything to survival. Later, you may want to start with different attributes, but these are a safe starting point. These suggestions focus on attributes used in combat; while combat skills are the easiest to raise in-game, spending time training would not be a 'quick start'.&lt;br /&gt;
&lt;br /&gt;
==== Starting skills ====&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''&lt;br /&gt;
* {{DFtext|Competent Swordsdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Fighter|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Observer|7:1}}&lt;br /&gt;
* {{DFtext|Novice Swimmer|7:1}}&lt;br /&gt;
* {{DFtext|Skilled Shield User|7:1}}&lt;br /&gt;
* {{DFtext|Proficient Armor User|7:1}}&lt;br /&gt;
* {{DFtext|Adequate Wrestler|7:1}}&lt;br /&gt;
* {{DFtext|Novice Reader|7:1}}&lt;br /&gt;
As a hunter, you already have:&lt;br /&gt;
* {{DFtext|Talented Marksdwarf|7:1}}&lt;br /&gt;
* {{DFtext|Master Ambusher|7:1}}&lt;br /&gt;
* {{DFtext|Talented Dodger|7:1}}&lt;br /&gt;
}}&lt;br /&gt;
See the [[combat skill]], [[swimmer]], and [[reader]] pages for in-depth explanations of the suggested skills. The following explains these particular suggestions: Swords have both slash and stab attacks and are not very expensive; other [[weapon]]s can be better at one of those attacks, but not both, and, other than the war hammer, are more expensive. '''Fighter''' to improve the accuracy of all melee attacks. '''Observer''' to see what an opponent is doing, and react to it. Without at least Novice '''Swimmer''', it will be very easy to drown, higher levels just increase speed. '''Shield User''' to increase the chance of a successful block, '''Armor User''' to reduce the speed penalty of the weight of worn armor. '''Wrestler''' for when you want to take down an opponent, or remove their armor. '''Reader''' because there is no way to gain the skill in-game. The Hunter occupation is suggested mostly for Dodger, although Ambusher is good for sneaking; crossbows in adventurer mode are not very useful, so Marksdwarf will probably go unused. If you chose an occupation that does not provide '''Dodger''', it is a vital skill for survival, so reduce Observer and Armor User one level, and spend those points on Dodger.&lt;br /&gt;
&lt;br /&gt;
Which skills are available is dependent on the character's civilization, though, combat skills can be developed in-game, even from no skill. For a quick start, these are good skills to keep you alive; to that end, defensive skills are critical to survival, including '''Observer'''.&lt;br /&gt;
&lt;br /&gt;
=== Appearance &amp;amp; Personality ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Press {{k|y}} to accept the standard appearance, then {{k|f}}, and set all {{DFtext|values|2:1}} to {{DFtext|N/A|2:1}} and all {{DFtext|personality traits|3:1}} to {{DFtext|&amp;lt;|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|&amp;gt;|3:1}}.'''}}&lt;br /&gt;
Most of the appearance page has no effect in-game, other than general [[size]], with a description such as ''S/he is short'', ''thin'', ''tall'', ''broad'', ''large'', etc.; with the high strength suggested earlier, ''muscular'' is also a possibility, but its effect is uncertain. Size can affect what clothing and armor can be worn, how some weapons can be wielded, and can somewhat affect combat, especially wrestling; however, these are not worth randomizing to get for a quick start. &lt;br /&gt;
&lt;br /&gt;
Certain [[Personality traits, values, and dreams#Traits|personality trait]]s can add [[needs]], which, if satisfied, can give an adventurer focus - managing needs and achieving higher focus can be valuable in combat and possibly other endeavors. But, with too extreme a personality, an adventurer craves for their urges to be satisfied more - E.g: someone that highly values nature will become unsatisfied when they do not see animals often enough, although they do not need to have all of their needs satisfied at once to be focused, depending on how unsatisfied the others are.&lt;br /&gt;
&lt;br /&gt;
The suggested changes remove all needs except ''Be extravagant'', which can be satisfied just by putting on an item with any above-standard [[quality]] level, even if it was just taken off, and which one can start with. Setting traits to create a {{DFtext|Moderate Need|2:1}} may be best, so that any one unmet need does not overpower the satisfied needs. Other needs may be hard or even impossible to satisfy - see the [[need]]s page. A need to pray may automatically be added depending on the character's background - this can be satisfied just by talking to their [[deity]], even just a greeting. It is also possible to gain needs in-game by changing values when arguing, and it seems to '''not''' be possible to remove them. Not all values and personalities have a corresponding need.&lt;br /&gt;
&lt;br /&gt;
=== Equipment &amp;amp; Mounts and pets ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''First use {{k|-}} to remove the weapon, buckler, and clothing; leaving the backpack, meat, and waterskin. Then use {{k|n}} and typing in the names to add:'''&lt;br /&gt;
* {{DFtext|steel short sword|7:1}}&lt;br /&gt;
* {{DFtext|copper shield|7:1}}&lt;br /&gt;
* {{DFtext|iron helm|7:1}}&lt;br /&gt;
* {{DFtext|bronze mail shirt|7:1}}&lt;br /&gt;
* {{DFtext|iron breastplate|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|iron gauntlet|7:1}}&lt;br /&gt;
* {{DFtext|bronze chain leggings|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
* {{DFtext|iron low boot|7:1}}&lt;br /&gt;
To add the second gauntlet and boot, select the first and press {{k|+}}. '''Finally, since you are a dwarf, add a jug, goblet, and alcohol (in Drinks), using {{k|+}} to get several units of whichever alcohol.''' No animals, since the armor took most of the points.}}&lt;br /&gt;
Here, you can modify the equipment your adventurer starts with, and add [[mount]]s or [[pet]]s; they are different pages, but use the same pool of points. The initial equipment automatically added by the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by typing the name; only items not already added are listed. Using {{k|+}} increases the quantity of the selected item, while {{k|-}} decreases it, or removes the last item. Using {{k|w}} &amp;amp; {{k|q}}, you can change the [[quality]] of items; {{k|w}} on the backpack, which makes it a -backpack-, can be useful for satisfying the need to be extravagant, if you added it earlier.&lt;br /&gt;
&lt;br /&gt;
Some animals can be used as mounts, some as pack animals, and some as both; unfortunately, the game does not indicate which, so you will have to rely on guessing, or the animal's page here on the wiki. Another way to get mounts and pack animals, is that stray animals encountered in the game can be adopted. Animals that are classified as [[vermin]] will be carried as inventory; others will be separate creatures that try to follow you around.&lt;br /&gt;
&lt;br /&gt;
Waterskins will start filled with water. Some items will already be in containers, other items will start in the hands; the latter includes alcohol, so the first thing to do in-game is to put those in containers with {{k|p}}. Any points not used will be converted to [[coins]], so if you have many points remaining, you may want to spend them on gems, as they are much lighter, and better for trading. Adventurers may still start with a few coins, even if all points were spent.&lt;br /&gt;
&lt;br /&gt;
=== Party members &amp;amp; Summary ===&lt;br /&gt;
{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Stick with just one adventurer to keep things simple.'''}}&lt;br /&gt;
Once you get to the last page ({{DFtext|Mounts and pets}}) of a typical character creation screen, you can add a new member to your party by pressing {{k|N}}; the option only appears when you finish the first character, and is greyed out until you finish subsequent characters. You can swap between customizing different party members at any time using {{k|TAB}}. You can have characters start with items (that they 'don't need', or whatever RP reason) to give to other party members from different civilizations in the game, but armor and clothing will be [[size|sized]] for the character starting with it.&lt;br /&gt;
&lt;br /&gt;
Once you are done creating characters, there is a page listing all the party members and a selection of the party's starting locations. You can also go back to modify or add characters with {{k|ESC}}. The party's starting location is chosen with {{k|8}} &amp;amp; {{k|2}} from a list of all the members' home sites. To start the adventure, press {{k|y}}; there will be a short pause as the game prepares the starting site.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
Once you have finished character creation, 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;
=== Setting off ===&lt;br /&gt;
[[File:Advmode_conversation_v50.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall in a keep (if you're a {{DFtext|Hearthperson}}). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about are:&lt;br /&gt;
&lt;br /&gt;
* '''Beasts''' - any kind of creature that may be harassing people, which can range from [[vampire]]s living amongst the inhabitants of a site, all the way up to [[titan]]s and other mythical creatures. Avoid the latter at first - a [[hydra]], for example, presents a massive challenge even to the most experienced adventurer.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bandit]]s''' -  groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in [[camp]]s (shown by a {{Tile|{{DB}}|6:0:1}} on the map). Killing bandits is a great way to raise your reputation, as nobody cares what happens to them.&lt;br /&gt;
&lt;br /&gt;
* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned [[house]]s and underground cells. Unlike bandits, criminals are often considered productive members of society. If you start a fight with some on a whim, you may find that you're now an enemy of a criminal empire comparable to (or more powerful than) your home civilization.&lt;br /&gt;
&lt;br /&gt;
* '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.&lt;br /&gt;
&lt;br /&gt;
Note that you have to press {{k|k}} each time you want to continue the conversation; and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[File:fast_travel_preview.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the south, a brook with a bridge to the northwest and large farms to the east. The arrow with the &amp;quot;@&amp;quot; symbol is where the player characters are.]]&lt;br /&gt;
&lt;br /&gt;
So far, you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions. Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly - the uppermost bar here indicates the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to help further navigation; this key cycles between the most-zoomed-out &amp;quot;sepia tone&amp;quot; world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.&lt;br /&gt;
&lt;br /&gt;
=== Finding some muscle ===&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3×3 building with a path leading from the entrance, usually surrounded by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3×3 yellow/brown square by themselves, although sometimes they're integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings). Drunks are a good source of early companions, as while they're not necessarily the strongest fighters, they make very poor decisions and will happily join up with you if your party isn't too full.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you, or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}&lt;br /&gt;
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you {{dftext|ask them to go on an adventure}}, ''not'' to lead you to some location. At first, you will only be able to get two followers, but this is enough for now.&lt;br /&gt;
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If the location is abandoned, leave and try another one. Walk some distance away from the fort (or on the path out of the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining food and drink ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a large distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in ''Dwarf Fortress'', it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game, you don't have to worry about that.}}&lt;br /&gt;
You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears, it's time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it's actually food - you can &amp;quot;eat&amp;quot; something like a sword, but the dialog will say &amp;quot;You lick the sword&amp;quot;, and you will not get less hungry or thirsty.&lt;br /&gt;
&lt;br /&gt;
==== Where can I find food? ====&lt;br /&gt;
There are many ways of obtaining food:&lt;br /&gt;
&lt;br /&gt;
* [[Meat]] - probably the easiest to come by - find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool. Some animals are too small to butcher and cannot be eaten.&lt;br /&gt;
* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!&lt;br /&gt;
* Certain [[leaf]]-bearing plants are edible, and grow year-round.&lt;br /&gt;
* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in the elven [[forest retreat]]s may have fruits and vegetables in or out of season, or you can buy some in city-sized human, dwarven and elven settlements.&lt;br /&gt;
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and if you search for something to quench your thirst:&lt;br /&gt;
&lt;br /&gt;
* Drink fresh [[water]] directly from a [[river]], or fill your waterskin (or any other container; a [[backpack]], for example, can hold 50 units of water, though a quiver stores a more reasonable [i.e., lighter] amount) with it.&lt;br /&gt;
* [[Hamlet]]s and cities can have [[well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.&lt;br /&gt;
* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].&lt;br /&gt;
* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then drink some blood from the pool that forms.&lt;br /&gt;
* If you prefer to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es, or order a drink at a [[tavern]].&lt;br /&gt;
&lt;br /&gt;
=== Getting some rest ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point, you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|1:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
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If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering their home, use the {{k|s}} key to crawl under their legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
=== Finding your target ===&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. By default, you will get a list of events. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target (if it's possible to), showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities. If there are a lot of items to go through, you can use {{k|f}} to filter the list.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|d}} to exit fast travel mode. (If you want to come out of fast travel mode sneaking, press {{k|s}} and then {{k|d}}.)&lt;br /&gt;
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In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). Continue to move in the indicated direction until you find the target that you're supposed to kill. This won't work if your target is in the sewers, unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
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If you still cannot find your target, try asking around. If that doesn't do anything, you can use {{k|k}} to start telling a story about the current site. The story menu often contains information not available anywhere else, and by browsing through events you may find clues, like; your target operating under a false name, that your target was part of an occupying force that was recently kicked out, or other facts that might have changed from when you first heard the rumor.&lt;br /&gt;
&lt;br /&gt;
=== Fighting ===&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor, then you are very likely to die.''' Therefore, before proceeding, make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
''As you may have noticed by now, combat in ''Dwarf Fortress'' is quite complex compared to other games, so this section is kind of long. Please read it carefully, though.''&lt;br /&gt;
&lt;br /&gt;
==== Movement and positioning ====&lt;br /&gt;
When approaching a target, it's usually best to wait using {{k|.}} to wait 10 instants (or {{k|,}} to wait just one) once you get close, and let your target come to you so you can get the first shot on them. Positioning can be important, because you don't want to let enemies attack you from the side (or behind!) and you should also try to move so that you're never fighting more than one opponent at a time. Green symbols that may appear next to you or others show the direction in which people are headed, which can be useful in positioning yourself.&lt;br /&gt;
&lt;br /&gt;
If you need to catch up with someone, or change your sneak status, use {{k|S}} to pull up the movement dialog - this controls the speed at which you move, and whether or not you're sneaking. If you're sneaking, you will see three-dimensional vision cones for people.&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer, and wait for some melee-equipped opponents to come to you. Your followers will probably not be so smart, though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway, though, as you may not have any decent armor yet. Press {{k|.}} or {{k|,}} to skip instants, if you want to wait in one spot and let your friends advance and soften up some enemies first. If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on outdoor [[pebbles]] tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If one of your companions dies, no big deal - you can just take their stuff by pressing {{k|g}},  then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
==== Attacking effectively ====&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it's not part of a quest, you can still go brag about it (most effectively by spreading the rumor of your deeds), raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests, and perhaps find an easy one, like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective, though, is pressing {{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first, your skills obviously won't be that great, so it's important to make targeted shots using {{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway; because you're much less likely to be able to one-shot enemies with a blow to the head, and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it, though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything else causing severe pain can cause the opponent to lose consciousness, making a follow-up headshot very easy. Cutting off the weapon arms and/or a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while, and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
Throat-strangling is a very effective way of killing single targets, or to even the odds when you find yourself outnumbered. To begin, carefully {{k|A}}ttack the enemy, then, after choosing your target, hit {{k|b}} to start wrestling. It's advisable to choose an empty hand as the body part you use to wrestle with (although limbs can work too), as well as not attempting this against anything much larger than you. Scroll through the list of targets and select the throat, then grab it. After doing this, press {{k|,}} to wait for one tick (or start some other action then cancel it) and a combat notification should pop up, hopefully saying you grabbed your opponent by the throat. Now do the same thing, but this time; a new option to &amp;quot;wrestle with&amp;quot; your hand should be in the wrestling menu. Choose that and pick the option to choke the throat. Now, repeat all this one more time, except this time the option will say &amp;quot;strangle throat&amp;quot;. You may have to strangle a few times, but your opponent will very quickly fall unconscious, letting you murder them at your leisure, or ignore them to focus on other threats. The greatest strength of this technique is that every action after grabbing the enemy the first time is very fast compared to normal attacks, making strangulation one of the safest ways to deal with multiple armored foes. The downside, ironically, is that it's ''too efficient''. Enemies tend to go down very quickly, and attacks on unconscious enemies don't raise any skills, so you get very little experience. As such, early on it's probably best to save strangling for when you're outnumbered, against heavily armored enemies, or anyone who seems particularly dangerous.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them, or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
* '''Frequently, your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to step away/sideways, or use the Advanced Interaction ({{key|I}}) menu.&lt;br /&gt;
&lt;br /&gt;
* '''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralize your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a difficult place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
* '''Enemies behind you get a higher hit chance.''' You want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
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* You can select different styles for any aimed attack. Quick and wild attacks sacrifice power and/or accuracy for speed (leading to a greater chance that you will hit your target), while heavy and precise attacks sacrifice speed for increased power and/or accuracy. The speedier styles are good for initial hits, and the slower styles are good for finishing blows.&lt;br /&gt;
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=== Looting ===&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Severed heads can be left behind (although they can be used as a rather morbid way of showing people what you've done).&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet). However, if you have too many things in your inventory you will be slowed down (indicated by a slower speed number, less than 1 if you're in the default walk pace) and may lose your next fight because of it.&lt;br /&gt;
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If you must choose which items to keep, try to keep the ones of the best material and [[item quality]].&lt;br /&gt;
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=== Completing quests ===&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. {{DFtext|Brag about your past violent acts}} isn't as effective as {{DFtext|Bring up specific incident or rumor (new menu)}}. It is not necessary to return to the individual who told you about the trouble to report your success. Telling the story in the form of a performance is also very effective, as performing forces everyone around you to pay attention to what you're saying.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at the usual locations or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress, keep, or mead hall as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Checking things out ===&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
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You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}emove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
You can look at tracks nearby using {{k|K}}. If there are any obvious directions to pursue, a box under the &amp;quot;closest locations&amp;quot; box will tell you which way to follow particular tracks. {{k|Alt}}+{{k|k}} will give you a summary of the tracks right under you. {{k|o}} and {{k|O}} deal in odor detection.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|m}} to display nearby structures. Walk around a bit and you should find some shops. Press {{k|d}} to appear on the road outside of them. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade}} with you. In fast-travel mode, the list of significant buildings will tell you the shops available in that particular 3x3 square of land.&lt;br /&gt;
&lt;br /&gt;
=== What next? ===&lt;br /&gt;
The next thing you should do is work on getting a full set of armour, unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armour - meat is surprisingly valuable. You may need to visit several armour shops to find all the armour pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armour. And if some followers die, all the better - you can take their stuff and use or sell it.  You can also rummage around in fortresses, keeps, and mead halls for equipment.&lt;br /&gt;
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After you've armoured up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also {{DFtext|Ask about the surrounding area}}, which can reveal lairs and other hidden sites on the map. You should probably avoid any non-quest lairs in the beginning, though, as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
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=== Preparing for longer journeys ===&lt;br /&gt;
If you plan to visit sites that are very far away, you need to make a few preparations:&lt;br /&gt;
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==== Planning your route ====&lt;br /&gt;
Traveling in Quick Travel mode is very fast, so you want to maximize the time you spend there. Most importantly, you cannot cross rivers and mountain ranges while quick traveling. You can leave the quick travel screen and jump over or swim through them, but companions won't do that. Reentering the quick travel screen will make them follow you, but that might not always work. If you can avoid it, move around rivers. Note that brooks (lighter color) ''can'' be crossed in quick travel. While getting past rivers is relatively fast, crossing a large mountain range can take a while. Ideally, you plan your route so you walk most of the time in roughly the middle of a landmass; so rivers originate left and right of you and drain into the oceans away from you. If there are settlements along a small river, they will have bridges you can use to cross without leaving quick travel. Bigger rivers will not have bridges across them except at points where they narrow, such as at a fork. Look for settlements that straddle both sides of a river to cross it. You may also go through cold biomes, where the river will probably be frozen, especially if you're willing to travel at night. Avoid mountain ranges altogether, unless they're narrow and going around would take longer.&lt;br /&gt;
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==== Securing more supplies ====&lt;br /&gt;
On long journeys, your original few units of food and water won't last very long. You can carry more food, but unless you find another waterskin, you won't be able to carry more than 3 units of water. As such, you should try to travel in the vicinity of rivers and refill your waterskin (by {{k|I}}nteracting with it while standing on or next to a water tile) if you get the opportunity &amp;amp;ndash; for example, a river you have to cross anyway. You will rarely find rivers in mountain ranges, and, as you might expect, crossing a desert will give you no chance to refill your waterskin either. Glaciers, on the other hand, have infinite water everywhere: Just fill your waterskin with snow, then make a [[campfire]] by pressing {{k|g}} (you might need to scroll down to find the entry) and use the {{k|I}}nteract menu standing next to it to melt the snow. Food is relatively easy to get: killing a single medium-sized animal will give you an ample amount of edible items. After killing, stand on the corpse of the animal and press {{k|x}} to open the actions menu. Select &amp;quot;butcher&amp;quot; and move your cursor to the right, selecting the corpse you want to butcher. Press {{k|→}} again to pick the tool that you want to use. Press {{k|Enter}} and you will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself. If you're having difficulty catching up to animals that run away, try [[Ambusher#Adventurer Mode|sneaking]] up on them.&lt;br /&gt;
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=== After that? ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read through the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventure mode quick start]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306611</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306611"/>
		<updated>2025-01-28T17:01:57Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Migrant camp tent preview.png|thumb|230px|right|[[Elf|Elven]] travelers in a [[Flax|linen]] tent.]]&lt;br /&gt;
'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s, as well as a temporary [[structure]] built by [[Army|traveling groups]].&lt;br /&gt;
&lt;br /&gt;
[[Refugee]]s, nomads, and migrants are known to set up &amp;quot;camps&amp;quot; when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light [[campfire]]s.&lt;br /&gt;
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In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an [[army]] is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
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In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
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== Bandit camps ==&lt;br /&gt;
[[File:Bandit camp preview.png|thumb|230px|right|A bandit [[boss]]'s treasure hoard.]]&lt;br /&gt;
[[Bandit]] groups build permanent camps. Unlike [[fort]]s, there are no constructions within a camp, not even the tents that army camps create. &lt;br /&gt;
&lt;br /&gt;
Bandits store their loot at the center of the site in [[chest]]s and [[bag]]s. They can contain a number of items, with a variety of [[finished goods]], [[armor]], [[weapon]]s and [[coin]]s stolen from their parent [[civilization]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers used to be able to {{Adv menu icon|b}} build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). [[Claim]]ing the camp would turn you into a lord, and you would then be able to recruit [[hearthperson]]s to your site. If you turned your entire site into a [[tavern]] its residents would start performing in it. However despite the button existing (and labaled &amp;quot;coming soon&amp;quot;) this feature has been removed and not yet reintroduced.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Underworld [[exploit]] ===&lt;br /&gt;
&lt;br /&gt;
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306610</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306610"/>
		<updated>2025-01-28T16:58:57Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Migrant camp tent preview.png|thumb|230px|right|[[Elf|Elven]] travelers in a [[Flax|linen]] tent.]]&lt;br /&gt;
'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s, as well as a temporary [[structure]] built by [[Army|traveling groups]].&lt;br /&gt;
&lt;br /&gt;
[[Refugee]]s, nomads, and migrants are known to set up &amp;quot;camps&amp;quot; when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an [[army]] is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
&lt;br /&gt;
In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
&lt;br /&gt;
== Bandit camps ==&lt;br /&gt;
[[File:Bandit camp preview.png|thumb|230px|right|A bandit [[boss]]'s treasure hoard.]]&lt;br /&gt;
[[Bandit]] groups build permanent camps. Unlike [[fort]]s, there are no constructions within a camp, not even the tents that army camps create. &lt;br /&gt;
&lt;br /&gt;
Bandits store their loot at the center of the site in [[chest]]s and [[bag]]s. They can contain a number of items, with a variety of [[finished goods]], [[armor]], [[weapon]]s and [[coin]]s stolen from their parent [[civilization]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers used to be able to {{Adv menu icon|b}} build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). [[Claim]]ing the camp would turn you into a lord, and you would then be able to recruit [[hearthperson]]s to your site. If you turned your entire site into a [[tavern]] its residents would start performing in it. However this feature has been removed and not yet reintroduced.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Underworld [[exploit]] ===&lt;br /&gt;
&lt;br /&gt;
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306609</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306609"/>
		<updated>2025-01-28T16:58:41Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Migrant camp tent preview.png|thumb|230px|right|[[Elf|Elven]] travelers in a [[Flax|linen]] tent.]]&lt;br /&gt;
'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s, as well as a temporary [[structure]] built by [[Army|traveling groups]].&lt;br /&gt;
&lt;br /&gt;
[[Refugee]]s, nomads, and migrants are known to set up &amp;quot;camps&amp;quot; when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an [[army]] is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
&lt;br /&gt;
In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
&lt;br /&gt;
== Bandit camps ==&lt;br /&gt;
[[File:Bandit camp preview.png|thumb|230px|right|A bandit [[boss]]'s treasure hoard.]]&lt;br /&gt;
[[Bandit]] groups build permanent camps. Unlike [[fort]]s, there are no constructions within a camp, not even the tents that army camps create. &lt;br /&gt;
&lt;br /&gt;
Bandits store their loot at the center of the site in [[chest]]s and [[bag]]s. They can contain a number of items, with a variety of [[finished goods]], [[armor]], [[weapon]]s and [[coin]]s stolen from their parent [[civilization]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers used to be able to {{Adv menu icon|b}} build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). [[Claim]]ing the camp would turn you into a lord, and you would then be able to recruit [[hearthperson]]s to your site. If you turned your entire site into a [[tavern]] its residents would start performing in it. However this feature has been removed and nopt yet reintroduced.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Underworld [[exploit]] ===&lt;br /&gt;
&lt;br /&gt;
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306608</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Camp&amp;diff=306608"/>
		<updated>2025-01-28T16:58:01Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Adventurer camps dont exist anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Migrant camp tent preview.png|thumb|230px|right|[[Elf|Elven]] travelers in a [[Flax|linen]] tent.]]&lt;br /&gt;
'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s, as well as a temporary [[structure]] built by [[Army|traveling groups]].&lt;br /&gt;
&lt;br /&gt;
[[Refugee]]s, nomads, and migrants are known to set up &amp;quot;camps&amp;quot; when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. They may also light [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an [[army]] is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
&lt;br /&gt;
In any case, if you are not attacked by the inhabitants of either sort of camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
&lt;br /&gt;
== Bandit camps ==&lt;br /&gt;
[[File:Bandit camp preview.png|thumb|230px|right|A bandit [[boss]]'s treasure hoard.]]&lt;br /&gt;
[[Bandit]] groups build permanent camps. Unlike [[fort]]s, there are no constructions within a camp, not even the tents that army camps create. &lt;br /&gt;
&lt;br /&gt;
Bandits store their loot at the center of the site in [[chest]]s and [[bag]]s. They can contain a number of items, with a variety of [[finished goods]], [[armor]], [[weapon]]s and [[coin]]s stolen from their parent [[civilization]].&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers used to be able to {{Adv menu icon|b}} build camps anywhere outside the borders of existing sites. They would share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you could quick travel inside them and out of them (but not into them). [[Claim]]ing the camp wouldturn you into a lord, and you would then be able to recruit [[hearthperson]]s to your site. If you turned your entire site into a [[tavern]] its residents would start performing in it. However this feature has been removed and nopt yet reintroduced.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Underworld [[exploit]] ===&lt;br /&gt;
&lt;br /&gt;
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306582</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306582"/>
		<updated>2025-01-28T16:08:36Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: More wiki links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, a noble’s reign takes an unexpected turn—or perhaps [[Chosen|destiny]] simply calls for a fresh perspective. [[Retire]] your fortress and return as an [[adventurer|unexpected guest]] to &amp;quot;observe&amp;quot; the state of affairs and ensure everything is in proper order.&lt;br /&gt;
Pay a visit to the nobles, of course—they’re sure to appreciate the attention. Should their tenure be cut short by some mysterious... [[Kill|twist of fate]], well… these things happen.&lt;br /&gt;
It’s not as though anyone would suspect the charming [[claim|lord]] who happened to depart just as swiftly as he arrived. Who was telling everyone those wonderful [[stories]] about that time he stole an [[Primordial remnant|elder stone]] from that [[Mysterious dungeon]]...&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306581</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306581"/>
		<updated>2025-01-28T16:06:43Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: More&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, a noble’s reign takes an unexpected turn—or perhaps destiny simply calls for a fresh perspective. Retire your fortress and return as an [[adventurer|unexpected guest]] to &amp;quot;observe&amp;quot; the state of affairs and ensure everything is in proper order.&lt;br /&gt;
Pay a visit to the nobles, of course—they’re sure to appreciate the attention. Should their tenure be cut short by some mysterious... [[Kill|twist of fate]], well… these things happen.&lt;br /&gt;
It’s not as though anyone would suspect the charming [[claim|lord]] who happened to depart just as swiftly as he arrived. Who was telling everyone those wonderful [[stories]] about that time he stole an [[Primordial remnant|elder stone]] from that [[Mysterious dungeon]]...&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306580</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306580"/>
		<updated>2025-01-28T16:05:43Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: More rewording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, a noble’s reign takes an unexpected turn—or perhaps destiny simply calls for a fresh perspective. Retire your fortress and return as an [[adventurer|unexpected guest]] to &amp;quot;observe&amp;quot; the state of affairs and ensure everything is in proper order.&lt;br /&gt;
Pay a visit to the nobles, of course—they’re sure to appreciate the attention. Should their tenure be cut short by some mysterious... [[Kill|twist of fate]], well… these things happen.&lt;br /&gt;
It’s not as though anyone would suspect the charming [[claim|lord]] who happened to depart just as swiftly as he arrived. Who wast elling everyone stories about that time hestole an [[Primordial remnant|elder stone]] from a [[Mysterious dungeon]]...&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306579</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306579"/>
		<updated>2025-01-28T16:02:08Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: vistor -&amp;gt; lord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, a noble’s reign takes an unexpected turn—or perhaps destiny simply calls for a fresh perspective. Retire your fortress and return as an [[adventurer|unexpected guest]] to &amp;quot;observe&amp;quot; the state of affairs and ensure everything is in proper order.&lt;br /&gt;
Pay a visit to the nobles, of course—they’re sure to appreciate the attention. Should their tenure be cut short by some mysterious... [[Kill|twist of fate]], well… these things happen.&lt;br /&gt;
It’s not as though anyone would suspect the charming [[claim|lord]] who happened to depart just as swiftly as they arrived. Every fortress, after all, deserves a leader who knows how to navigate life’s unexpected challenges!&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306578</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306578"/>
		<updated>2025-01-28T16:00:34Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: MOre reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, a noble’s reign takes an unexpected turn—or perhaps destiny simply calls for a fresh perspective. Retire your fortress and return as an [[adventurer|unexpected guest]] to &amp;quot;observe&amp;quot; the state of affairs and ensure everything is in proper order.&lt;br /&gt;
Pay a visit to the nobles, of course—they’re sure to appreciate the attention. Should their tenure be cut short by some mysterious... [[Kill|twist of fate]], well… these things happen.&lt;br /&gt;
It’s not as though anyone would suspect the charming [[Visitor|visitor]] who happened to depart just as swiftly as they arrived. Every fortress, after all, deserves a leader who knows how to navigate life’s unexpected challenges!&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306577</id>
		<title>Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unfortunate_accident&amp;diff=306577"/>
		<updated>2025-01-28T15:53:40Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Outside Intervention&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nasakam kuthdéng&lt;br /&gt;
| elvish  = seno-favane matirè&lt;br /&gt;
| goblin  = rotsnuna smaxa&lt;br /&gt;
| human   = ob-jalew kepfu&lt;br /&gt;
}}&lt;br /&gt;
[[Noble]]s are particularly fragile, delicate, put-upon dwarves, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[Alcohol|booze]]-soaked brains around. However, your dear friends at Happy Fun Surprises Incorporated (Stock Exchange Symbol: &amp;quot;HFS&amp;quot;) have prepared a wide variety of [[Losing|Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever of mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it [[Main:Boatmurdered|flood the world with magma?]] Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some downtime - after all, it just wouldn't do to have some poor Urist Channelwork pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Spaceheater==&lt;br /&gt;
&lt;br /&gt;
Are your nobles abusing their mandate privileges? Perhaps they find their quarters to be on the chilly side. Simply construct one of the newest innovations in comfort, the Dwarven Spaceheater! Build a [[Minecart|radiator base]] directed towards an adjacent lever, then, order the lever hooked up and pulled ''once'', to confirm its function, and ''then'' place a [[Magma|fueled]] [[Minecart|radiator]] on it. Your nobles will now bask in the tropical warmth of their quarters. Should they continue with their demands for adamantine socks and steel buckets, the most likely scenario is that the device has malfunctioned and their pleas for repair work are being interpreted as demands for yet another crystal glass window. The solution is simple, simply have the lever repeatedly pulled until it resumes operation. It is recommended to have the noble perform this themselves alone, to preserve their privacy and so that they may repair it themselves if it malfunctions again, though this is yet to occur.&lt;br /&gt;
&lt;br /&gt;
The resumption of heating should be easily discernible. Your noble will be bathed with [[Magma|warm air]] and will be [[Death|contented]] to cease their demands. NOTE: the device and the furniture in the room should be of [[Magma safe|high-melting point]] construction, as the device can leak, particularly during 'maintenance'. An alternate method is to direct the airflow toward a bed, with maintenance controlled from a central control room.&lt;br /&gt;
&lt;br /&gt;
==Underground safari==&lt;br /&gt;
The [[Cave dragon|many]] [[Jabberer|majestic]] [[Voracious cave crawler|and]] [[Forgotten beast|fantastical beasts]] lurking in the darkness of the underground [[caverns]] would surely captivate any noble with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or upset the [[Animal_person#Subterranean_animal_people|natives]], or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;br /&gt;
&lt;br /&gt;
==Throne room over troubled magma==&lt;br /&gt;
Aside from being the home of many strange and wonderful beasts, the deepest places of the earth also give access to vast [[Magma sea|seas of magma]].  Imagine the powerful and intimidating effect of a [[Office|throne room]] suspended over the sizzling surface of the abyssal planes!  Such a throne room would befit only the greatest of nobles, of course.  Common dwarves would have no place in such a suite.  Therefore, be sure to build a retractable [[bridge]] from the shore to the throne room, with the associated [[lever]] placed ''inside'' the room.&lt;br /&gt;
&lt;br /&gt;
==The situation room==&lt;br /&gt;
Your ever-loyal cadre of nobles have to make hard decisions every day that affect the economic and social future of your fortress.  Debating psychosocial theory in front of the less-gifted working class may frighten and demoralize them.  For this reason, place your [[Noble|Magenta Magnates]] inside a room with plenty of seating.  Once all of your people are inside, lock the door behind them while they hash out a plan.  To assist in the discussion, you may wish to place a bin of [[Weapon|debating tools]] in the room with them.  Nobles under pressure think quickly, particularly on an empty stomach.&lt;br /&gt;
&lt;br /&gt;
==Impressive spike==&lt;br /&gt;
&lt;br /&gt;
Your wonderful nobles love the beautiful weapons that come out of your forges. Why else would they ask for weapon racks? To make them happy, you should give them some weapons to display in their rooms.&lt;br /&gt;
&lt;br /&gt;
And what could be more dwarven than a [[menacing spike]]? Better make it retractable, in case your noble needs the space. Put this symbol of dwarven strength in one of your noble's rooms, possibly next to a lever. &lt;br /&gt;
&lt;br /&gt;
[[Hammerer]]s '''love''' spikes and can't get enough of them.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that a nice masterwork steel spike encrusted with [[ruby|rubies]] looks very nice and may boost the room's [[value]].&lt;br /&gt;
&lt;br /&gt;
==Exotic housing==&lt;br /&gt;
What more could your nobles want than some truly fantastic housing to call their own? Maybe you can build them a huuuuge tower, balancing on a single support as a miracle of dwarven engineering? Or perhaps a house made of glass, which is then flooded over? No door required, that'd just ruin the view. Maybe even a palace down a great hole, where you could throw new [[Goblin|friends]] that have come to visit your fortress?&lt;br /&gt;
&lt;br /&gt;
==Grave(n) image==&lt;br /&gt;
The nobles serve everyday, day after day, to tirelessly [[syndrome|serve]] your fort. All they demand is some [[slade|nice]] [[artifact|furniture]] for their personal rooms and some recognition. Symbolizing their eternal bond with the mountains, be sure to sculpt it from obsidian. What could be better? Make sure it's fresh by casting it &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt; near the noble. To ensure that the image is special, arrange for the likeness to be created by only the finest mason. If done correctly, the noble will be forever invested in the fortress, to the delight of the workers.&lt;br /&gt;
&lt;br /&gt;
==Artifact==&lt;br /&gt;
What could possibly be better than a big, imposing artifact made &amp;lt;s&amp;gt;from&amp;lt;/s&amp;gt; for a noble, as a tribute to how special the noble is? Simply house a noble next to a craftsdwarf's, leatherworker's, or butcher's workshop, and house as well the unhappy, disgruntled hauler next to it. Wait. And when [[Mood#Fell|a beautiful laughter]] is heard, make sure the happy dwarf is next to the noble, so he can share the [[losing|fun]]! Also make sure the resulting artifact is made so it records the noble's life!&lt;br /&gt;
&lt;br /&gt;
==Immortality==&lt;br /&gt;
Every noble's dream is to rule forever, so make them happy ! Rather than &amp;lt;s&amp;gt;murdering&amp;lt;/s&amp;gt; honoring the noble, what about making them eternal and fit to rule? Make them drink the blood of the [[vampire|children of the night]]! Let them partake in the gift of [[werebeast|shapechanging beasts]]! Then isolate them to let them ponder on their new status for a while, make sure they do &amp;lt;s&amp;gt;not&amp;lt;/s&amp;gt; have a room worthy of their standing, then when they are [[Insanity|suitably happy about immortality, or suddenly unhappy about it]], let them outside and welcome them as &amp;lt;s&amp;gt;utterly insane and harmless&amp;lt;/s&amp;gt; the reasonable rulers they are! &lt;br /&gt;
If [[Berserk|the dwarf is frustrated by the experience]], though, there is no need to worry! Build an engraved [[gold]] [[cage|house]], [[trap|persuade them into their new home]] and let them rule from there!&lt;br /&gt;
&lt;br /&gt;
==Diplomatic outreach==&lt;br /&gt;
There's nothing a good noble loves more than politics and diplomacy. In fact, the next time a disgruntled group of goblins shows up, your nobles would be downright miffed if they didn't get a chance to practice their diplomacy. Designate a [[burrow|diplomatic outpost]] in front of your fortress, and make sure it is well stocked with food and alcohol. That way, your nobles can have many long, engaging conversations with your neighboring goblins. I'm sure they will be very productive.&lt;br /&gt;
&lt;br /&gt;
==Talk like a pirate day==&lt;br /&gt;
Plenty of nobles enjoy celebrating International Talk Like a Pirate Day, on [[Calendar|the 19th of Limestone]]. So let your [[Mandate|favorite]] member of the nobility have a little fun with it, to get into the spirit of the holiday. Maybe give him a pet [[Giant kea|parrot]]. Or build a ship and let him [[Drowning chamber|sail the ocean blue]]. If he doesn't feel in the mood, the other [[Hammerer|scurvy dogs]] will be quite pleased to make that landlubber walk the plank.&lt;br /&gt;
&lt;br /&gt;
==Outside Intervention==&lt;br /&gt;
Sometimes, nobles need a gentle nudge to improve their performance—or perhaps a change in leadership is in order. Retire your fortress and return as an [[adventurer|adventurous visitor]] to &amp;quot;evaluate&amp;quot; their reign firsthand.&lt;br /&gt;
&lt;br /&gt;
Roam the fortress freely, mingling with your former subjects and basking in their admiration—or quietly observe the nobles as they go about their business, perhaps lingering in the shadows just a moment too long. If, by some misfortune, a noble happens to meet an untimely end, it’s surely the work of fate and not a well-placed weapon from an outsider.&lt;br /&gt;
&lt;br /&gt;
And should you decide to step in and seize control, who could argue with a visitor so charismatic and skilled in both diplomacy and... decisive action? After all, every fortress needs a leader who truly understands how to deal with pressure.&lt;br /&gt;
&lt;br /&gt;
==Tropical vacation==&lt;br /&gt;
&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Every noble would love to go to [[Hell|areas with a warm climate]], but why stop there? Take him to a place fit for a dwarf king, [[Hell|somewhere hot and underground]]! He could [[death|chat]] with the [[Demon|locals]], and have lots of [[losing|Fun]]! If he gets [[tantrum|stressed]], there are plenty of [[Magma|native hot tubs]] to take a break in! If he doesn't feel convinced, there is always room for the [[king]]!&lt;br /&gt;
&lt;br /&gt;
==Grand Arena==&lt;br /&gt;
Many nobles may look upon the [[Military|brave defenders of our fort]] with envy as they tirelessly do battle with [[goblin|goblins]] and [[elves|other pesky creatures]] who would seek to [[Losing|undo all our hard work]]. They wish only that they could prove their bravery and prowess in combat like our brave defenders do on a daily basis. While our nobles may not be able to descend onto the field of battle like our soldiers do, there's still a fine solution to this problem: build a [[Megaproject#Colosseum|grand arena]] for nobles everywhere to test their strength in bloody combat! Simply provide your nobles with [[Training_weapon|fine weapons]] and [[Cloth|durable]] [[Clothing|armor]] and [[Burrow|direct them to the arena]]. Once there, provide them with a [[Megabeast|suitably]] [[Forgotten_beast|powerful]] [[Demon|foe]] against which they may prove their mettle! Be sure to lock the doors behind your nobles, of course; they would never forgive themselves if they were to lose their nerve and flee. Should they vanquish their opponent, simply provide them with another to ensure that they may [[Death|drink deeply from the cup of victory!]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;br /&gt;
[[ru:Unfortunate accident]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306576</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Claim&amp;diff=306576"/>
		<updated>2025-01-28T15:48:58Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Can't found your own sites anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306575</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306575"/>
		<updated>2025-01-28T15:47:35Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: remove extra and&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&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;
| [[File:Adv ui ascend.png]]{{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui ascend.png]]{{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;
| {{Adv menu icon|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|m}}&lt;br /&gt;
| Open movement speed menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, (''and that your chosen race is even OUTSIDER_CONTROLLABLE to begin with, ie, that you perhaps did not mod such a thing into the [[creature tokens]] beforehand''), 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 being 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 are not at least an Adequate swimmer''). If you hit {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|m}} to set [[gait]] and {{Adv menu icon|S}} to toggle sneak mode – it will allow you to move around invisibly, limited by your [[Ambusher]] skill and nearby creatures' [[Observer]] skill.  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 the back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{Adv menu icon|m}} movement screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you press {{Adv menu icon|h}} to hold 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;
| {{Adv menu icon|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|d|num=1}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|K|num=1}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|c|num=1}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|S}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui T.png]]{{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|Z|num=1}}&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;
| [[File:Adv ui descend.png]]{{k|&amp;gt;}} and [[File:Adv ui ascend.png]]{{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.  Along the top of the map is a line showing the sky, and 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;
| {{Menu icon|a}}&lt;br /&gt;
| View [[Announcement]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
{{old}}&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 {{Menu icon|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 [[announcement]]s by pressing {{Menu icon|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
The status screen {{Adv menu icon|z}} 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 {{Menu icon|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;
| {{Adv menu icon|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. You can also access this through the context menu.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pick up) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|d}} drop 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 {{Adv menu icon|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;
{{Adv menu icon|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. [[Campfire]]s aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques 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/wearing ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}. Items can be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|r}} removing 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 {{k|r}}emove or {{k|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, items worn on the same location can stack 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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove 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 {{Adv menu icon|r}} remove command and the {{Adv menu icon|p}} put 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 {{Adv menu icon|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 {{Adv menu icon|r}} removed 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 {{Adv menu icon|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you. &lt;br /&gt;
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, which gets 10 units of water in the bucket. Then you can press the {{Adv menu icon|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{Adv menu icon|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 {{Adv menu icon|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.&lt;br /&gt;
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 {{Adv menu icon|r}} remove 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;
| {{Adv menu icon|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 {{Adv menu icon|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{Adv menu icon|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 {{Adv menu icon|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;
| {{Adv menu icon|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 {{Adv menu icon|g}} and then performing an advanced interaction with {{Adv menu icon|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;
| {{Adv menu icon|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|-&lt;br /&gt;
| {{k|TAB}}&lt;br /&gt;
| Change to another party member&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|E}}&lt;br /&gt;
| Activate party tactical mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|k}}&lt;br /&gt;
| Talk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.&lt;br /&gt;
&lt;br /&gt;
Use the {{Adv menu icon|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.&lt;br /&gt;
&lt;br /&gt;
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{Adv menu icon|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour {{Adv menu icon|Z}}-({{k-|w|/|/|Enter}}) to see if they catch up to you. Or you can {{Adv menu icon|T}} fast travel to see if they show up as a [[Army|{{DFtext|*}}]] near you. If you move towards the [[Army|{{DFtext|*}}]] and it disappears, that may mean they are on the same region tile - stop traveling ({{Adv menu icon|T|d|num=1}}) and try to find them.&lt;br /&gt;
&lt;br /&gt;
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Party members ===&lt;br /&gt;
&lt;br /&gt;
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.&lt;br /&gt;
&lt;br /&gt;
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{Adv menu icon|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.&lt;br /&gt;
&lt;br /&gt;
You can activate party tactical mode with {{Adv menu icon|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{Adv menu icon|c}} then {{Adv menu icon|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)&lt;br /&gt;
&lt;br /&gt;
=== Hearthpeople ===&lt;br /&gt;
{{main|Hearthperson}}&lt;br /&gt;
&lt;br /&gt;
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.&lt;br /&gt;
&lt;br /&gt;
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].&lt;br /&gt;
&lt;br /&gt;
=== NPC companions ===&lt;br /&gt;
&lt;br /&gt;
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit 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. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with an NPC 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 them. 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;
You can have NPCs join you as performers, after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs, simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact, if they start moving while you're starting one, they'll take a step back to their previous location, once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above &amp;quot;pretty good&amp;quot;, should convince almost anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.&lt;br /&gt;
&lt;br /&gt;
==== Undead followers ====&lt;br /&gt;
&lt;br /&gt;
If you have [[necromancer]] abilities, you may raise corpses as [[undead]] who will then be listed in your companion list. Basic undead with no [[soul]] are not capable of talking, building or indeed doing anything other than loosely following you around and attacking anything living on sight, including your other living companions. As your abilities give you [[night creature]] status, undead followers will never attack you, even if you attack them - instead, they will all turn neutral. If you raise a corpse as intelligent undead, it will retain their pre-existing loyalty links from when they were living and not be necessarily loyal to you - this means that enemies you've slain in combat will attack you again if you resurrect them this way. To override this behavior, you should first raise them as basic undead, which destroys their souls (and associated links), 'kill' them again and re-raise them again.&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
&lt;br /&gt;
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change; which also happens if they gain enough reputation.&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 to 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;
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;
Companions can be assigned to zones in camps, with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling 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 {{Adv menu icon|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 any others (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 their 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;
Standard [[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 [[camp]]s, after you've slaughtered all the [[bandit]]s.  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 {{Adv menu icon|L}} looking 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, {{Adv menu icon|g}} grab 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;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, with access to butchery and moddable [[reaction]]s. To access the crafting menu, press {{Adv menu icon|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. When you 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, which can serve well enough to make some...&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} which 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 (the product of your earlier Knapping usually works best in this case). 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 weapon-wise, 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 carve [[bone]]s into [[Finished goods|various objects]] and [[figurine]]s. 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 in a [[carpenter's workshop]], either one found in a fortress, or constructed by the character. 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 [[large dagger]] or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{Adv menu icon|x}} for the crafting menu, then select the butcher 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;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|P}} [[Performer|performance]] menu allows you to create '''musical compositions''', '''poetry''', '''choreography''', or '''writing'''. You will then be able to select from one of the [[art]] forms already known to the adventurer, which the specific song, poem, or dance will be an example of.&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. E.G: 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 a multiple-chapter work, 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;
== Natural abilities and acquired powers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' lets 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 [[interaction]]s 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]] or [[intelligent undead]].&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;
| {{Adv menu icon|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—this requires a ''non-wooden'' axe. By pressing {{Adv menu icon|g}} while next to a tree, you can chop it down and collect logs.&lt;br /&gt;
However building is no longer functional.&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
While building personal sites and construction mechanics are no longer available in adventure mode, faction management remains functional. After [[claim|claiming]] a [[mead hall|meadhall or other similar structure]] [[Unfortunate accident|(And disappearing all previous nobles)]] you will get a text popup telling you that you are in control now, and your title will change to lord. AT this point you can take control of a site and manage it as its leader. This includes hiring guards by {{DFtext|Invite listener to become a hearthperson}}. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
Additionally, as the site's lord, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand. However, they are unlikely to submit under non-strenuous circumstances.&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;
| [[Castle]]{{version|0.47.01}}&lt;br /&gt;
| Humans&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 to accomplish 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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306574</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306574"/>
		<updated>2025-01-28T15:45:55Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Added back old wikilinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&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;
| [[File:Adv ui ascend.png]]{{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui ascend.png]]{{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;
| {{Adv menu icon|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|m}}&lt;br /&gt;
| Open movement speed menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, (''and that your chosen race is even OUTSIDER_CONTROLLABLE to begin with, ie, that you perhaps did not mod such a thing into the [[creature tokens]] beforehand''), 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 being 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 are not at least an Adequate swimmer''). If you hit {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|m}} to set [[gait]] and {{Adv menu icon|S}} to toggle sneak mode – it will allow you to move around invisibly, limited by your [[Ambusher]] skill and nearby creatures' [[Observer]] skill.  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 the back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{Adv menu icon|m}} movement screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you press {{Adv menu icon|h}} to hold 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;
| {{Adv menu icon|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|d|num=1}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|K|num=1}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|c|num=1}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|S}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui T.png]]{{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|Z|num=1}}&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;
| [[File:Adv ui descend.png]]{{k|&amp;gt;}} and [[File:Adv ui ascend.png]]{{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.  Along the top of the map is a line showing the sky, and 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;
| {{Menu icon|a}}&lt;br /&gt;
| View [[Announcement]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
{{old}}&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 {{Menu icon|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 [[announcement]]s by pressing {{Menu icon|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
The status screen {{Adv menu icon|z}} 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 {{Menu icon|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;
| {{Adv menu icon|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. You can also access this through the context menu.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pick up) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|d}} drop 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 {{Adv menu icon|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;
{{Adv menu icon|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. [[Campfire]]s aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques 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/wearing ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}. Items can be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|r}} removing 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 {{k|r}}emove or {{k|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, items worn on the same location can stack 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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove 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 {{Adv menu icon|r}} remove command and the {{Adv menu icon|p}} put 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 {{Adv menu icon|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 {{Adv menu icon|r}} removed 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 {{Adv menu icon|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you. &lt;br /&gt;
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, which gets 10 units of water in the bucket. Then you can press the {{Adv menu icon|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{Adv menu icon|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 {{Adv menu icon|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.&lt;br /&gt;
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 {{Adv menu icon|r}} remove 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;
| {{Adv menu icon|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 {{Adv menu icon|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{Adv menu icon|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 {{Adv menu icon|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;
| {{Adv menu icon|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 {{Adv menu icon|g}} and then performing an advanced interaction with {{Adv menu icon|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;
| {{Adv menu icon|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|-&lt;br /&gt;
| {{k|TAB}}&lt;br /&gt;
| Change to another party member&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|E}}&lt;br /&gt;
| Activate party tactical mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|k}}&lt;br /&gt;
| Talk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.&lt;br /&gt;
&lt;br /&gt;
Use the {{Adv menu icon|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.&lt;br /&gt;
&lt;br /&gt;
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{Adv menu icon|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour {{Adv menu icon|Z}}-({{k-|w|/|/|Enter}}) to see if they catch up to you. Or you can {{Adv menu icon|T}} fast travel to see if they show up as a [[Army|{{DFtext|*}}]] near you. If you move towards the [[Army|{{DFtext|*}}]] and it disappears, that may mean they are on the same region tile - stop traveling ({{Adv menu icon|T|d|num=1}}) and try to find them.&lt;br /&gt;
&lt;br /&gt;
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Party members ===&lt;br /&gt;
&lt;br /&gt;
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.&lt;br /&gt;
&lt;br /&gt;
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{Adv menu icon|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.&lt;br /&gt;
&lt;br /&gt;
You can activate party tactical mode with {{Adv menu icon|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{Adv menu icon|c}} then {{Adv menu icon|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)&lt;br /&gt;
&lt;br /&gt;
=== Hearthpeople ===&lt;br /&gt;
{{main|Hearthperson}}&lt;br /&gt;
&lt;br /&gt;
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.&lt;br /&gt;
&lt;br /&gt;
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].&lt;br /&gt;
&lt;br /&gt;
=== NPC companions ===&lt;br /&gt;
&lt;br /&gt;
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit 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. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with an NPC 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 them. 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;
You can have NPCs join you as performers, after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs, simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact, if they start moving while you're starting one, they'll take a step back to their previous location, once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above &amp;quot;pretty good&amp;quot;, should convince almost anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.&lt;br /&gt;
&lt;br /&gt;
==== Undead followers ====&lt;br /&gt;
&lt;br /&gt;
If you have [[necromancer]] abilities, you may raise corpses as [[undead]] who will then be listed in your companion list. Basic undead with no [[soul]] are not capable of talking, building or indeed doing anything other than loosely following you around and attacking anything living on sight, including your other living companions. As your abilities give you [[night creature]] status, undead followers will never attack you, even if you attack them - instead, they will all turn neutral. If you raise a corpse as intelligent undead, it will retain their pre-existing loyalty links from when they were living and not be necessarily loyal to you - this means that enemies you've slain in combat will attack you again if you resurrect them this way. To override this behavior, you should first raise them as basic undead, which destroys their souls (and associated links), 'kill' them again and re-raise them again.&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
&lt;br /&gt;
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change; which also happens if they gain enough reputation.&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 to 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;
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;
Companions can be assigned to zones in camps, with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling 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 {{Adv menu icon|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 any others (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 their 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;
Standard [[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 [[camp]]s, after you've slaughtered all the [[bandit]]s.  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 {{Adv menu icon|L}} looking 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, {{Adv menu icon|g}} grab 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;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, with access to butchery and moddable [[reaction]]s. To access the crafting menu, press {{Adv menu icon|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. When you 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, which can serve well enough to make some...&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} which 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 (the product of your earlier Knapping usually works best in this case). 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 weapon-wise, 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 carve [[bone]]s into [[Finished goods|various objects]] and [[figurine]]s. 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 in a [[carpenter's workshop]], either one found in a fortress, or constructed by the character. 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 [[large dagger]] or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{Adv menu icon|x}} for the crafting menu, then select the butcher 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;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|P}} [[Performer|performance]] menu allows you to create '''musical compositions''', '''poetry''', '''choreography''', or '''writing'''. You will then be able to select from one of the [[art]] forms already known to the adventurer, which the specific song, poem, or dance will be an example of.&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. E.G: 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 a multiple-chapter work, 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;
== Natural abilities and acquired powers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' lets 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 [[interaction]]s 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]] or [[intelligent undead]].&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;
| {{Adv menu icon|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—this requires a ''non-wooden'' axe. By pressing {{Adv menu icon|g}} while next to a tree, you can chop it down and collect logs.&lt;br /&gt;
However building is no longer functional.&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
While building personal sites and construction mechanics are no longer available in adventure mode, faction management remains functional. After [[claim|claiming]] a [[mead hall|meadhall or other similar structure]] and [[Unfortunate accident|(And dissappearing all previous nobles)]] you will get a text popup telling you that you are in control now, and your title will change to lord. AT this point you can take control of a site and manage it as its leader. This includes hiring guards by {{DFtext|Invite listener to become a hearthperson}}. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
Additionally, as the site's lord, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand. However, they are unlikely to submit under non-strenuous circumstances.&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;
| [[Castle]]{{version|0.47.01}}&lt;br /&gt;
| Humans&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 to accomplish 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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306573</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306573"/>
		<updated>2025-01-28T15:43:39Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Reword paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&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;
| [[File:Adv ui ascend.png]]{{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui ascend.png]]{{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;
| {{Adv menu icon|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|m}}&lt;br /&gt;
| Open movement speed menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, (''and that your chosen race is even OUTSIDER_CONTROLLABLE to begin with, ie, that you perhaps did not mod such a thing into the [[creature tokens]] beforehand''), 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 being 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 are not at least an Adequate swimmer''). If you hit {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|m}} to set [[gait]] and {{Adv menu icon|S}} to toggle sneak mode – it will allow you to move around invisibly, limited by your [[Ambusher]] skill and nearby creatures' [[Observer]] skill.  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 the back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{Adv menu icon|m}} movement screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you press {{Adv menu icon|h}} to hold 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;
| {{Adv menu icon|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|d|num=1}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|K|num=1}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|c|num=1}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|S}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui T.png]]{{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|Z|num=1}}&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;
| [[File:Adv ui descend.png]]{{k|&amp;gt;}} and [[File:Adv ui ascend.png]]{{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.  Along the top of the map is a line showing the sky, and 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;
| {{Menu icon|a}}&lt;br /&gt;
| View [[Announcement]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
{{old}}&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 {{Menu icon|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 [[announcement]]s by pressing {{Menu icon|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
The status screen {{Adv menu icon|z}} 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 {{Menu icon|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;
| {{Adv menu icon|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. You can also access this through the context menu.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pick up) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|d}} drop 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 {{Adv menu icon|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;
{{Adv menu icon|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. [[Campfire]]s aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques 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/wearing ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}. Items can be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|r}} removing 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 {{k|r}}emove or {{k|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, items worn on the same location can stack 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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove 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 {{Adv menu icon|r}} remove command and the {{Adv menu icon|p}} put 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 {{Adv menu icon|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 {{Adv menu icon|r}} removed 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 {{Adv menu icon|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you. &lt;br /&gt;
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, which gets 10 units of water in the bucket. Then you can press the {{Adv menu icon|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{Adv menu icon|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 {{Adv menu icon|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.&lt;br /&gt;
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 {{Adv menu icon|r}} remove 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;
| {{Adv menu icon|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 {{Adv menu icon|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{Adv menu icon|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 {{Adv menu icon|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;
| {{Adv menu icon|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 {{Adv menu icon|g}} and then performing an advanced interaction with {{Adv menu icon|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;
| {{Adv menu icon|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|-&lt;br /&gt;
| {{k|TAB}}&lt;br /&gt;
| Change to another party member&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|E}}&lt;br /&gt;
| Activate party tactical mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|k}}&lt;br /&gt;
| Talk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.&lt;br /&gt;
&lt;br /&gt;
Use the {{Adv menu icon|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.&lt;br /&gt;
&lt;br /&gt;
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{Adv menu icon|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour {{Adv menu icon|Z}}-({{k-|w|/|/|Enter}}) to see if they catch up to you. Or you can {{Adv menu icon|T}} fast travel to see if they show up as a [[Army|{{DFtext|*}}]] near you. If you move towards the [[Army|{{DFtext|*}}]] and it disappears, that may mean they are on the same region tile - stop traveling ({{Adv menu icon|T|d|num=1}}) and try to find them.&lt;br /&gt;
&lt;br /&gt;
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Party members ===&lt;br /&gt;
&lt;br /&gt;
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.&lt;br /&gt;
&lt;br /&gt;
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{Adv menu icon|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.&lt;br /&gt;
&lt;br /&gt;
You can activate party tactical mode with {{Adv menu icon|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{Adv menu icon|c}} then {{Adv menu icon|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)&lt;br /&gt;
&lt;br /&gt;
=== Hearthpeople ===&lt;br /&gt;
{{main|Hearthperson}}&lt;br /&gt;
&lt;br /&gt;
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.&lt;br /&gt;
&lt;br /&gt;
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].&lt;br /&gt;
&lt;br /&gt;
=== NPC companions ===&lt;br /&gt;
&lt;br /&gt;
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit 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. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with an NPC 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 them. 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;
You can have NPCs join you as performers, after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs, simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact, if they start moving while you're starting one, they'll take a step back to their previous location, once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above &amp;quot;pretty good&amp;quot;, should convince almost anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.&lt;br /&gt;
&lt;br /&gt;
==== Undead followers ====&lt;br /&gt;
&lt;br /&gt;
If you have [[necromancer]] abilities, you may raise corpses as [[undead]] who will then be listed in your companion list. Basic undead with no [[soul]] are not capable of talking, building or indeed doing anything other than loosely following you around and attacking anything living on sight, including your other living companions. As your abilities give you [[night creature]] status, undead followers will never attack you, even if you attack them - instead, they will all turn neutral. If you raise a corpse as intelligent undead, it will retain their pre-existing loyalty links from when they were living and not be necessarily loyal to you - this means that enemies you've slain in combat will attack you again if you resurrect them this way. To override this behavior, you should first raise them as basic undead, which destroys their souls (and associated links), 'kill' them again and re-raise them again.&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
&lt;br /&gt;
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change; which also happens if they gain enough reputation.&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 to 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;
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;
Companions can be assigned to zones in camps, with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling 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 {{Adv menu icon|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 any others (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 their 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;
Standard [[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 [[camp]]s, after you've slaughtered all the [[bandit]]s.  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 {{Adv menu icon|L}} looking 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, {{Adv menu icon|g}} grab 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;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, with access to butchery and moddable [[reaction]]s. To access the crafting menu, press {{Adv menu icon|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. When you 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, which can serve well enough to make some...&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} which 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 (the product of your earlier Knapping usually works best in this case). 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 weapon-wise, 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 carve [[bone]]s into [[Finished goods|various objects]] and [[figurine]]s. 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 in a [[carpenter's workshop]], either one found in a fortress, or constructed by the character. 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 [[large dagger]] or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{Adv menu icon|x}} for the crafting menu, then select the butcher 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;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|P}} [[Performer|performance]] menu allows you to create '''musical compositions''', '''poetry''', '''choreography''', or '''writing'''. You will then be able to select from one of the [[art]] forms already known to the adventurer, which the specific song, poem, or dance will be an example of.&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. E.G: 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 a multiple-chapter work, 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;
== Natural abilities and acquired powers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' lets 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 [[interaction]]s 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]] or [[intelligent undead]].&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;
| {{Adv menu icon|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—this requires a ''non-wooden'' axe. By pressing {{Adv menu icon|g}} while next to a tree, you can chop it down and collect logs.&lt;br /&gt;
However building is no longer functional.&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
While building personal sites and construction mechanics are no longer available in adventure mode, faction management remains functional. After claiming a site [[Unfortunate accident|(And dissappearing all previous nobles)]] you will get a text popup telling you that you are in control now, and your title will change to lord. AT this point you can take control of a site and manage it as its leader. This includes hiring guards by {{DFtext|Invite listener to become a hearthperson}}. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
Additionally, as the site's lord, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand. However, they are unlikely to submit under non-strenuous circumstances.&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;
| [[Castle]]{{version|0.47.01}}&lt;br /&gt;
| Humans&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 to accomplish 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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306572</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=306572"/>
		<updated>2025-01-28T15:37:25Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Cant build anymore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&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;
| [[File:Adv ui ascend.png]]{{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui ascend.png]]{{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;
| {{Adv menu icon|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|m}}&lt;br /&gt;
| Open movement speed menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, (''and that your chosen race is even OUTSIDER_CONTROLLABLE to begin with, ie, that you perhaps did not mod such a thing into the [[creature tokens]] beforehand''), 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 being 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 are not at least an Adequate swimmer''). If you hit {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|m}} to set [[gait]] and {{Adv menu icon|S}} to toggle sneak mode – it will allow you to move around invisibly, limited by your [[Ambusher]] skill and nearby creatures' [[Observer]] skill.  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 the back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{Adv menu icon|m}} movement screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you press {{Adv menu icon|h}} to hold 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;
| {{Adv menu icon|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|d|num=1}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|K|num=1}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|c|num=1}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|S}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Adv ui T.png]]{{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|T|Z|num=1}}&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;
| [[File:Adv ui descend.png]]{{k|&amp;gt;}} and [[File:Adv ui ascend.png]]{{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.  Along the top of the map is a line showing the sky, and 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;
| {{Menu icon|a}}&lt;br /&gt;
| View [[Announcement]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
{{old}}&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 {{Menu icon|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 [[announcement]]s by pressing {{Menu icon|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
The status screen {{Adv menu icon|z}} 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 {{Menu icon|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;
| {{Adv menu icon|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. You can also access this through the context menu.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pick up) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|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 {{Adv menu icon|d}} drop 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 {{Adv menu icon|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;
{{Adv menu icon|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. [[Campfire]]s aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques 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/wearing ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}. Items can be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|r}} removing 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 {{k|r}}emove or {{k|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, items worn on the same location can stack 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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove 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 {{Adv menu icon|r}} remove command and the {{Adv menu icon|p}} put 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 {{Adv menu icon|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 {{Adv menu icon|r}} removed 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 {{Adv menu icon|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you. &lt;br /&gt;
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, which gets 10 units of water in the bucket. Then you can press the {{Adv menu icon|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{Adv menu icon|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 {{Adv menu icon|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.&lt;br /&gt;
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 {{Adv menu icon|r}} remove 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;
| {{Adv menu icon|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 {{Adv menu icon|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{Adv menu icon|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 {{Adv menu icon|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;
| {{Adv menu icon|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 {{Adv menu icon|g}} and then performing an advanced interaction with {{Adv menu icon|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;
| {{Adv menu icon|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|-&lt;br /&gt;
| {{k|TAB}}&lt;br /&gt;
| Change to another party member&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|E}}&lt;br /&gt;
| Activate party tactical mode&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|k}}&lt;br /&gt;
| Talk&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.&lt;br /&gt;
&lt;br /&gt;
Use the {{Adv menu icon|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.&lt;br /&gt;
&lt;br /&gt;
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{Adv menu icon|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour {{Adv menu icon|Z}}-({{k-|w|/|/|Enter}}) to see if they catch up to you. Or you can {{Adv menu icon|T}} fast travel to see if they show up as a [[Army|{{DFtext|*}}]] near you. If you move towards the [[Army|{{DFtext|*}}]] and it disappears, that may mean they are on the same region tile - stop traveling ({{Adv menu icon|T|d|num=1}}) and try to find them.&lt;br /&gt;
&lt;br /&gt;
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Party members ===&lt;br /&gt;
&lt;br /&gt;
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.&lt;br /&gt;
&lt;br /&gt;
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{Adv menu icon|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.&lt;br /&gt;
&lt;br /&gt;
You can activate party tactical mode with {{Adv menu icon|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{Adv menu icon|c}} then {{Adv menu icon|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)&lt;br /&gt;
&lt;br /&gt;
=== Hearthpeople ===&lt;br /&gt;
{{main|Hearthperson}}&lt;br /&gt;
&lt;br /&gt;
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.&lt;br /&gt;
&lt;br /&gt;
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].&lt;br /&gt;
&lt;br /&gt;
=== NPC companions ===&lt;br /&gt;
&lt;br /&gt;
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit 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. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with an NPC 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 them. 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;
You can have NPCs join you as performers, after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs, simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact, if they start moving while you're starting one, they'll take a step back to their previous location, once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above &amp;quot;pretty good&amp;quot;, should convince almost anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.&lt;br /&gt;
&lt;br /&gt;
==== Undead followers ====&lt;br /&gt;
&lt;br /&gt;
If you have [[necromancer]] abilities, you may raise corpses as [[undead]] who will then be listed in your companion list. Basic undead with no [[soul]] are not capable of talking, building or indeed doing anything other than loosely following you around and attacking anything living on sight, including your other living companions. As your abilities give you [[night creature]] status, undead followers will never attack you, even if you attack them - instead, they will all turn neutral. If you raise a corpse as intelligent undead, it will retain their pre-existing loyalty links from when they were living and not be necessarily loyal to you - this means that enemies you've slain in combat will attack you again if you resurrect them this way. To override this behavior, you should first raise them as basic undead, which destroys their souls (and associated links), 'kill' them again and re-raise them again.&lt;br /&gt;
&lt;br /&gt;
=== General information ===&lt;br /&gt;
&lt;br /&gt;
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change; which also happens if they gain enough reputation.&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 to 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;
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;
Companions can be assigned to zones in camps, with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling 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 {{Adv menu icon|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 any others (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 their 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;
Standard [[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 [[camp]]s, after you've slaughtered all the [[bandit]]s.  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 {{Adv menu icon|L}} looking 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, {{Adv menu icon|g}} grab 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;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, with access to butchery and moddable [[reaction]]s. To access the crafting menu, press {{Adv menu icon|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. When you 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, which can serve well enough to make some...&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} which 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 (the product of your earlier Knapping usually works best in this case). 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 weapon-wise, 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 carve [[bone]]s into [[Finished goods|various objects]] and [[figurine]]s. 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 in a [[carpenter's workshop]], either one found in a fortress, or constructed by the character. 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 [[large dagger]] or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{Adv menu icon|x}} for the crafting menu, then select the butcher 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;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|P}} [[Performer|performance]] menu allows you to create '''musical compositions''', '''poetry''', '''choreography''', or '''writing'''. You will then be able to select from one of the [[art]] forms already known to the adventurer, which the specific song, poem, or dance will be an example of.&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. E.G: 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 a multiple-chapter work, 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;
== Natural abilities and acquired powers ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' lets 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 [[interaction]]s 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]] or [[intelligent undead]].&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;
| {{Adv menu icon|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—this requires a ''non-wooden'' axe. By pressing {{Adv menu icon|g}} while next to a tree, you can chop it down and collect logs.&lt;br /&gt;
However building is no longer functional.&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
While building personal sites and construction mechanics are no longer available in adventure mode, faction management remains functional. After claiming a mead hall in a town or village, you can take control of a site and manage it as its leader. This includes hiring guards by {{DFtext|Invite listener to become a hearthperson}}. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them.&lt;br /&gt;
Additionally, as the site's lord, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand. However, they are unlikely to submit under non-strenuous circumstances.&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;
| [[Castle]]{{version|0.47.01}}&lt;br /&gt;
| Humans&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 to accomplish 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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306571</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306571"/>
		<updated>2025-01-28T15:28:02Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Remove sentance pertaining to feature that no longer exists&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by HonorbruSudoku''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can venture into the wilderness to discover [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, [[Mysterious dungeon|mysterious places]] towns, settlements, and more. You might even decide to revisit your previously abandoned or retired [[fortress]]es to reclaim the treasures you once crafted or catch up with your dwarves on a more personal level. While building and crafting mechanics exist in [[dwarf fortress mode]], building is not available in the current version of adventure mode and crafting is quite limited without [[User:Valos/Adventurecraft|mods]].&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a [[civilization]] with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are dwarven civilizations, human civilizations, and elven civilizations).&lt;br /&gt;
Each civilization has its own preferred style of settlement:&lt;br /&gt;
* Dwarven civs are spread between [[fortress|fortresses]] (which are built into the surface and almost always connect to the underground), [[mountain halls]] (which do not contain a direct connection to the surface, they are accessed through underground tunnels instead), and [[hillocks]] (a loose collection of mounds built into hillsides).&lt;br /&gt;
* Elven civs inhabit [[forest retreat]]s.&lt;br /&gt;
* Human civs inhabit cities, towns, and castles.&lt;br /&gt;
* Goblin civs inhabit [[dark fortress|dark fortresses]] and [[dark pits]].&lt;br /&gt;
&lt;br /&gt;
Any species can be a part of any civilization. A civilization starts with a certain race as its population; over time, other races will join the civilization, as long as they can reach it.&lt;br /&gt;
&lt;br /&gt;
[[Town]]s, forest retreats, and fortresses are currently the only sites with shops and other places to officially buy goods. If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to &amp;quot;retire&amp;quot; it or abandon it:&lt;br /&gt;
* If retired, you will likely be able to encounter most of the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.&lt;br /&gt;
* If abandoned, the fortress will be considered deserted (''which pretty much means'' &amp;quot;'''don't abandon, if you were planning to have any further interaction whatsoever'''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, humans, goblins, and animal people. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As one of the smaller creatures, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, and a notably sharper sense of smell. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' do not need to eat or drink, and possess low light vision like dwarves. They wear the same size armor/clothing as dwarves and elves.&lt;br /&gt;
&lt;br /&gt;
* '''[[Animal person|Animal People]]''' come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some are carnivorous which limits their food options. You can either play as an animal person from a civilization with an existing population of that species, or you can play as an animal person who only just recently joined civilized society using the &amp;quot;Intelligent Wilderness Creature&amp;quot; option, however this option is only available to Ordinary characters.&lt;br /&gt;
&lt;br /&gt;
* '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Experiments do not need to eat, drink or sleep, but otherwise they vary in size and details.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
The civilization you pick determines which sites you can start from and what skills and items are available when creating a character, among other things.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven civilizations''' have access to copper, bronze, iron, silver, and steel equipment. They do not have two-handed weapons or whips.&lt;br /&gt;
&lt;br /&gt;
* '''Elven civilizations''' only have access to weak wooden equipment, but wild animals will not attack characters who are members of an elven civilization. The only weapons they have are shortswords, longswords, spears, and bows.&lt;br /&gt;
&lt;br /&gt;
* '''Human civilizations''' have access to copper, bronze, iron, and silver equipment. They have the widest selection of possible weapons. Can start as a [[hearthperson]]. Generally, you should pick a human civ if you want the intended adventure mode experience.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are characters that don't start as a member of any civilization. Only humans can be outsiders by default. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from almost every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
=== Destiny ===&lt;br /&gt;
&lt;br /&gt;
Affects the level of guidance and direction received. All destinies have access to the same features, with higher destinies providing stronger guidance and starting conditions.&lt;br /&gt;
*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires you to start from a market [[site]] containing a [[temple]] and a priest.&lt;br /&gt;
*'''Hero:''' Some direction for a quick start. Compass directs to nearby [[site]]s. Starts as a [[hearthperson]] from a market site if possible. [[Adventurer_mode_gameplay#Companions|Companion recruitment]] is easier.&lt;br /&gt;
*'''Ordinary:''' Sandbox. No special mechanics or added restrictions on character creation.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points.&lt;br /&gt;
*'''Hard:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Normal:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Easy:''' 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 Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Archetypes ===&lt;br /&gt;
&lt;br /&gt;
There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and [[reader]].&lt;br /&gt;
&lt;br /&gt;
Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.&lt;br /&gt;
*'''Willpower''': Affects melee combat(''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, 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, and Knapping &lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.&lt;br /&gt;
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.&lt;br /&gt;
*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Characters from different civilizations will have different sets of skills available at character creation time depending on the civilization that they are from, 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, with the exception of the Reader skill.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Weapons may be chosen on the embark screen before starting an adventure.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress—of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|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 {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back 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;
| {{Adv menu icon|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get items on the ground, on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|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 {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and 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;
| {{Adv menu icon|Z}}&lt;br /&gt;
| Sleep/wait&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]]. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|e}}&lt;br /&gt;
| [[Eat]] or [[drink]] something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| [[Attack]] an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people—to begin a conversation or performance, press {{Adv menu icon|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{Adv menu icon|k}} to {{DFtext|Trade}} with them. &lt;br /&gt;
&lt;br /&gt;
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not. &lt;br /&gt;
&lt;br /&gt;
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' — Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting. To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, or butcher.&lt;br /&gt;
&lt;br /&gt;
To compose songs or dances or write books and scrolls, press &lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Natural abilities and acquired powers|Interactions]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising [[undead]]) are utilized 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;
| {{Adv menu icon|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for [[wood|resources]]—however, building and site planning are not currently functional. Neither chopping down trees nor constructing sites can be performed in existing locations, such as [[town]]s. Building was originally intended to require wooden logs, which would normally be acquired by chopping down trees. With a ''non-wooden'' axe in hand, pressing {{Adv menu icon|g}} next to a tree would allow you to chop it down.&lt;br /&gt;
&lt;br /&gt;
Previously, site construction planning allowed for persistence between save/load, retire/unretire, or even die/new hero, but this feature no longer exists. The mechanics for assigning a {{k|N}}ame or {{k|z}}ones, such as a main hall, library, or temple, are also no longer available. These features, which were necessary to make sites functional, have been removed.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
&lt;br /&gt;
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
&lt;br /&gt;
After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
&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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306570</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306570"/>
		<updated>2025-01-28T15:25:25Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: typo fix&lt;/p&gt;
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&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by HonorbruSudoku''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can venture into the wilderness to discover [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, [[Mysterious dungeon|mysterious places]] towns, settlements, and more. You might even decide to revisit your previously abandoned or retired [[fortress]]es to reclaim the treasures you once crafted or catch up with your dwarves on a more personal level. While building and crafting mechanics exist in [[dwarf fortress mode]], building is not available in the current version of adventure mode and crafting is quite limited without [[User:Valos/Adventurecraft|mods]].&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a [[civilization]] with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are dwarven civilizations, human civilizations, and elven civilizations).&lt;br /&gt;
Each civilization has its own preferred style of settlement:&lt;br /&gt;
* Dwarven civs are spread between [[fortress|fortresses]] (which are built into the surface and almost always connect to the underground), [[mountain halls]] (which do not contain a direct connection to the surface, they are accessed through underground tunnels instead), and [[hillocks]] (a loose collection of mounds built into hillsides).&lt;br /&gt;
* Elven civs inhabit [[forest retreat]]s.&lt;br /&gt;
* Human civs inhabit cities, towns, and castles.&lt;br /&gt;
* Goblin civs inhabit [[dark fortress|dark fortresses]] and [[dark pits]].&lt;br /&gt;
&lt;br /&gt;
Any species can be a part of any civilization. A civilization starts with a certain race as its population; over time, other races will join the civilization, as long as they can reach it.&lt;br /&gt;
&lt;br /&gt;
[[Town]]s, forest retreats, and fortresses are currently the only sites with shops and other places to officially buy goods. If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to &amp;quot;retire&amp;quot; it or abandon it:&lt;br /&gt;
* If retired, you will likely be able to encounter most of the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.&lt;br /&gt;
* If abandoned, the fortress will be considered deserted (''which pretty much means'' &amp;quot;'''don't abandon, if you were planning to have any further interaction whatsoever'''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, humans, goblins, and animal people. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As one of the smaller creatures, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, and a notably sharper sense of smell. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' do not need to eat or drink, and possess low light vision like dwarves. They wear the same size armor/clothing as dwarves and elves.&lt;br /&gt;
&lt;br /&gt;
* '''[[Animal person|Animal People]]''' come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some are carnivorous which limits their food options. You can either play as an animal person from a civilization with an existing population of that species, or you can play as an animal person who only just recently joined civilized society using the &amp;quot;Intelligent Wilderness Creature&amp;quot; option, however this option is only available to Ordinary characters.&lt;br /&gt;
&lt;br /&gt;
* '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Experiments do not need to eat, drink or sleep, but otherwise they vary in size and details.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
The civilization you pick determines which sites you can start from and what skills and items are available when creating a character, among other things.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven civilizations''' have access to copper, bronze, iron, silver, and steel equipment. They do not have two-handed weapons or whips.&lt;br /&gt;
&lt;br /&gt;
* '''Elven civilizations''' only have access to weak wooden equipment, but wild animals will not attack characters who are members of an elven civilization. The only weapons they have are shortswords, longswords, spears, and bows.&lt;br /&gt;
&lt;br /&gt;
* '''Human civilizations''' have access to copper, bronze, iron, and silver equipment. They have the widest selection of possible weapons. Can start as a [[hearthperson]]. Generally, you should pick a human civ if you want the intended adventure mode experience.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are characters that don't start as a member of any civilization. Only humans can be outsiders by default. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from almost every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
=== Destiny ===&lt;br /&gt;
&lt;br /&gt;
Affects the level of guidance and direction received. All destinies have access to the same features, with higher destinies providing stronger guidance and starting conditions.&lt;br /&gt;
*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires you to start from a market [[site]] containing a [[temple]] and a priest.&lt;br /&gt;
*'''Hero:''' Some direction for a quick start. Compass directs to nearby [[site]]s. Starts as a [[hearthperson]] from a market site if possible. [[Adventurer_mode_gameplay#Companions|Companion recruitment]] is easier.&lt;br /&gt;
*'''Ordinary:''' Sandbox. No special mechanics or added restrictions on character creation.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points.&lt;br /&gt;
*'''Hard:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Normal:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Easy:''' 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 Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Archetypes ===&lt;br /&gt;
&lt;br /&gt;
There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and [[reader]].&lt;br /&gt;
&lt;br /&gt;
Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.&lt;br /&gt;
*'''Willpower''': Affects melee combat(''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, 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, and Knapping &lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.&lt;br /&gt;
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.&lt;br /&gt;
*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Characters from different civilizations will have different sets of skills available at character creation time depending on the civilization that they are from, 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, with the exception of the Reader skill.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Weapons may be chosen on the embark screen before starting an adventure.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress—of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|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 {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back 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;
| {{Adv menu icon|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get items on the ground, on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|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 {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and 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;
| {{Adv menu icon|Z}}&lt;br /&gt;
| Sleep/wait&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]]. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|e}}&lt;br /&gt;
| [[Eat]] or [[drink]] something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| [[Attack]] an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people—to begin a conversation or performance, press {{Adv menu icon|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{Adv menu icon|k}} to {{DFtext|Trade}} with them. &lt;br /&gt;
&lt;br /&gt;
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not. &lt;br /&gt;
&lt;br /&gt;
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' — Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting. To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, or butcher.&lt;br /&gt;
&lt;br /&gt;
To compose songs or dances or write books and scrolls, press &lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Natural abilities and acquired powers|Interactions]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising [[undead]]) are utilized 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;
| {{Adv menu icon|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for [[wood|resources]]—however, building and site planning are not currently functional. Neither chopping down trees nor constructing sites can be performed in existing locations, such as [[town]]s. Building was originally intended to require wooden logs, which would normally be acquired by chopping down trees. With a ''non-wooden'' axe in hand, pressing {{Adv menu icon|g}} next to a tree would allow you to chop it down.&lt;br /&gt;
&lt;br /&gt;
Previously, site construction planning allowed for persistence between save/load, retire/unretire, or even die/new hero, but this feature no longer exists. The mechanics for assigning a {{k|N}}ame or {{k|z}}ones, such as a main hall, library, or temple, are also no longer available. These features, which were necessary to make sites functional, have been removed.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
&lt;br /&gt;
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
&lt;br /&gt;
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
&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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306569</id>
		<title>Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode&amp;diff=306569"/>
		<updated>2025-01-28T15:24:01Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Masjor reqritwe ofd two paragraphs to remove references to building a sit no longer exists and will mor ethen likely com eback in a more refined way&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Quality|Tattered}}&lt;br /&gt;
{{av}} &lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''&lt;br /&gt;
&lt;br /&gt;
[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by HonorbruSudoku''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
'''Adventurer mode''' (also called &amp;quot;Adventure mode&amp;quot; or simply &amp;quot;Adventure&amp;quot;) allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can venture into the wilderness to discover [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, [[Mysterious dungeon|mysterious places]] towns, settlements, and more. You might even decide to revisit your previously abandoned or retired [[fortress]]es to reclaim the treasures you once crafted or catch up with your dwarves on a mor epersonal level. While building and crafting mechanics exist in [[dwarf fortress mode]], building is not available in the current version of adventure mode and crafting is quite limited without [[User:Valos/Adventurecraft|mods]].&lt;br /&gt;
&lt;br /&gt;
==World selection==&lt;br /&gt;
&lt;br /&gt;
You can play adventure mode in any world that has a [[civilization]] with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are dwarven civilizations, human civilizations, and elven civilizations).&lt;br /&gt;
Each civilization has its own preferred style of settlement:&lt;br /&gt;
* Dwarven civs are spread between [[fortress|fortresses]] (which are built into the surface and almost always connect to the underground), [[mountain halls]] (which do not contain a direct connection to the surface, they are accessed through underground tunnels instead), and [[hillocks]] (a loose collection of mounds built into hillsides).&lt;br /&gt;
* Elven civs inhabit [[forest retreat]]s.&lt;br /&gt;
* Human civs inhabit cities, towns, and castles.&lt;br /&gt;
* Goblin civs inhabit [[dark fortress|dark fortresses]] and [[dark pits]].&lt;br /&gt;
&lt;br /&gt;
Any species can be a part of any civilization. A civilization starts with a certain race as its population; over time, other races will join the civilization, as long as they can reach it.&lt;br /&gt;
&lt;br /&gt;
[[Town]]s, forest retreats, and fortresses are currently the only sites with shops and other places to officially buy goods. If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to &amp;quot;retire&amp;quot; it or abandon it:&lt;br /&gt;
* If retired, you will likely be able to encounter most of the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.&lt;br /&gt;
* If abandoned, the fortress will be considered deserted (''which pretty much means'' &amp;quot;'''don't abandon, if you were planning to have any further interaction whatsoever'''&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Character creation ==&lt;br /&gt;
{{main|Adventurer mode character creation}}&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, humans, goblins, and animal people. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' can enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As one of the smaller creatures, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' have higher natural speed, and a notably sharper sense of smell. Like dwarves, they wear smaller-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.&lt;br /&gt;
&lt;br /&gt;
*'''Goblins''' do not need to eat or drink, and possess low light vision like dwarves. They wear the same size armor/clothing as dwarves and elves.&lt;br /&gt;
&lt;br /&gt;
* '''[[Animal person|Animal People]]''' come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some are carnivorous which limits their food options. You can either play as an animal person from a civilization with an existing population of that species, or you can play as an animal person who only just recently joined civilized society using the &amp;quot;Intelligent Wilderness Creature&amp;quot; option, however this option is only available to Ordinary characters.&lt;br /&gt;
&lt;br /&gt;
* '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Experiments do not need to eat, drink or sleep, but otherwise they vary in size and details.&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
The civilization you pick determines which sites you can start from and what skills and items are available when creating a character, among other things.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarven civilizations''' have access to copper, bronze, iron, silver, and steel equipment. They do not have two-handed weapons or whips.&lt;br /&gt;
&lt;br /&gt;
* '''Elven civilizations''' only have access to weak wooden equipment, but wild animals will not attack characters who are members of an elven civilization. The only weapons they have are shortswords, longswords, spears, and bows.&lt;br /&gt;
&lt;br /&gt;
* '''Human civilizations''' have access to copper, bronze, iron, and silver equipment. They have the widest selection of possible weapons. Can start as a [[hearthperson]]. Generally, you should pick a human civ if you want the intended adventure mode experience.&lt;br /&gt;
&lt;br /&gt;
* '''Outsiders''' are characters that don't start as a member of any civilization. Only humans can be outsiders by default. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from almost every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.&lt;br /&gt;
&lt;br /&gt;
=== Destiny ===&lt;br /&gt;
&lt;br /&gt;
Affects the level of guidance and direction received. All destinies have access to the same features, with higher destinies providing stronger guidance and starting conditions.&lt;br /&gt;
*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires you to start from a market [[site]] containing a [[temple]] and a priest.&lt;br /&gt;
*'''Hero:''' Some direction for a quick start. Compass directs to nearby [[site]]s. Starts as a [[hearthperson]] from a market site if possible. [[Adventurer_mode_gameplay#Companions|Companion recruitment]] is easier.&lt;br /&gt;
*'''Ordinary:''' Sandbox. No special mechanics or added restrictions on character creation.&lt;br /&gt;
&lt;br /&gt;
=== Difficulty ===&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points.&lt;br /&gt;
*'''Hard:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Normal:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Easy:''' 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 Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.&lt;br /&gt;
&lt;br /&gt;
=== Archetypes ===&lt;br /&gt;
&lt;br /&gt;
There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and [[reader]].&lt;br /&gt;
&lt;br /&gt;
Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.&lt;br /&gt;
&lt;br /&gt;
=== Starting attributes ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes &lt;br /&gt;
&lt;br /&gt;
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.&lt;br /&gt;
&lt;br /&gt;
==== Body ====&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.&lt;br /&gt;
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
==== Soul ====&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.&lt;br /&gt;
*'''Willpower''': Affects melee combat(''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, 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, and Knapping &lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well.&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.&lt;br /&gt;
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.&lt;br /&gt;
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.&lt;br /&gt;
*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.&lt;br /&gt;
&lt;br /&gt;
=== Starting skills ===&lt;br /&gt;
&lt;br /&gt;
:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.&lt;br /&gt;
&lt;br /&gt;
Characters from different civilizations will have different sets of skills available at character creation time depending on the civilization that they are from, 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, with the exception of the Reader skill.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].&lt;br /&gt;
&lt;br /&gt;
==== Weapon ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. Each skill enables the character to use the appropriate weapon more effectively.&lt;br /&gt;
&lt;br /&gt;
Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.&lt;br /&gt;
&lt;br /&gt;
Weapons may be chosen on the embark screen before starting an adventure.&lt;br /&gt;
&lt;br /&gt;
==== General combat ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Fighter]] and [[Archer]].&lt;br /&gt;
&lt;br /&gt;
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.&lt;br /&gt;
&lt;br /&gt;
==== Defence skills ====&lt;br /&gt;
&lt;br /&gt;
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.&lt;br /&gt;
&lt;br /&gt;
==== Unarmed combat and improvised weapons ====&lt;br /&gt;
&lt;br /&gt;
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
==== Movement and awareness ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].&lt;br /&gt;
&lt;br /&gt;
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
&lt;br /&gt;
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].&lt;br /&gt;
&lt;br /&gt;
==== [[Personality]] ====&lt;br /&gt;
&lt;br /&gt;
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay}}&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===&lt;br /&gt;
&lt;br /&gt;
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress—of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
=== Status and information ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Looking around ====&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
==== Messages ====&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|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 {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back 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;
| {{Adv menu icon|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|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;
| {{Adv menu icon|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|I}}&lt;br /&gt;
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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 {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get items on the ground, on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|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 {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|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 {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)&lt;br /&gt;
&lt;br /&gt;
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.&lt;br /&gt;
&lt;br /&gt;
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===&lt;br /&gt;
&lt;br /&gt;
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and 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;
| {{Adv menu icon|Z}}&lt;br /&gt;
| Sleep/wait&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]]. &lt;br /&gt;
&lt;br /&gt;
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|e}}&lt;br /&gt;
| [[Eat]] or [[drink]] something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
&lt;br /&gt;
{{main|Combat#Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| {{k|5}}&lt;br /&gt;
| Attack hostile on same tile&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|A}}&lt;br /&gt;
| [[Attack]] an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|W}}&lt;br /&gt;
| Wrestle an adjacent creature&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|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;
| {{Adv menu icon|j}}&lt;br /&gt;
| Jump&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)&lt;br /&gt;
&lt;br /&gt;
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.&lt;br /&gt;
&lt;br /&gt;
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.&lt;br /&gt;
&lt;br /&gt;
=== Talking ===&lt;br /&gt;
&lt;br /&gt;
{{main|Talking}}&lt;br /&gt;
&lt;br /&gt;
You can talk with people—to begin a conversation or performance, press {{Adv menu icon|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.&lt;br /&gt;
&lt;br /&gt;
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')&lt;br /&gt;
&lt;br /&gt;
=== Companions ===&lt;br /&gt;
&lt;br /&gt;
{{main|Adventurer mode gameplay#Companions}}&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===&lt;br /&gt;
&lt;br /&gt;
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{Adv menu icon|k}} to {{DFtext|Trade}} with them. &lt;br /&gt;
&lt;br /&gt;
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as &amp;quot;theft&amp;quot; in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not. &lt;br /&gt;
&lt;br /&gt;
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.&lt;br /&gt;
&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.&lt;br /&gt;
&lt;br /&gt;
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.&lt;br /&gt;
&lt;br /&gt;
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into &amp;quot;stealthy grabs&amp;quot;, and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.&lt;br /&gt;
&lt;br /&gt;
=== Quest log ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' — Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Create|Create]]===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|x}}&lt;br /&gt;
| Craft (butcher, create item...)&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|P}}&lt;br /&gt;
| Compose or [[Performer|perform]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting. To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, or butcher.&lt;br /&gt;
&lt;br /&gt;
To compose songs or dances or write books and scrolls, press &lt;br /&gt;
&lt;br /&gt;
=== [[Adventurer mode gameplay#Natural abilities and acquired powers|Interactions]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Adv menu icon|X}}&lt;br /&gt;
| Use ability&lt;br /&gt;
|}&lt;br /&gt;
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising [[undead]]) are utilized 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;
| {{Adv menu icon|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for [[wood|resources]]—however, building and site planning are not currently functional. Neither chopping down trees nor constructing sites can be performed in existing locations, such as [[town]]s. Building was originally intended to require wooden logs, which would normally be acquired by chopping down trees. With a ''non-wooden'' axe in hand, pressing {{Adv menu icon|g}} next to a tree would allow you to chop it down.&lt;br /&gt;
&lt;br /&gt;
Previously, site construction planning allowed for persistence between save/load, retire/unretire, or even die/new hero, but this feature no longer exists. The mechanics for assigning a {{k|N}}ame or {{k|z}}ones, such as a main hall, library, or temple, are also no longer available. These features, which were necessary to make sites functional, have been removed.&lt;br /&gt;
&lt;br /&gt;
=== Retirement ===&lt;br /&gt;
&lt;br /&gt;
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site. &lt;br /&gt;
&lt;br /&gt;
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of &amp;quot;panic button&amp;quot; if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]&lt;br /&gt;
&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>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306507</id>
		<title>Talk:Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306507"/>
		<updated>2025-01-27T21:54:45Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Religious Requirements for Creating a Chosen Adventurer ==&lt;br /&gt;
&lt;br /&gt;
The article says The Chosen destiny requires that &amp;quot;temples have been founded&amp;quot;. Does this mean a [[Monastery]] from world gen, or is a post-world-gen Temple built in player-made Dwarven fortress also acceptable for fulfilling this requirement? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:59, 9 January 2025 (UTC)&lt;br /&gt;
 It appears to be specific to temples in towns. Not monasteries. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:53, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306506</id>
		<title>Talk:Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306506"/>
		<updated>2025-01-27T21:54:27Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Religious Requirements for Creating a Chosen Adventurer ==&lt;br /&gt;
&lt;br /&gt;
The article says The Chosen destiny requires that &amp;quot;temples have been founded&amp;quot;. Does this mean a [[Monastery]] from world gen, or is a post-world-gen Temple built in player-made Dwarven fortress also acceptable for fulfilling this requirement? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:59, 9 January 2025 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears to be specific to temples in towns. Not monasteries. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:53, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306505</id>
		<title>Talk:Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306505"/>
		<updated>2025-01-27T21:54:20Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Religious Requirements for Creating a Chosen Adventurer ==&lt;br /&gt;
&lt;br /&gt;
The article says The Chosen destiny requires that &amp;quot;temples have been founded&amp;quot;. Does this mean a [[Monastery]] from world gen, or is a post-world-gen Temple built in player-made Dwarven fortress also acceptable for fulfilling this requirement? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:59, 9 January 2025 (UTC)&lt;br /&gt;
It appears to be specific to temples in towns. Not monasteries. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:53, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306504</id>
		<title>Talk:Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306504"/>
		<updated>2025-01-27T21:53:55Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Religious Requirements for Creating a Chosen Adventurer ==&lt;br /&gt;
&lt;br /&gt;
The article says The Chosen destiny requires that &amp;quot;temples have been founded&amp;quot;. Does this mean a [[Monastery]] from world gen, or is a post-world-gen Temple built in player-made Dwarven fortress also acceptable for fulfilling this requirement? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:59, 9 January 2025 (UTC)&lt;br /&gt;
    It appears to be specific to temples in towns. Not monasteries. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:53, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306503</id>
		<title>Talk:Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Chosen&amp;diff=306503"/>
		<updated>2025-01-27T21:53:40Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Answer question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Religious Requirements for Creating a Chosen Adventurer ==&lt;br /&gt;
&lt;br /&gt;
The article says The Chosen destiny requires that &amp;quot;temples have been founded&amp;quot;. Does this mean a [[Monastery]] from world gen, or is a post-world-gen Temple built in player-made Dwarven fortress also acceptable for fulfilling this requirement? [[User:Jecowa|Jecowa]] ([[User talk:Jecowa|talk]]) 05:59, 9 January 2025 (UTC)&lt;br /&gt;
It appears to be specific to temples in towns. Not monasteries. [[User:Untrustedlife|Untrustedlife]] ([[User talk:Untrustedlife|talk]]) 21:53, 27 January 2025 (UTC)&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=306498</id>
		<title>Rumor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=306498"/>
		<updated>2025-01-27T17:08:48Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Made wording Less Awkward&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''rumor''' is a certain piece of [[knowledge]] regarding a specific historical event. Rumors originally come from witnesses of the original event, but can then be spread to others who can, after having heard the rumor, spread it themselves.&lt;br /&gt;
&lt;br /&gt;
In the current version, no false rumors will ever spread, barring those regarding events including individuals with [[Name#False identities|secret identities]], in which case the only misinformation will be regarding the true identity of those individuals.&lt;br /&gt;
&lt;br /&gt;
== Artifact rumors ==&lt;br /&gt;
&lt;br /&gt;
[[Site]]s have invisible messages about artifacts to mimic the game's conversation system for your adventurer. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.&lt;br /&gt;
&lt;br /&gt;
There are six levels of knowing the current location of a held artifact from rumors: &lt;br /&gt;
:* having it yourself&lt;br /&gt;
:* seeing somebody else holding it at a location with your own eyes&lt;br /&gt;
:* hearing from somebody that 'so-and-so was holding it at a location recently'&lt;br /&gt;
:* hearing from somebody that someone else has it (but not where)&lt;br /&gt;
:* generally knowing in some legends-y fashion that it is said to be held by somebody&lt;br /&gt;
:*  not having any idea. &lt;br /&gt;
The knowledge fades over the course of weeks and years, while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).&lt;br /&gt;
&lt;br /&gt;
== Rumors in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Rumors can become known to your fort either by word of the [[outpost liaison]], who will arrive with the caravan once each year, by [[diplomat]]s, or by [[visitor]]s in the [[tavern]] ''when served a drink'' by an assigned [[tavern keeper]]. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison will tell you about several rumors to none, depending on the time that has gone by since your last meeting and eventfulness of it. Visitors will usually only tell you one at a time, occasionally a few. All rumors told by visitors are marked with a light blue notice.&lt;br /&gt;
&lt;br /&gt;
[[File:Announce rumor icon.png]] The notices when a visitor tells you one or more rumors:&lt;br /&gt;
  ”[name] has shared a rumor from abroad”&lt;br /&gt;
  ”[name] has shared a few rumors”&lt;br /&gt;
&lt;br /&gt;
Rumors can be looked at in the {{Menu icon|Y}} [[Civilization and World Info]] screen, by selecting &amp;quot;News and Rumors&amp;quot;({{k|n}}) after entering the initial screen. Rumors are then marked on the map, with red A:s indicating rumors about [[army|armies]], yellow A:s indicating rumors about [[artifact]]s, and green P:s indicating rumors about [[noble|position]] changes. If there are multiple rumors regarding the same site, the icon will be one corresponding to the latest rumor.&lt;br /&gt;
[[ru:Rumor]]&lt;br /&gt;
&lt;br /&gt;
== Rumors in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Your adventurer can easily spread rumors by bringing up incidents in conversations, or bragging about some feat in front of witnesses. Summarizing incidents seems to be more effective than simply bragging. The rumor will start spreading as you leave the site and it offloads.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter, that wasn't a [[historical figure]] already, is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slain if you don't tell them about it, or even the most basic animals such as [[cat]]s and [[dog]]s. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
This means NPCs don't actually remember the event when they tell you troubles, they only remember so when you retell them the event, they then get a fresh copy of said event and react to that. So if you, say, rescue a child, then bring up the fact that the kid got kidnapped (even though, technically, you rescued them) they will bring up the event that the person was kidnapped again. This goes for dead characters, as no one knows if they are really dead or not and react based on the info given to them, or if they have seen the body. This also goes for if they have seen the person before or know their name, as you kinda hope the person you're talking to had bad history with the person you murdered.&lt;br /&gt;
&lt;br /&gt;
This makes fame a game of talking up yourself ''and'' the folks you went and slaughtered, and specifically all the bad stuff so it seems like it was justified for their death, and furthermore, what type of creature they are, as the NPCs you are talking to have little to no bestiary knowledge and are just hearing 'unknown creature murdered another unknown creature'.&lt;br /&gt;
&lt;br /&gt;
===Spreading rumors===&lt;br /&gt;
&lt;br /&gt;
To spread a rumor about yourself killing a creature, for example, you must talk to someone and {{DFtext|Bring up specific incident or rumor}} and find the {{DFtext|You slew 'soandso'}} message.&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of rumors you can spread, rumors about the presence of people in places, rumors about [[site]] takeovers and succession, rumors about beasts, basically; any rumor an NPC can spread, you can spread as well, which leads to a rather messy screen when you choose to spread a rumor. Luckily, this screen is limited by what your character actually knows, and you can Filter the list with {{k|f}} and there are ways around using it, listed below.&lt;br /&gt;
&lt;br /&gt;
You can also spread rumors via [[talking]], press {{Adv menu icon|P}}-&amp;gt;{{DFtext|Tell a story}} and find the death of the creature you killed, usually under sites (This would be the [[lair]] of the creature or the place you killed it.) or the individual's name. It can also be found in the &amp;quot;region&amp;quot; section if it was in no specific place.  A third method is to show someone part of the corpse, eg; its head, and simply {{Adv menu icon|d}} drop it in front of the person you wish to tell.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Brag about your past violent acts}} also works to a lesser extent, but spreading the rumor and telling the story are simply more reliable.&lt;br /&gt;
&lt;br /&gt;
Once someone in a village knows of your deeds, the news will start spreading throughout the village, then to other nearby villages and then to places farther away (depending on how &amp;quot;important&amp;quot; the news is considered to be) sometimes it takes a day or two for everyone in the nearby area to know, sometimes it takes a week - it can vary quite a bit - so it is best to just tell everyone you want to tell directly.&lt;br /&gt;
&lt;br /&gt;
===Avoiding rumor spread===&lt;br /&gt;
&lt;br /&gt;
Rumors begin to spread off-screen when a person who knows of the rumor is offloaded.&lt;br /&gt;
In order to prevent word spreading of, say, a murder you committed, you need to kill all witnesses or at least get them off-site before they are offloaded, and ideally get rid of the corpses, in, for example, a nearby river, or via burning. However, as long as the corpses are offsite and hard to locate, you should be good (people could see them if they are loaded when you just happen to walk by, so hide them as well as possible to be sure).  This procedure is the same for theft and other crimes you committed, and for any other rumor. If you told someone you killed a monster and for some reason you decided 'maybe they shouldn't know that', you will have to kill them.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chosen&amp;diff=306496</id>
		<title>Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chosen&amp;diff=306496"/>
		<updated>2025-01-27T16:57:58Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Rewording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
A '''chosen one''' (or simply '''&amp;quot;Chosen&amp;quot;''') is an [[adventurer]] that receives aid and guidance from a patron [[deity]]. It is a successor to the Demigod (now known as Easy) difficulty mode.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The Chosen [[Adventurer mode#Destiny|destiny]] can be selected when creating an adventurer, as long as [[temple]]s have been founded. It functions as an in-world [[Tutorials|tutorial]], providing guidance specific to each [[world]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of a Chosen's adventure, their patron will instruct them to seek out a [[priest]] of the same [[religion]]. Talking to the priest allows the player to {{Adv menu icon|k}} {{DFtext|Offer service}} and accept a [[quest]] to obtain a [[primordial remnant]] from a [[Mysterious dungeon|mysterious lair]]. To complete the quest, give the [[artifact]] to the priest.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Chosen adventurers start off as regular creatures without extraordinary abilities. Rarely, their patron can deflect an incoming attack via &amp;quot;divine intervention&amp;quot; as if [[Armor#Shield|shielded]],whie also [[Status icon|stunning]] the creature. Though the circumstances for this event are not well understood.&lt;br /&gt;
[[File:Ngq0bba1l6fe1.png|frame|center|A god helping their chosen one out.]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Prophet]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Myth]]&lt;br /&gt;
[[ru:Chosen]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chosen&amp;diff=306495</id>
		<title>Chosen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chosen&amp;diff=306495"/>
		<updated>2025-01-27T16:53:16Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Added screenshot from reddit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Under construction}}&lt;br /&gt;
&lt;br /&gt;
A '''chosen one''' (or simply '''&amp;quot;Chosen&amp;quot;''') is an [[adventurer]] that receives aid and guidance from a patron [[deity]]. It is a successor to the Demigod (now known as Easy) difficulty mode.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
The Chosen [[Adventurer mode#Destiny|destiny]] can be selected when creating an adventurer, as long as [[temple]]s have been founded. It functions as an in-world [[Tutorials|tutorial]], providing guidance specific to each [[world]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of a Chosen's adventure, their patron will instruct them to seek out a [[priest]] of the same [[religion]]. Talking to the priest allows the player to {{Adv menu icon|k}} {{DFtext|Offer service}} and accept a [[quest]] to obtain a [[primordial remnant]] from a [[Mysterious dungeon|mysterious lair]]. To complete the quest, give the [[artifact]] to the priest.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
Chosen adventurers start off as regular creatures without extraordinary abilities. Rarely, their patron can deflect an incoming attack as if [[Armor#Shield|shielded]], though the circumstances for this event are not well understood.&lt;br /&gt;
[[File:Ngq0bba1l6fe1.png|frame|center|A god helping their chosen one out.]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Necromancer]]&lt;br /&gt;
* [[Prophet]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Religion]]&lt;br /&gt;
[[Category:Myth]]&lt;br /&gt;
[[ru:Chosen]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ngq0bba1l6fe1.png&amp;diff=306494</id>
		<title>File:Ngq0bba1l6fe1.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ngq0bba1l6fe1.png&amp;diff=306494"/>
		<updated>2025-01-27T16:52:38Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A god helping their chosen out!&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=306443</id>
		<title>Rumor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=306443"/>
		<updated>2025-01-24T19:27:20Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Did some testing in the new version and stories still seem to hold the ability to spread rumors. I found that I could actually query the hist figs name directly now and it has my kill in it. So added that to the explanation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''rumor''' is a certain piece of [[knowledge]] regarding a specific historical event. Rumors originally come from witnesses of the original event, but can then be spread to others who can, after having heard the rumor, spread it themselves.&lt;br /&gt;
&lt;br /&gt;
In the current version, no false rumors will ever spread, barring those regarding events including individuals with [[Name#False identities|secret identities]], in which case the only misinformation will be regarding the true identity of those individuals.&lt;br /&gt;
&lt;br /&gt;
== Artifact rumors ==&lt;br /&gt;
&lt;br /&gt;
[[Site]]s have invisible messages about artifacts to mimic the game's conversation system for your adventurer. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.&lt;br /&gt;
&lt;br /&gt;
There are six levels of knowing the current location of a held artifact from rumors: &lt;br /&gt;
:* having it yourself&lt;br /&gt;
:* seeing somebody else holding it at a location with your own eyes&lt;br /&gt;
:* hearing from somebody that 'so-and-so was holding it at a location recently'&lt;br /&gt;
:* hearing from somebody that someone else has it (but not where)&lt;br /&gt;
:* generally knowing in some legends-y fashion that it is said to be held by somebody&lt;br /&gt;
:*  not having any idea. &lt;br /&gt;
The knowledge fades over the course of weeks and years, while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).&lt;br /&gt;
&lt;br /&gt;
== Rumors in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Rumors can become known to your fort either by word of the [[outpost liaison]], who will arrive with the caravan once each year, by [[diplomat]]s, or by [[visitor]]s in the [[tavern]] ''when served a drink'' by an assigned [[tavern keeper]]. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison will tell you about several rumors to none, depending on the time that has gone by since your last meeting and eventfulness of it. Visitors will usually only tell you one at a time, occasionally a few. All rumors told by visitors are marked with a light blue notice.&lt;br /&gt;
&lt;br /&gt;
[[File:Announce rumor icon.png]] The notices when a visitor tells you one or more rumors:&lt;br /&gt;
  ”[name] has shared a rumor from abroad”&lt;br /&gt;
  ”[name] has shared a few rumors”&lt;br /&gt;
&lt;br /&gt;
Rumors can be looked at in the {{Menu icon|Y}} [[Civilization and World Info]] screen, by selecting &amp;quot;News and Rumors&amp;quot;({{k|n}}) after entering the initial screen. Rumors are then marked on the map, with red A:s indicating rumors about [[army|armies]], yellow A:s indicating rumors about [[artifact]]s, and green P:s indicating rumors about [[noble|position]] changes. If there are multiple rumors regarding the same site, the icon will be one corresponding to the latest rumor.&lt;br /&gt;
[[ru:Rumor]]&lt;br /&gt;
&lt;br /&gt;
== Rumors in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Your adventurer can easily spread rumors by bringing up incidents in conversations, or bragging about some feat in front of witnesses. Summarizing incidents seems to be more effective than simply bragging. The rumor will start spreading as you leave the site and it offloads.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter, that wasn't a [[historical figure]] already, is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slain if you don't tell them about it, or even the most basic animals such as [[cat]]s and [[dog]]s. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
This means NPCs don't actually remember the event when they tell you troubles, they only remember so when you retell them the event, they then get a fresh copy of said event and react to that. So if you, say, rescue a child, then bring up the fact that the kid got kidnapped (even though, technically, you rescued them) they will bring up the event that the person was kidnapped again. This goes for dead characters, as no one knows if they are really dead or not and react based on the info given to them, or if they have seen the body. This also goes for if they have seen the person before or know their name, as you kinda hope the person you're talking to had bad history with the person you murdered.&lt;br /&gt;
&lt;br /&gt;
This makes fame a game of talking up yourself ''and'' the folks you went and slaughtered, and specifically all the bad stuff so it seems like it was justified for their death, and furthermore, what type of creature they are, as the NPCs you are talking to have little to no bestiary knowledge and are just hearing 'unknown creature murdered another unknown creature'.&lt;br /&gt;
&lt;br /&gt;
===Spreading rumors===&lt;br /&gt;
&lt;br /&gt;
To spread a rumor about yourself killing a creature, for example, you must talk to someone and {{DFtext|Bring up specific incident or rumor}} and find the {{DFtext|You slew 'soandso'}} message.&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of rumors you can spread, rumors about the presence of people in places, rumors about [[site]] takeovers and succession, rumors about beasts, basically; any rumor an NPC can spread, you can spread as well, which leads to a rather messy screen when you choose to spread a rumor. Luckily, this screen is limited by what your character actually knows, and you can Filter the list with {{k|f}} and there are ways around using it, listed below.&lt;br /&gt;
&lt;br /&gt;
You can also spread rumors via [[talking]], press {{Adv menu icon|P}}-&amp;gt;{{DFtext|Tell a story}} and find the death of the creature you killed, usually under sites or the inviduals name, this would be the [[lair]] of the creature or the place you killed it. It can also be found in the &amp;quot;region&amp;quot; section if it was in no specific place.  A third method is to show someone part of the corpse, eg; its head, and simply {{Adv menu icon|d}} drop it in front of the person you wish to tell.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Brag about your past violent acts}} also works to a lesser extent, but spreading the rumor and telling the story are simply more reliable.&lt;br /&gt;
&lt;br /&gt;
Once someone in a village knows of your deeds, the news will start spreading throughout the village, then to other nearby villages and then to places farther away (depending on how &amp;quot;important&amp;quot; the news is considered to be) sometimes it takes a day or two for everyone in the nearby area to know, sometimes it takes a week - it can vary quite a bit - so it is best to just tell everyone you want to tell directly.&lt;br /&gt;
&lt;br /&gt;
===Avoiding rumor spread===&lt;br /&gt;
&lt;br /&gt;
Rumors begin to spread off-screen when a person who knows of the rumor is offloaded.&lt;br /&gt;
In order to prevent word spreading of, say, a murder you committed, you need to kill all witnesses or at least get them off-site before they are offloaded, and ideally get rid of the corpses, in, for example, a nearby river, or via burning. However, as long as the corpses are offsite and hard to locate, you should be good (people could see them if they are loaded when you just happen to walk by, so hide them as well as possible to be sure).  This procedure is the same for theft and other crimes you committed, and for any other rumor. If you told someone you killed a monster and for some reason you decided 'maybe they shouldn't know that', you will have to kill them.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=298420</id>
		<title>Rumor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=298420"/>
		<updated>2024-03-10T15:02:32Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Reduced usage of &amp;quot;simply&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''rumor''' is a certain piece of information regarding a specific historical event. Rumors originally come from witnesses of the original event, but can then be spread to others who can, after having heard the rumor, spread it themselves.&lt;br /&gt;
&lt;br /&gt;
In the current version, no false rumors will ever spread, barring those regarding events including individuals with [[Name#False identities|secret identities]], in which case the only misinformation will be regarding the true identity of those individuals.&lt;br /&gt;
&lt;br /&gt;
== Artifact rumors ==&lt;br /&gt;
&lt;br /&gt;
[[Site]]s have invisible messages about artifacts to mimic the game's conversation system for your adventurer. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.&lt;br /&gt;
&lt;br /&gt;
There are six levels of knowing the current location of a held artifact from rumors: &lt;br /&gt;
:* having it yourself&lt;br /&gt;
:* seeing somebody else holding it at a location with your own eyes&lt;br /&gt;
:* hearing from somebody that 'so-and-so was holding it at a location recently'&lt;br /&gt;
:* hearing from somebody that somebody has it (but not where)&lt;br /&gt;
:* generally knowing in some legends-y fashion that it is said to be held by somebody&lt;br /&gt;
:*  not having any idea. &lt;br /&gt;
The knowledge fades over the course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).&lt;br /&gt;
&lt;br /&gt;
== Rumors in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Rumors can become known to your fort either by word of the [[outpost liaison]], who will arrive with the caravan once each year, by [[diplomat]]s, or by [[visitor]]s in the [[tavern]] ''when served a drink'' by an assigned [[tavern keeper]]. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison will tell you about several rumors to none, depending on the time that has gone by since your last meeting and eventfulness of it. Visitors will usually only tell you one at a time, occasionally a few. All rumors told by visitors are marked with a light blue notice.&lt;br /&gt;
&lt;br /&gt;
The notices when a visitor tells you one or more rumors:&lt;br /&gt;
  ”[name] has shared a rumor from abroad”&lt;br /&gt;
  ”[name] has shared a few rumors”&lt;br /&gt;
&lt;br /&gt;
Rumors can be looked at in the {{k|c}}[[Civilization and World Info|ivilization and world info]]-screen, by selecting &amp;quot;News and Rumors&amp;quot;({{k|n}}) after entering the initial screen. Rumors are then marked on the map, with red A:s indicating rumors about [[army|armies]], yellow A:s indicating rumors about [[artifact]]s, and green P:s indicating rumors about [[noble|position]] changes. If there are multiple rumors regarding the same site, the icon will be one corresponding to the latest rumor.&lt;br /&gt;
[[ru:Rumor]]&lt;br /&gt;
&lt;br /&gt;
== Rumors in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Your adventurer can easily spread rumors by bringing up incidents in conversations, or bragging about some feat in front of witnesses. Summarizing incidents seems to be more effective than simply bragging. The rumor will start spreading as you leave the site and it offloads.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter that wasn't a [[historical figure]] already, is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slain if you don't tell them about it, or even the most basic animals such as [[cat]]s and [[dog]]s. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
This means NPCs don't actually remember the event when they tell you troubles, they only remember so when you retell them the event, they then get a fresh copy of said event and react to that. So if you, say, rescue a child, then bring up the fact that the kid got kidnapped (even though, technically, you rescued them) they will bring up the event that the person was kidnapped again. This goes for dead characters, as no one knows if they are really dead or not and react based on the info given to them, or if they have seen the body. This also goes for if they have seen the person before or know their name, as you kinda hope the person you're talking to had bad history with the person you murdered.&lt;br /&gt;
&lt;br /&gt;
This makes fame a game of talking up yourself ''and'' the folks you went and slaughtered, and specifically all the bad stuff so it seems like it was justified for their death, and furthermore, what type of creature they are, as the NPCs you are talking to have little to no bestiary knowledge and are just hearing 'unknown creature murdered another unknown creature'.&lt;br /&gt;
&lt;br /&gt;
===Spreading rumors===&lt;br /&gt;
&lt;br /&gt;
To spread a rumor about yourself killing a creature, for example, you must talk to someone and {{DFtext|Bring up specific incident or rumor}} and find the {{DFtext|You slew 'soandso'}} message.&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of rumors you can spread, rumors about the presence of people in places, rumors about [[site]] takeovers and succession, rumors about beasts, basically; any rumor an NPC can spread, you can spread as well, which leads to a rather messy screen when you choose to spread a rumor. Luckily, this screen is limited by what your character actually knows, and you can Filter the list with {{k|f}} and there are ways around using it, listed below.&lt;br /&gt;
&lt;br /&gt;
You can also spread rumors via {{k|k}}-&amp;gt;{{DFtext|begin performance}}-&amp;gt;{{DFtext|Tell a story}} and find the death of the creature you killed, usually under sites, this would be the [[lair]] of the creature or the place you killed it. It can also be found in the &amp;quot;region&amp;quot; section if it was in no specific place.  A third method is to show someone part of the corpse, eg; its head, and simply {{k|d}}rop it in front of the person you wish to tell.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Brag about your past violent acts}} also works to a lesser extent, but spreading the rumor and telling the story are simply more reliable.&lt;br /&gt;
&lt;br /&gt;
Once someone in a village knows of your deeds, the news will start spreading throughout the village, then to other nearby villages and then to places farther away (depending on how &amp;quot;important&amp;quot; the news is considered to be) sometimes it takes a day or two for everyone in the nearby area to know, sometimes it takes a week - it can vary quite a bit - so it is best to just tell everyone you want to tell directly.&lt;br /&gt;
&lt;br /&gt;
===Avoiding rumor spread===&lt;br /&gt;
&lt;br /&gt;
Rumors begin to spread off-screen when a person who knows of the rumor is offloaded.&lt;br /&gt;
In order to prevent word spreading of, say, a murder you committed, you need to kill all witnesses or at least get them off-site before they are offloaded, and ideally get rid of the corpses, in, for example, a nearby river, or via burning. However, as long as the corpses are offsite and hard to locate, you should be good (people could see them if they are loaded when you just happen to walk by, so hide them as well as possible to be sure).  This procedure is the same for theft and other crimes you committed, and for any other rumor. If you told someone you killed a monster and for some reason you decided 'maybe they shouldn't know that', you will have to kill them.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=298419</id>
		<title>Rumor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Rumor&amp;diff=298419"/>
		<updated>2024-03-10T15:01:26Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Rewording some stuff i worded badly in the original article years ago.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''rumor''' is a certain piece of information regarding a specific historical event. Rumors originally come from witnesses of the original event, but can then be spread to others who can, after having heard the rumor, spread it themselves.&lt;br /&gt;
&lt;br /&gt;
In the current version, no false rumors will ever spread, barring those regarding events including individuals with [[Name#False identities|secret identities]], in which case the only misinformation will be regarding the true identity of those individuals.&lt;br /&gt;
&lt;br /&gt;
== Artifact rumors ==&lt;br /&gt;
&lt;br /&gt;
[[Site]]s have invisible messages about artifacts to mimic the game's conversation system for your adventurer. There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.&lt;br /&gt;
&lt;br /&gt;
There are six levels of knowing the current location of a held artifact from rumors: &lt;br /&gt;
:* having it yourself&lt;br /&gt;
:* seeing somebody else holding it at a location with your own eyes&lt;br /&gt;
:* hearing from somebody that 'so-and-so was holding it at a location recently'&lt;br /&gt;
:* hearing from somebody that somebody has it (but not where)&lt;br /&gt;
:* generally knowing in some legends-y fashion that it is said to be held by somebody&lt;br /&gt;
:*  not having any idea. &lt;br /&gt;
The knowledge fades over the course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).&lt;br /&gt;
&lt;br /&gt;
== Rumors in fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Rumors can become known to your fort either by word of the [[outpost liaison]], who will arrive with the caravan once each year, by [[diplomat]]s, or by [[visitor]]s in the [[tavern]] ''when served a drink'' by an assigned [[tavern keeper]]. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison will tell you about several rumors to none, depending on the time that has gone by since your last meeting and eventfulness of it. Visitors will usually only tell you one at a time, occasionally a few. All rumors told by visitors are marked with a light blue notice.&lt;br /&gt;
&lt;br /&gt;
The notices when a visitor tells you one or more rumors:&lt;br /&gt;
  ”[name] has shared a rumor from abroad”&lt;br /&gt;
  ”[name] has shared a few rumors”&lt;br /&gt;
&lt;br /&gt;
Rumors can be looked at in the {{k|c}}[[Civilization and World Info|ivilization and world info]]-screen, by selecting &amp;quot;News and Rumors&amp;quot;({{k|n}}) after entering the initial screen. Rumors are then marked on the map, with red A:s indicating rumors about [[army|armies]], yellow A:s indicating rumors about [[artifact]]s, and green P:s indicating rumors about [[noble|position]] changes. If there are multiple rumors regarding the same site, the icon will be one corresponding to the latest rumor.&lt;br /&gt;
[[ru:Rumor]]&lt;br /&gt;
&lt;br /&gt;
== Rumors in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Your adventurer can easily spread rumors by bringing up incidents in conversations, or bragging about some feat in front of witnesses. Summarizing incidents seems to be more effective than simply bragging. The rumor will start spreading as you leave the site and it offloads.&lt;br /&gt;
&lt;br /&gt;
It should be noted that anyone you encounter that wasn't a [[historical figure]] already, is going to be a complete blank slate with almost no knowledge of anything, e.g. they won't know about any of the enemies or beast you've slain if you don't tell them about it, or even the most basic animals such as [[cat]]s and [[dog]]s. This leaves the impression that no one cares about your achievements you brag about - they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
This means NPCs don't actually remember the event when they tell you troubles, they only remember so when you retell them the event, they then get a fresh copy of said event and react to that. So if you, say, rescue a child, then bring up the fact that the kid got kidnapped (even though, technically, you rescued them) they will bring up the event that the person was kidnapped again. This goes for dead characters, as no one knows if they are really dead or not and react based on the info given to them, or if they have seen the body. This also goes for if they have seen the person before or know their name, as you kinda hope the person you're talking to had bad history with the person you murdered.&lt;br /&gt;
&lt;br /&gt;
This makes fame a game of talking up yourself ''and'' the folks you went and slaughtered, and specifically all the bad stuff so it seems like it was justified for their death, and furthermore, what type of creature they are, as the NPCs you are talking to have little to no bestiary knowledge and are just hearing 'unknown creature murdered another unknown creature'.&lt;br /&gt;
&lt;br /&gt;
===Spreading rumors===&lt;br /&gt;
&lt;br /&gt;
To spread a rumor about yourself killing a creature, for example, you must talk to someone and {{DFtext|Bring up specific incident or rumor}} and find the {{DFtext|You slew 'soandso'}} message.&lt;br /&gt;
&lt;br /&gt;
There are many different kinds of rumors you can spread, rumors about the presence of people in places, rumors about [[site]] takeovers and succession, rumors about beasts, basically; any rumor an NPC can spread, you can spread as well, which leads to a rather messy screen when you choose to spread a rumor. Luckily, this screen is limited by what your character actually knows, and you can Filter the list with {{k|f}} and there are ways around using it, listed below.&lt;br /&gt;
&lt;br /&gt;
You can also spread rumors via {{k|k}}-&amp;gt;{{DFtext|begin performance}}-&amp;gt;{{DFtext|Tell a story}} and find the death of the creature you killed, usually under sites, this would be the [[lair]] of the creature or the place you killed it. It can also be found in the &amp;quot;region&amp;quot; section if it was in no specific place.  A third method is to show someone part of the corpse, eg; its head, and simply {{k|d}}rop it in front of the person you wish to tell.&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Brag about your past violent acts}} also works to a lesser extent, but spreading the rumor and telling the story are simply more reliable.&lt;br /&gt;
&lt;br /&gt;
Once someone in a village knows of your deeds, the news will start spreading throughout the village, then to other nearby villages and then to places farther away (depending on how &amp;quot;important&amp;quot; the news is considered to be) sometimes it takes a day or two for everyone in the nearby area to know, sometimes it takes a week - it can vary quite a bit - so it is best to simply tell everyone you want to tell directly.&lt;br /&gt;
&lt;br /&gt;
===Avoiding rumor spread===&lt;br /&gt;
&lt;br /&gt;
Rumors begin to spread off-screen when a person who knows of the rumor is offloaded.&lt;br /&gt;
In order to prevent word spreading of, say, a murder you committed, you need to kill all witnesses or at least get them off-site before they are offloaded, and ideally get rid of the corpses, in, for example, a nearby river, or via burning. However, as long as the corpses are offsite and hard to locate, you should be good (people could see them if they are loaded when you just happen to walk by, so hide them as well as possible to be sure).  This procedure is the same for theft and other crimes you committed, and for any other rumor. If you told someone you killed a monster and for some reason you decided 'maybe they shouldn't know that', you will have to kill them.&lt;br /&gt;
&lt;br /&gt;
{{category|Adventurer mode}}&lt;br /&gt;
{{category|Fortress mode}}&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=250258</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=250258"/>
		<updated>2020-02-07T02:04:37Z</updated>

		<summary type="html">&lt;p&gt;Untrustedlife: Did some summoning related SCIENCE with DOES_NOT_EXIST.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known [[creature]] [[token]]s.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. Used by [[cat]]s in the vanilla game. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its TILE and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on LARGE_PREDATORs who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min:max of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| population:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occuring when at least one of the requirements is met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be aquatic. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature will cause a crash whenever it spawns.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part. Used with SET_BP_GROUP. &lt;br /&gt;
In vanilla DF, this is used for adding the type 'GELDABLE' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALTTILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered an adult. One can think of this as the duration of the child stage. If available to animal trainers, allows the creature's offspring to be rendered fully tame if trained during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Spec&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies Creature, but not Caste tags from another specified creature. Used when making creature variations (i.e. giants and animal people). Often used in combination with [[#APPLY_CREATURE_VARIATION]] to import standard variations from a file. Variations are documented in c_variation_default.txt, which also contains the code for giants and animal people.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens), and MAMMAL (self-explanatory). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages in worldgen, it will often steal items instead of attacking. [[Kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}} {{version|0.47.01}}. Could not be specified in user-defined raws until 47.01.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. Does not seem to work on tame creatures. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not physically exist. Adding this token to a creature causes it to not appear in generated worlds (if it isn't ALWAYS_PRESENT for a civ), i.e. adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, the creature will be known to civilizations, allowing artists to depict them in engravings, statues and other such crafts. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. Note as long as the creature has a body defined in its raws this does NOT preclude summoning (something tagged as DOES_NOT_EXIST can still be summoned) [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct, in previous versions it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Could not be specified in user-defined raws until 47.01.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks. Does not, by itself, make the creature immune to the damaging effects of burning in fire, and does not prevent general heat damage or melting on its own. Allows the creature to path through high temperature zones, like lava or fires.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single food item that needs to be cleaned at a fishery to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, fished vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that it implies]]. May trigger wildfires on high enough values. Also makes the creature immune to extreme heat or cold as long as the temperature set is not harmful to the materials that the creature is made from.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures 12000 and higher may cause pathfinding issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by Strength stat&lt;br /&gt;
** AGILITY - if gait is affected by Agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity to which the angel is associated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during worldgen and post-gen. In fortress mode, CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature can spawn as a wild animal in the appropriate biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| No function, presumably a placeholder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increase with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with CAN_LEARN, will severely impact their pathfinding and lead the creature to move extremely slowly when not performing any task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a [[#BIOME|BIOME]] in which the creature will live. Subterranean biomes appear to not be allowed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with AT_PEACE_WITH_WILDLIFE in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Bogeyman|bogeymen]]. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[Necromancer|necromancers]]. Creatures with this tag will experiment and create strange hybrid creatures. This tag appears to be all that is needed to allow necromancers or modded secrets to create every category of procedural experimental creature.(Though more testing is required to fully confirm this)[http://www.bay12forums.com/smf/index.php?topic=175437.msg8085255#msg8085255]&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender and is unable to breed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. The value for vermin in the game's current version range from 1 to 3. A higher value is better at penetrating containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*First person retract description&lt;br /&gt;
*Second person retract description&lt;br /&gt;
*First person cancel retract description&lt;br /&gt;
*Second person cancel retract description&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Hedgehog)&lt;br /&gt;
&lt;br /&gt;
First-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with &amp;lt;code&amp;gt;[GOOD]&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;[EVIL]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen. See [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with [EVIL] will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;remains&amp;quot; instead of a corpse. Used by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[sphere]] name&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}{{version|0.47.01}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into evil [[surroundings]], associated with the creature's [[sphere]]s. Used by [[necromancer]]s and [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres and prevents it from becoming a vampire or a werebeast. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present swimming skill allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome. 100 is normal effect, higher numbers reduce the effects of the syndrome more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1 to 3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Could not be specified in user-defined raws until 47.01.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Doesn't appear to do anything in particular. Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the ROOT_AROUND interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in Adventurer Mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| Attack type addition that injects a material into the victim's blood. If the attack is blunt, or the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the material will splatter over the attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in the string dump, but bear mentioning in this list as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Untrustedlife</name></author>
	</entry>
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