<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VVVVVV</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=VVVVVV"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/VVVVVV"/>
	<updated>2026-04-06T04:56:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=254239</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=254239"/>
		<updated>2020-08-03T18:31:34Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Shrines */ corrected the link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_temple.jpg|thumb|350px|right|A dwarven temple.&amp;lt;br /&amp;gt;''Art by Kim Sung Min'']]A '''temple''' is a structure devoted to an object of worship, which, typically, is any [[sphere]]-aligned being, such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them. Temples also require an empty floor space (called ''dance floor'') with a minimum surface of 25 tiles, the same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances. Beyond being religious activity, dances and poetry in temples fulfil same functions as they do in tavern, with the caveat of being limited to followers of said faith.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfy most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
When one of your fortress's religious organisations (sects) has sufficient (10 by default in d_init.txt) members, they may [[petition]] for the creation of a temple specific to their faith. Once established, these worshippers may congregate at the new temple, though it does not stop them from using temples to no particular deity; the temple dedicated to their deity existing at all is sufficient to please them. If the petition is ignored for too long, it is eventually abandoned, and the petitioners will receive unhappy thoughts.{{version|0.47.01}} The petition is satisfied when the temple has a minimum value of 2000 and when [[priest]]hood is recognised. A temple with a value lower than 2000 is called a '''shrine'''. With a value of 10000 or higher, it becomes a '''temple complex''', which is needed to recognise [[priest|high priesthood]]&lt;br /&gt;
&lt;br /&gt;
[[Pilgrim]]s will visit fortresses specifically to hang out in temples. Other [[visitor]]s may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, worshippers of the temple's deity that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, with smaller temples in [[monastery|monasteries]] and [[fort]]s, and are build when a given [[religion]] has enough followers in said site, or the site is dedicated to the religion. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deific object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]], which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions). [[Pedestal]]s will be found in these lower levels, and will sometimes contain holy [[artifact]]s.&lt;br /&gt;
&lt;br /&gt;
You can defile a temple of your deity by toppling a [[statue]], which leads to being cursed by the patron deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below. Since the introduction of institutionalized [[religion]]s, this seems to have changed somewhat, with most such temples having a wide array of architectural elements.&lt;br /&gt;
[[File:Df temple.png|300px|thumb|6 level temple, showing water pool, detailed surfaces, paved indoor areas, lower floors, upper floors, pillars on the perimeter, and a paved outdoor area, with doors leading to the catacombs. Dedicated to the Bejeweled Creed, religion worshipping Ñor, deity of Birth and Youth. ]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shrines ===&lt;br /&gt;
&lt;br /&gt;
Before a temple is built in a site, there will be shrines dedicated to a given religion, consisting of a small garden, a statue and either a pedestal or an altar. If the religion has a divination tradition, divination [[dice]] can be found in these shrines. '''(Not to be confused with the lairs of [[titan]]s, also called [[Shrine (megabeast)|shrine]]s.)'''&lt;br /&gt;
[[File:Df town shrines.png|thumb|800px|center|A selection of shrines in a town in adventure mode, from left to right: a shrine in a townplot, a shrine with a garden, a statue at crossroads and a shrine with dice.]]&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keep.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Religion}}&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254157</id>
		<title>Unit list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254157"/>
		<updated>2020-07-31T12:17:49Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:49, 30 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''unit list''' is a [[menu]] screen which lists [[creature]]s on the map. It is accessible with {{k|u}}, and is subdivided into four separate screens, whose individual counts are visible at the top of the screen. All have four options: {{k|v}}iewing the creature, zooming to the {{k|c}}reature location, opening the {{k|m}}[[manager|anager]], and {{k|r}}emoving a job order (although this is currently only usable for actual citizens).&lt;br /&gt;
&lt;br /&gt;
[[File:unit_list_preview.png|thumb|250px|right|Preview of the unit list.]]&lt;br /&gt;
&lt;br /&gt;
The first and primary screen is the Citizens screen, which lists your dwarves according to their [[profession]]. Dwarves are ordered by category: [[mining]], [[carpentry]], [[stoneworker|stoneworking]], [[ranger]]s, [[metalsmith]]s, [[jeweler]]s, [[craftsdwarf|craftsdwarves]], [[fishery worker]]s, [[farmer]]s, [[peasant]]s, active-duty [[soldier]]s, [[children]], and finally [[children#Babies|babies]]. It shows the current [[job]] of each dwarf, highlighted in light blue; repeating tasks are additionally reported with a &amp;quot;/R&amp;quot; at the end, and joblessness is reported with {{DFtext|No Job|6:1}}. Any [[administrator]]s will appear in purple where they would appear normally according to their profession. Position in the sublists is determined by the order in which the dwarves arrived. If the unit's name is flashing in this list, it means that they have attained [[legendary]] skill level.&lt;br /&gt;
&lt;br /&gt;
The second screen lists livestock. This is useful for quickly zooming to particular animals; most animal management actually happens in the animal [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
The third screen lists any creatures that are neither dwarves nor dwarven livestock under &amp;quot;Other&amp;quot;; this means that the list is populated by ''visible'' local [[biome|wildlife]] (there may be unseen creatures underground), [[caravan]] traders and guards (as well as their pack animals and for-sale animals), exposed [[thief|thieves]] and [[ambush]]es, the contents of [[siege]]s, and anything [[megabeast|really]] [[titan|scary]]. This list is most useful for zooming on their location, and lists a few statuses:&lt;br /&gt;
*{{DFtext|Wild animal|2:0}}: Wildlife.&lt;br /&gt;
*{{DFtext|Merchant|7:0}}: [[Merchant]]s, as well as their pack animals and wagons.&lt;br /&gt;
*{{DFtext|Diplomat|7:1}}: [[Diplomat]]s and [[outpost liaison]]s.&lt;br /&gt;
*{{DFtext|Guest|2:1}}: Foreign [[visitor]]s.&lt;br /&gt;
*{{DFtext|Friendly|2:1}}: All non-hostile creatures that do not fit into any of the categories above.&lt;br /&gt;
*{{DFtext|Invader|4:0}}: [[Siege]]s and [[ambush]]es.&lt;br /&gt;
*{{DFtext|Caged Prisoner|4:0}}: Caged invaders.&lt;br /&gt;
*{{DFtext|Uninvited Guest|4:0}}: [[Megabeast]]s, [[semi-megabeast]]s, [[forgotten beast]]s and [[titan]]s.&lt;br /&gt;
*{{DFtext|Caged Guest|4:0}}: Uninvited guests you managed to catch in a cage.&lt;br /&gt;
*{{DFtext|Current Resident|4:0}}: All named beasts you encounter upon embark.&lt;br /&gt;
*{{DFtext|Berserk|4:1}}: [[Werebeast]]s, [[Insanity|berserk]] dwarves and creatures with the [[Creature token|[CRAZED]]] token.&lt;br /&gt;
*{{DFtext|Undead|0:1}}: Undead, such as [[zombie]]s and [[ghost]]s.&lt;br /&gt;
*{{DFtext|Opposed to life|0:1}}: Creatures with the [[Creature token|[OPPOSED_TO_LIFE]]] token, hostile to all living creatures.&lt;br /&gt;
*{{DFtext|Hostile|4:0}}: All other hostile creatures.&lt;br /&gt;
This menu is important for keeping track of the local wildlife; regular looks may very well save you from a deadly [[giant lion]] attack.&lt;br /&gt;
&lt;br /&gt;
The final list/screen is the Dead/Missing list, which keeps tabs on everything that entered the map and didn't leave. This is the best record of your [[hunting]] returns, siege rebuffs, [[unfortunate accident|accident]] victims, and battle casualties. As a dead or missing list, it reports either {{DFtext|Deceased|5:1}} or {{DFtext|Missing|7:0}}; the missing status will be tacked on the moment a dwarf goes missing, not a week later as with the [[announcement]], making it extremely useful for checking for [[vampire]]s. For fortresses with long histories, this list may very well be hundreds or even thousands of units long. Note: cluttered unit lists can interfere with things like [[immigration]]; you can prune less interesting dead units with [[DFHack]]'s &amp;quot;fix/dead-units&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Unit list]]&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254124</id>
		<title>Unit list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254124"/>
		<updated>2020-07-30T14:30:19Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:49, 30 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''unit list''' is a [[menu]] screen which lists [[creature]]s on the map. It is accessible with {{k|u}}, and is subdivided into four separate screens, whose individual counts are visible at the top of the screen. All have four options: {{k|v}}iewing the creature, zooming to the {{k|c}}reature location, opening the {{k|m}}[[manager|anager]], and {{k|r}}emoving a job order (although this is currently only usable for actual citizens).&lt;br /&gt;
&lt;br /&gt;
[[File:unit_list_preview.png|thumb|250px|right|Preview of the unit list.]]&lt;br /&gt;
&lt;br /&gt;
The first and primary screen is the Citizens screen, which lists your dwarves according to their [[profession]]. Dwarves are ordered by category: [[mining]], [[carpentry]], [[stoneworker|stoneworking]], [[ranger]]s, [[metalsmith]]s, [[jeweler]]s, [[craftsdwarf|craftsdwarves]], [[fishery worker]]s, [[farmer]]s, [[peasant]]s, active-duty [[soldier]]s, [[children]], and finally [[children#Babies|babies]]. It shows the current [[job]] of each dwarf, highlighted in light blue; repeating tasks are additionally reported with a &amp;quot;/R&amp;quot; at the end, and joblessness is reported with {{DFtext|No Job|6:1}}. Any [[administrator]]s will appear in purple where they would appear normally according to their profession. Position in the sublists is determined by the order in which the dwarves arrived. If the unit's name is flashing in this list, it means that they have attained [[legendary]] skill level.&lt;br /&gt;
&lt;br /&gt;
The second screen lists livestock. This is useful for quickly zooming to particular animals; most animal management actually happens in the animal [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
The third screen lists any creatures that are neither dwarves nor dwarven livestock under &amp;quot;Other&amp;quot;; this means that the list is populated by ''visible'' local [[biome|wildlife]] (there may be unseen creatures underground), [[caravan]] traders and guards (as well as their pack animals and for-sale animals), exposed [[thief|thieves]] and [[ambush]]es, the contents of [[siege]]s, and anything [[megabeast|really]] [[titan|scary]]. This list is most useful for zooming on their location, and lists a few statuses:&lt;br /&gt;
*{{DFtext|Wild animal|2:0}}: Wildlife.&lt;br /&gt;
*{{DFtext|Merchant|7:0}}: [[Merchant]]s, as well as their pack animals and wagons.&lt;br /&gt;
*{{DFtext|Diplomat|7:1}}: [[Diplomat]]s and [[outpost liaison]]s.&lt;br /&gt;
*{{DFtext|Guest|2:1}}: Foreign [[visitor]]s.&lt;br /&gt;
*{{DFtext|Friendly|2:1}}: All non-hostile creatures that do not fit into any of the categories above.&lt;br /&gt;
*{{DFtext|Invader|4:0}}: [[Siege]]s and [[ambush]]es.&lt;br /&gt;
*{{DFtext|Uninvited Guest|4:0}}: [[Megabeast]]s, [[semi-megabeast]]s, [[forgotten beast]]s and [[titan]]s.&lt;br /&gt;
*{{DFtext|Caged Guest|4:0}}: Uninvited guests you managed to catch in a cage.&lt;br /&gt;
*{{DFtext|Current Resident|4:0}}: All named beasts you encounter upon embark.&lt;br /&gt;
*{{DFtext|Berserk|4:1}}: [[Werebeast]]s, [[Insanity|berserk]] dwarves and creatures with the [[Creature token|[CRAZED]]] token.&lt;br /&gt;
*{{DFtext|Undead|0:1}}: Undead, such as [[zombie]]s and [[ghost]]s.&lt;br /&gt;
*{{DFtext|Opposed to life|0:1}}: Creatures with the [[Creature token|[OPPOSED_TO_LIFE]]] token, hostile to all living creatures.&lt;br /&gt;
*{{DFtext|Hostile|4:0}}: All other hostile creatures.&lt;br /&gt;
This menu is important for keeping track of the local wildlife; regular looks may very well save you from a deadly [[giant lion]] attack.&lt;br /&gt;
&lt;br /&gt;
The final list/screen is the Dead/Missing list, which keeps tabs on everything that entered the map and didn't leave. This is the best record of your [[hunting]] returns, siege rebuffs, [[unfortunate accident|accident]] victims, and battle casualties. As a dead or missing list, it reports either {{DFtext|Deceased|5:1}} or {{DFtext|Missing|7:0}}; the missing status will be tacked on the moment a dwarf goes missing, not a week later as with the [[announcement]], making it extremely useful for checking for [[vampire]]s. For fortresses with long histories, this list may very well be hundreds or even thousands of units long. Note: cluttered unit lists can interfere with things like [[immigration]]; you can prune less interesting dead units with [[DFHack]]'s &amp;quot;fix/dead-units&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Unit list]]&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254092</id>
		<title>Unit list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unit_list&amp;diff=254092"/>
		<updated>2020-07-28T11:03:07Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:49, 30 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''unit list''' is a [[menu]] screen which lists [[creature]]s on the map. It is accessible with {{k|u}}, and is subdivided into four separate screens, whose individual counts are visible at the top of the screen. All have four options: {{k|v}}iewing the creature, zooming to the {{k|c}}reature location, opening the {{k|m}}[[manager|anager]], and {{k|r}}emoving a job order (although this is currently only usable for actual citizens).&lt;br /&gt;
&lt;br /&gt;
[[File:unit_list_preview.png|thumb|250px|right|Preview of the unit list.]]&lt;br /&gt;
&lt;br /&gt;
The first and primary screen is the Citizens screen, which lists your dwarves according to their [[profession]]. Dwarves are ordered by category: [[mining]], [[carpentry]], [[stoneworker|stoneworking]], [[ranger]]s, [[metalsmith]]s, [[jeweler]]s, [[craftsdwarf|craftsdwarves]], [[fishery worker]]s, [[farmer]]s, [[peasant]]s, active-duty [[soldier]]s, [[children]], and finally [[children#Babies|babies]]. It shows the current [[job]] of each dwarf, highlighted in light blue; repeating tasks are additionally reported with a &amp;quot;/R&amp;quot; at the end, and joblessness is reported with {{DFtext|No Job|6:1}}. Any [[administrator]]s will appear in purple where they would appear normally according to their profession. Position in the sublists is determined by the order in which the dwarves arrived. If the unit's name is flashing in this list, it means that they have attained [[legendary]] skill level.&lt;br /&gt;
&lt;br /&gt;
The second screen lists livestock. This is useful for quickly zooming to particular animals; most animal management actually happens in the animal [[status]] screen.&lt;br /&gt;
&lt;br /&gt;
The third screen lists any creatures that are neither dwarves nor dwarven livestock under &amp;quot;Other&amp;quot;; this means that the list is populated by ''visible'' local [[biome|wildlife]] (there may be unseen creatures underground), [[caravan]] traders and guards (as well as their pack animals and for-sale animals), exposed [[thief|thieves]] and [[ambush]]es, the contents of [[siege]]s, and anything [[megabeast|really]] [[titan|scary]]. This list is most useful for zooming on their location, and lists a few statuses:&lt;br /&gt;
*{{DFtext|Wild animal|2:0}}: Wildlife.&lt;br /&gt;
*{{DFtext|Merchant|7:0}}: [[Merchant]]s, as well as their pack animals and wagons.&lt;br /&gt;
*{{DFtext|Diplomat|7:1}}: [[Diplomat]]s and [[outpost liaison]]s.&lt;br /&gt;
*{{DFtext|Guest|2:1}}: Foreign [[visitor]]s.&lt;br /&gt;
*{{DFtext|Friendly|2:1}}: All non-hostile creatures that do not fit into any of the categories above.&lt;br /&gt;
*{{DFtext|Invader|4:0}}: [[Siege]]s and [[ambush]]es.&lt;br /&gt;
*{{DFtext|Uninvited Guest|4:0}}: [[Megabeast]]s, [[semi-megabeast]]s, [[forgotten beast]]s and [[titan]]s.&lt;br /&gt;
*{{DFtext|Current Resident|4:0}}: All named beasts you encounter upon embark.&lt;br /&gt;
*{{DFtext|Berserk|4:1}}: [[Werebeast]]s, [[Insanity|berserk]] dwarves and creatures with the [[Creature token|[CRAZED]]] token.&lt;br /&gt;
*{{DFtext|Undead|0:1}}: Undead, such as [[zombie]]s and [[ghost]]s.&lt;br /&gt;
*{{DFtext|Opposed to life|0:1}}: Creatures with the [[Creature token|[OPPOSED_TO_LIFE]]] token, hostile to all living creatures.&lt;br /&gt;
*{{DFtext|Hostile|4:0}}: All other hostile creatures.&lt;br /&gt;
This menu is important for keeping track of the local wildlife; regular looks may very well save you from a deadly [[giant lion]] attack.&lt;br /&gt;
&lt;br /&gt;
The final list/screen is the Dead/Missing list, which keeps tabs on everything that entered the map and didn't leave. This is the best record of your [[hunting]] returns, siege rebuffs, [[unfortunate accident|accident]] victims, and battle casualties. As a dead or missing list, it reports either {{DFtext|Deceased|5:1}} or {{DFtext|Missing|7:0}}; the missing status will be tacked on the moment a dwarf goes missing, not a week later as with the [[announcement]], making it extremely useful for checking for [[vampire]]s. For fortresses with long histories, this list may very well be hundreds or even thousands of units long. Note: cluttered unit lists can interfere with things like [[immigration]]; you can prune less interesting dead units with [[DFHack]]'s &amp;quot;fix/dead-units&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Unit list]]&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carpenter%27s_workshop&amp;diff=254061</id>
		<title>Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carpenter%27s_workshop&amp;diff=254061"/>
		<updated>2020-07-27T11:28:49Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:11, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Carpenter's workshop&lt;br /&gt;
|key=c&lt;br /&gt;
|job=*[[Carpentry]]&lt;br /&gt;
*[[Trapping]] (See [[Carpenter's_workshop#Notes|Notes]])&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Carpentry]]&lt;br /&gt;
*[[Trapping]]&lt;br /&gt;
|use=&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Animal trap]]s&lt;br /&gt;
*[[Armor stand]]s&lt;br /&gt;
*[[Barrel]]s&lt;br /&gt;
*[[Bed]]s&lt;br /&gt;
*[[Bin]]s&lt;br /&gt;
*[[Block]]s&lt;br /&gt;
*[[Bookcase]]s{{version|0.42.01}}&lt;br /&gt;
*[[Bucket]]s&lt;br /&gt;
*[[Buckler]]s&lt;br /&gt;
*[[Cabinet]]s&lt;br /&gt;
*[[Cage]]s&lt;br /&gt;
*[[Casket]]s&lt;br /&gt;
*[[Chest]]s&lt;br /&gt;
*[[Chair]]s&lt;br /&gt;
*[[Crutch]]es&lt;br /&gt;
*[[Door]]s&lt;br /&gt;
*[[Display case]]s{{version|0.44.01}}&lt;br /&gt;
*[[Enormous corkscrew]]s&lt;br /&gt;
*[[Floodgate]]s&lt;br /&gt;
*[[Grate]]s&lt;br /&gt;
*[[Hatch cover]]s&lt;br /&gt;
*[[Instrument|Instrument piece]]s{{version|0.42.01}}&lt;br /&gt;
*[[Menacing spike]]s&lt;br /&gt;
*[[Pedestal]]s{{version|0.44.01}}&lt;br /&gt;
*[[Pipe section]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
*[[Spiked ball]]s&lt;br /&gt;
*[[Splint]]s&lt;br /&gt;
*[[Stepladder]]s&lt;br /&gt;
*[[Table]]s&lt;br /&gt;
*[[Training weapon|Training Swords]]&lt;br /&gt;
*[[Training weapon|Training Spears]]&lt;br /&gt;
*[[Training weapon|Training Axes]]&lt;br /&gt;
*[[Weapon rack]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''carpenter's workshop''' is a [[Workshop#Tier_1_Workshops|Tier 1]] [[workshop]] used by a [[carpenter]] to make most types of [[furniture]] with the exception of [[statue]]s. The workshop can also make wooden [[block]]s or items like [[bucket]]s, [[crutch]]es, [[shield]]s, and [[training weapon]]s. [[Bed]]s can only be made at a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
The carpenter's workshop can be built from any building material, and must be built by a [[dwarf]] with the Carpentry [[labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Carpenter's Workshop'''&lt;br /&gt;
*Make [[wood]]en [[shield]]&lt;br /&gt;
*Make [[wood]]en [[buckler]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training spear]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training sword]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training axe]]&lt;br /&gt;
*{{K|V}} Make [[wood]]en [[Barrel]]&lt;br /&gt;
*{{K|o}} Construct [[wood]]en [[Block]]s&lt;br /&gt;
*{{K|e}} Make [[wood]]en [[Bucket]]&lt;br /&gt;
*{{K|p}} Make [[wood]]en [[Animal trap]]&lt;br /&gt;
*{{K|j}} Make [[wood]]en [[Cage]]&lt;br /&gt;
*{{K|a}} Construct [[wood]]en [[Armor Stand]]&lt;br /&gt;
*{{K|b}} Construct [[Bed]]&lt;br /&gt;
*{{K|c}} Construct [[wood]]en [[Chair]]&lt;br /&gt;
*{{K|k}} Construct [[wood]]en [[Casket]]&lt;br /&gt;
*{{K|d}} Construct [[wood]]en [[Door]]&lt;br /&gt;
*{{K|l}} Construct [[wood]]en [[Floodgate]]&lt;br /&gt;
*{{K|H}} Construct [[wood]]en [[Hatch Cover]]&lt;br /&gt;
*{{K|G}} Construct [[wood]]en [[Grate]]&lt;br /&gt;
*{{K|f}} Construct [[wood]]en [[Cabinet]]&lt;br /&gt;
*{{K|n}} Construct [[wood]]en [[Bin]]&lt;br /&gt;
*{{K|h}} Construct [[wood]]en [[Chest]]&lt;br /&gt;
*{{K|w}} Construct [[wood]]en [[Weapon Rack]]&lt;br /&gt;
*{{K|t}} Construct [[wood]]en [[Table]]&lt;br /&gt;
*Make enormous [[wood]]en [[Trap component|corkscrew]]&lt;br /&gt;
*Make spiked [[wood]]en [[Trap component|ball]]&lt;br /&gt;
*Make menacing [[wood]]en [[Trap component|spike]]&lt;br /&gt;
*Make [[wood]]en [[Minecart]]&lt;br /&gt;
*Make [[wood]]en [[Wheelbarrow]]&lt;br /&gt;
*Make [[wood]]en [[Stepladder]]&lt;br /&gt;
*Make [[wood]]en [[Bookcase]]{{version|0.42.01}}&lt;br /&gt;
*Make [[wood]]en [[Pedestal]]{{version|0.44.01}}&lt;br /&gt;
*Make [[wood]]en [[Pipe Section]]&lt;br /&gt;
*Construct [[wood]]en [[Splint]]&lt;br /&gt;
*Construct [[wood]]en [[Crutch]]&lt;br /&gt;
*Make [[Instrument|instrument piece]]{{version|0.42.01}}&lt;br /&gt;
*Make [[display case]]{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Make wooden [[barrel]]s for storage of [[alcohol]], [[plant]]s, and [[seed]]s.&lt;br /&gt;
*Make wooden [[Training weapon|training axes]] for [[wood cutter]]s.&lt;br /&gt;
*Make wooden [[bed]]s, [[chair]]s, [[table]]s, and [[door]]s for [[room]]s. Beds in particular can only be made from wood at a carpenter's workshop.&lt;br /&gt;
*Make wooden [[bin]]s for storage.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
As of version 43.01, carpenter's workshops can be constructed using the build menu. Standing in its space adds the relevant options to the crafting menu, each item consumes one log, and a sharp item is required as a tool (same as adventure mode bonecrafting). The following items can be made this way:&lt;br /&gt;
&lt;br /&gt;
*Chairs&lt;br /&gt;
*Tables&lt;br /&gt;
*Beds&lt;br /&gt;
*Chests&lt;br /&gt;
*Cabinets&lt;br /&gt;
*Doors&lt;br /&gt;
*Barrels&lt;br /&gt;
*Buckets&lt;br /&gt;
*Caskets&lt;br /&gt;
*Hatch covers&lt;br /&gt;
*Grates&lt;br /&gt;
*Bins&lt;br /&gt;
*Stepladders (used by pressing ({{K|h}}) when dropped)&lt;br /&gt;
*Bookcases&lt;br /&gt;
*Splints&lt;br /&gt;
*Crutches&lt;br /&gt;
*Shields&lt;br /&gt;
*Bucklers&lt;br /&gt;
*Training axes&lt;br /&gt;
*Training short swords&lt;br /&gt;
*Training spears&lt;br /&gt;
&lt;br /&gt;
Of these items, chests are the only furniture that cannot be placed using the build menu. Additionally, splints are not usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*[[Animal trap]]s ({{K|p}}) need the [[Trapping]] labor enabled, not the [[Carpentry]] labor. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*[[Training weapon]]s&lt;br /&gt;
:*[[Bedroom design]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Carpenter%27s_workshop&amp;diff=254060</id>
		<title>Carpenter's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Carpenter%27s_workshop&amp;diff=254060"/>
		<updated>2020-07-27T11:25:27Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:11, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Workshop&lt;br /&gt;
|name=Carpenter's workshop&lt;br /&gt;
|key=c&lt;br /&gt;
|job=*[[Carpentry]]&lt;br /&gt;
*[[Trapping]] (See [[Carpenter's_workshop#Notes|Notes]])&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
*[[Carpentry]]&lt;br /&gt;
*[[Trapping]]&lt;br /&gt;
|use=&lt;br /&gt;
*[[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Animal trap]]s&lt;br /&gt;
*[[Armor stand]]s&lt;br /&gt;
*[[Barrel]]s&lt;br /&gt;
*[[Bed]]s&lt;br /&gt;
*[[Bin]]s&lt;br /&gt;
*[[Block]]s&lt;br /&gt;
*[[Bookcase]]s{{version|0.42.01}}&lt;br /&gt;
*[[Bucket]]s&lt;br /&gt;
*[[Buckler]]s&lt;br /&gt;
*[[Cabinet]]s&lt;br /&gt;
*[[Cage]]s&lt;br /&gt;
*[[Casket]]s&lt;br /&gt;
*[[Chest]]s&lt;br /&gt;
*[[Chair]]s&lt;br /&gt;
*[[Crutch]]es&lt;br /&gt;
*[[Door]]s&lt;br /&gt;
*[[Enormous corkscrew]]s&lt;br /&gt;
*[[Floodgate]]s&lt;br /&gt;
*[[Grate]]s&lt;br /&gt;
*[[Hatch cover]]s&lt;br /&gt;
*[[Menacing spike]]s&lt;br /&gt;
*[[Pipe section]]s&lt;br /&gt;
*[[Shield]]s&lt;br /&gt;
*[[Spiked ball]]s&lt;br /&gt;
*[[Splint]]s&lt;br /&gt;
*[[Stepladder]]s&lt;br /&gt;
*[[Table]]s&lt;br /&gt;
*[[Training weapon|Training Swords]]&lt;br /&gt;
*[[Training weapon|Training Spears]]&lt;br /&gt;
*[[Training weapon|Training Axes]]&lt;br /&gt;
*[[Weapon rack]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''carpenter's workshop''' is a [[Workshop#Tier_1_Workshops|Tier 1]] [[workshop]] used by a [[carpenter]] to make most types of [[furniture]] with the exception of [[statue]]s. The workshop can also make wooden [[block]]s or items like [[bucket]]s, [[crutch]]es, [[shield]]s, and [[training weapon]]s. [[Bed]]s can only be made at a carpenter's workshop.&lt;br /&gt;
&lt;br /&gt;
The carpenter's workshop can be built from any building material, and must be built by a [[dwarf]] with the Carpentry [[labor]] enabled.&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
'''Carpenter's Workshop'''&lt;br /&gt;
*Make [[wood]]en [[shield]]&lt;br /&gt;
*Make [[wood]]en [[buckler]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training spear]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training sword]]&lt;br /&gt;
*Make [[wood]]en [[Training weapon|training axe]]&lt;br /&gt;
*{{K|V}} Make [[wood]]en [[Barrel]]&lt;br /&gt;
*{{K|o}} Construct [[wood]]en [[Block]]s&lt;br /&gt;
*{{K|e}} Make [[wood]]en [[Bucket]]&lt;br /&gt;
*{{K|p}} Make [[wood]]en [[Animal trap]]&lt;br /&gt;
*{{K|j}} Make [[wood]]en [[Cage]]&lt;br /&gt;
*{{K|a}} Construct [[wood]]en [[Armor Stand]]&lt;br /&gt;
*{{K|b}} Construct [[Bed]]&lt;br /&gt;
*{{K|c}} Construct [[wood]]en [[Chair]]&lt;br /&gt;
*{{K|k}} Construct [[wood]]en [[Casket]]&lt;br /&gt;
*{{K|d}} Construct [[wood]]en [[Door]]&lt;br /&gt;
*{{K|l}} Construct [[wood]]en [[Floodgate]]&lt;br /&gt;
*{{K|H}} Construct [[wood]]en [[Hatch Cover]]&lt;br /&gt;
*{{K|G}} Construct [[wood]]en [[Grate]]&lt;br /&gt;
*{{K|f}} Construct [[wood]]en [[Cabinet]]&lt;br /&gt;
*{{K|n}} Construct [[wood]]en [[Bin]]&lt;br /&gt;
*{{K|h}} Construct [[wood]]en [[Chest]]&lt;br /&gt;
*{{K|w}} Construct [[wood]]en [[Weapon Rack]]&lt;br /&gt;
*{{K|t}} Construct [[wood]]en [[Table]]&lt;br /&gt;
*Make enormous [[wood]]en [[Trap component|corkscrew]]&lt;br /&gt;
*Make spiked [[wood]]en [[Trap component|ball]]&lt;br /&gt;
*Make menacing [[wood]]en [[Trap component|spike]]&lt;br /&gt;
*Make [[wood]]en [[Minecart]]&lt;br /&gt;
*Make [[wood]]en [[Wheelbarrow]]&lt;br /&gt;
*Make [[wood]]en [[Stepladder]]&lt;br /&gt;
*Make [[wood]]en [[Bookcase]]{{version|0.42.01}}&lt;br /&gt;
*Make [[wood]]en [[Pedestal]]{{version|0.44.01}}&lt;br /&gt;
*Make [[wood]]en [[Pipe Section]]&lt;br /&gt;
*Construct [[wood]]en [[Splint]]&lt;br /&gt;
*Construct [[wood]]en [[Crutch]]&lt;br /&gt;
*Make [[Instrument|instrument piece]]{{version|0.42.01}}&lt;br /&gt;
*Make [[display case]]{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Make wooden [[barrel]]s for storage of [[alcohol]], [[plant]]s, and [[seed]]s.&lt;br /&gt;
*Make wooden [[Training weapon|training axes]] for [[wood cutter]]s.&lt;br /&gt;
*Make wooden [[bed]]s, [[chair]]s, [[table]]s, and [[door]]s for [[room]]s. Beds in particular can only be made from wood at a carpenter's workshop.&lt;br /&gt;
*Make wooden [[bin]]s for storage.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
&lt;br /&gt;
As of version 43.01, carpenter's workshops can be constructed using the build menu. Standing in its space adds the relevant options to the crafting menu, each item consumes one log, and a sharp item is required as a tool (same as adventure mode bonecrafting). The following items can be made this way:&lt;br /&gt;
&lt;br /&gt;
*Chairs&lt;br /&gt;
*Tables&lt;br /&gt;
*Beds&lt;br /&gt;
*Chests&lt;br /&gt;
*Cabinets&lt;br /&gt;
*Doors&lt;br /&gt;
*Barrels&lt;br /&gt;
*Buckets&lt;br /&gt;
*Caskets&lt;br /&gt;
*Hatch covers&lt;br /&gt;
*Grates&lt;br /&gt;
*Bins&lt;br /&gt;
*Stepladders (used by pressing ({{K|h}}) when dropped)&lt;br /&gt;
*Bookcases&lt;br /&gt;
*Splints&lt;br /&gt;
*Crutches&lt;br /&gt;
*Shields&lt;br /&gt;
*Bucklers&lt;br /&gt;
*Training axes&lt;br /&gt;
*Training short swords&lt;br /&gt;
*Training spears&lt;br /&gt;
&lt;br /&gt;
Of these items, chests are the only furniture that cannot be placed using the build menu. Additionally, splints are not usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*[[Animal trap]]s ({{K|p}}) need the [[Trapping]] labor enabled, not the [[Carpentry]] labor. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:*[[Training weapon]]s&lt;br /&gt;
:*[[Bedroom design]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stoneworker%27s_workshop&amp;diff=254059</id>
		<title>Stoneworker's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stoneworker%27s_workshop&amp;diff=254059"/>
		<updated>2020-07-27T11:14:10Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:42, 17 May 2015 (UTC)}}&lt;br /&gt;
{{workshop|name=Mason's workshop|key=m|job=Masonry&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Building material]] (non-[[economic]])&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Armor stand]]s&lt;br /&gt;
* [[Block]]s&lt;br /&gt;
* [[Throne]]s&lt;br /&gt;
* [[Coffin]]s&lt;br /&gt;
* [[Door]]s&lt;br /&gt;
* [[Floodgate]]s&lt;br /&gt;
* [[Hatch cover]]s&lt;br /&gt;
* [[Grate]]s&lt;br /&gt;
* [[Cabinet]]s&lt;br /&gt;
* [[Coffer]]s&lt;br /&gt;
* [[Statue]]s&lt;br /&gt;
* [[Table]]s&lt;br /&gt;
* [[Weapon rack]]s&lt;br /&gt;
* [[Quern]]s&lt;br /&gt;
* [[Millstone]]s&lt;br /&gt;
* [[Slab]]s&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Mason's workshop''' is where [[mason]]s create [[stone]] objects, such as [[block]]s, [[statue]]s, and [[furniture]].  [[Quern]]s, [[slab]]s and [[millstone]]s can only be made at this workshop.&lt;br /&gt;
&lt;br /&gt;
Depending on the generated world, musical [[instrument]]s may or may not be made here.&lt;br /&gt;
&lt;br /&gt;
The workshop can be made out of any building material and requires the Masonry [[labor]]. &lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
&lt;br /&gt;
'''Mason's Workshop'''&lt;br /&gt;
&lt;br /&gt;
*{{K|a}} Construct [[rock]] [[Armor stand]]&lt;br /&gt;
*{{K|b}} Construct [[rock]] [[Block]]s&lt;br /&gt;
*{{K|c}} Construct [[rock]] [[Throne]]&lt;br /&gt;
*{{K|p}} Construct [[rock]] [[Coffin]]&lt;br /&gt;
*{{K|d}} Construct [[rock]] [[Door]]&lt;br /&gt;
*{{K|l}} Construct [[rock]] [[Floodgate]]&lt;br /&gt;
*{{K|H}} Construct [[rock]] [[Hatch cover]]&lt;br /&gt;
*{{K|G}} Construct [[rock]] [[Grate]]&lt;br /&gt;
*{{K|f}} Construct [[rock]] [[Cabinet]]&lt;br /&gt;
*{{K|h}} Construct [[rock]] [[Coffer]]&lt;br /&gt;
*{{K|u}} Construct [[rock]] [[Statue]]&lt;br /&gt;
*{{K|Alt+s}} Construct [[rock]] [[Slab]]&lt;br /&gt;
*{{K|t}} Construct [[rock]] [[Table]]&lt;br /&gt;
*{{K|w}} Construct [[rock]] [[Weapon rack]]&lt;br /&gt;
*{{K|q}} Construct [[rock]] [[Quern]]&lt;br /&gt;
*{{K|m}} Construct [[rock]] [[Millstone]]&lt;br /&gt;
*Make [[rock]] [[Bookcase]]&lt;br /&gt;
*Make [[rock]] [[Pedestal]]&lt;br /&gt;
&lt;br /&gt;
==Common Uses==&lt;br /&gt;
*Construct [[rock]] [[block]]s, which can be stored in [[bin]]s.  This frees up storage space.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*As it is cheap to build a Mason's workshop, it can be useful to temporarily make one in any area where you have lots of stone you need to get rid of (e.g. future stockpile space) and then dismantle it when you are through.&lt;br /&gt;
*[[Clay]] boulders can not be used in place of stone.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Site&amp;diff=254057</id>
		<title>Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Site&amp;diff=254057"/>
		<updated>2020-07-27T10:18:36Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Site Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:37, 18 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are inhabited locations found on region tiles adjacent to at least one non-mountain land [[biome]]. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Site Types ==&lt;br /&gt;
{| 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|•|0:0:1}} &lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&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|º|5:0:0}} &lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins&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|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|○|0:6:0}} &lt;br /&gt;
| [[Fort]]{{version|0.47.01}}&lt;br /&gt;
| Bandits&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|Ω|7:0:0}} &lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves&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|○|7:0:0}} &lt;br /&gt;
| [[Monastery]]{{version|0.47.01}}&lt;br /&gt;
|&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|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;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[Shrine (megabeast)|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;
| {{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|■|0:0:1}} &lt;br /&gt;
| [[Vault]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Detailed Description ==&lt;br /&gt;
&lt;br /&gt;
=== Civilization ===&lt;br /&gt;
&lt;br /&gt;
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
==== Human sites ====&lt;br /&gt;
&lt;br /&gt;
===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.&lt;br /&gt;
&lt;br /&gt;
===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====&lt;br /&gt;
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.&lt;br /&gt;
&lt;br /&gt;
==== Dwarven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====&lt;br /&gt;
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.&lt;br /&gt;
&lt;br /&gt;
===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====&lt;br /&gt;
[[Mountain halls]] are the sites of the &amp;quot;deep dwarves,&amp;quot; located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.&lt;br /&gt;
&lt;br /&gt;
===== Hillocks {{Raw Tile|Ω|7:0:0}} =====&lt;br /&gt;
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].&lt;br /&gt;
&lt;br /&gt;
==== Elven sites ====&lt;br /&gt;
&lt;br /&gt;
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} =====&lt;br /&gt;
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.&lt;br /&gt;
&lt;br /&gt;
==== Goblin sites ====&lt;br /&gt;
&lt;br /&gt;
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====&lt;br /&gt;
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].&lt;br /&gt;
&lt;br /&gt;
===== Dark pits {{Raw Tile|º|5:0:0}}=====&lt;br /&gt;
These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.&lt;br /&gt;
&lt;br /&gt;
==== Kobold sites ====&lt;br /&gt;
===== Caves {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.&lt;br /&gt;
&lt;br /&gt;
==== Beast and night creature sites ====&lt;br /&gt;
&lt;br /&gt;
===== Necromancers' towers {{Raw Tile|I|5:0:0}} =====&lt;br /&gt;
[[Necromancer]]s' towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[book]] from your [[library]]) and gain the ability to raise corpses.&lt;br /&gt;
&lt;br /&gt;
===== Lairs {{Raw Tile|•|0:0:1}}=====&lt;br /&gt;
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.&lt;br /&gt;
&lt;br /&gt;
===== [[Minotaur]]s' labyrinths {{Raw Tile|#|0:7:0}}=====&lt;br /&gt;
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.&lt;br /&gt;
&lt;br /&gt;
===== Shrines {{Raw Tile|Å|7:0:0}} =====&lt;br /&gt;
[[Shrine (megabeast)|Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortresses ==&lt;br /&gt;
&lt;br /&gt;
During the embark phase of Fortress Mode, sites can be seen in region and local views. Some site types can be included in the embark region namely caves or previous player fortresses (Reclaim).  Embarking on settlements is disabled.  On embarking, the fortress becomes a site of the size and location chosen.&lt;br /&gt;
&lt;br /&gt;
Abandoned fortresses are displayed on the map as Ruins.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=254056</id>
		<title>Adventurer mode gameplay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_gameplay&amp;diff=254056"/>
		<updated>2020-07-27T10:15:59Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'' This is a detailed description of Adventurer mode gameplay. For a general overview of Adventurer mode, see [[Adventurer mode]].&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
== Common UI concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving around ==&lt;br /&gt;
&lt;br /&gt;
=== Local movement ===&lt;br /&gt;
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}}+{{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for 10 instants&lt;br /&gt;
|-&lt;br /&gt;
| {{k|,}}&lt;br /&gt;
| Wait for 1 instant&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Open movement speed/sneak menu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, not the open space over the water, as in the latter case you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump, being mostly useful for getting to the far sides of gorges and crevices. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Note that not every creature is able to jump. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
You can press {{k|S}} to set [[gait]] and to toogle sneak. Sneak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than you, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.&lt;br /&gt;
&lt;br /&gt;
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face and then climb up the other.&lt;br /&gt;
&lt;br /&gt;
=== Fast travel ===&lt;br /&gt;
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|-&lt;br /&gt;
| {{k|K}}&lt;br /&gt;
| Display detected tracks and odors&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Toggle display of clouds on region map&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Cycle through maps and significant structures&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| View Quest Log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Bring up sleep menu&lt;br /&gt;
|-&lt;br /&gt;
| {{k|h}}&lt;br /&gt;
| Hide parts of the bottom bar&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} and {{k|&amp;lt;}}&lt;br /&gt;
| Enter/exit tunnel&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen if in a darkness or nightmare-[[sphere|aspected]] area, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.&lt;br /&gt;
&lt;br /&gt;
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:&lt;br /&gt;
&lt;br /&gt;
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.&lt;br /&gt;
* 2 presses: hide most local name, reducing the bar to one line of text.&lt;br /&gt;
* 3 presses: hide less local name, eliminating the bar entirely.&lt;br /&gt;
* 4 presses: shows all information&lt;br /&gt;
&lt;br /&gt;
== Status and information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Searching and manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{k|q}}&lt;br /&gt;
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll thru the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/dropping things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control technique slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally, one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that ''Dwarf Fortress'' does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.&lt;br /&gt;
&lt;br /&gt;
During advanced combat interactions, it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.&lt;br /&gt;
&lt;br /&gt;
=== Advanced interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory.  &lt;br /&gt;
&lt;br /&gt;
This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.&lt;br /&gt;
&lt;br /&gt;
Advanced interaction can also be used to steal enemy  equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well&lt;br /&gt;
&lt;br /&gt;
===Sheathing===&lt;br /&gt;
The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects.&lt;br /&gt;
People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.&lt;br /&gt;
&lt;br /&gt;
== Time and weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather/Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain, which is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually, your character will become {{DFtext|Drowsy|1:0}}, and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions, and gained new powers}}&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting &amp;quot;Number of Bogeymen&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to &amp;lt;s&amp;gt;perform music, preferably playing guitar&amp;lt;/s&amp;gt; stand up and lie down {{K|s}} or wait 10 ticks {{K|.}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire following party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.&lt;br /&gt;
&lt;br /&gt;
== Food and drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption.  If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground. &lt;br /&gt;
&lt;br /&gt;
===Announcements when eating===&lt;br /&gt;
When eating or drinking, the following announcements will be displayed:&lt;br /&gt;
*(nothing): You can eat or drink more, no problem.&lt;br /&gt;
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.&lt;br /&gt;
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.&lt;br /&gt;
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:'' Main page: [[Combat#Adventurer mode|Combat]]&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
:'' Main page: [[Talking]]&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions, that is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you &amp;quot;if you lead [them] to glory and death&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. If they survive long enough/are trained well enough, then companions are capable of leveling stats and skills. Thus, they are susceptible to gaining a title or having a job title change as well. Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river&amp;quot; (shown by a single dark blue line). Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
Companions can be instructed to stay where they are by talking to them and selecting {{DFtext|Ask listener to wait here}} under the {{DFtext|Ask favor, place request, make demand or issue order}} menu. Your companion will stop following you and wait where they are, until you talk to them again and select {{DFtext|Ask listener to follow you}}. This can be useful if you need to leave a companion behind temporarily, such as when you are entering an area that you know will be too dangerous for your followers. Note that your [[pet]]s{{version|0.47.01}} will also obey this instruction.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.&lt;br /&gt;
&lt;br /&gt;
== Personal finance ==&lt;br /&gt;
&lt;br /&gt;
=== Trading (barter) ===&lt;br /&gt;
&lt;br /&gt;
In human [[town]]s (not [[hamlet]]s or [[castle]]s), you can find shops; in elven Trading-trees you can find markets; and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.&lt;br /&gt;
&lt;br /&gt;
=== Theft ===&lt;br /&gt;
&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft, punishable by death if you are caught, and exile if you are not. On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep, still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill-repute in another country. In some cases, the shop will be abandoned. This will be made clear by the presence of unbought items and the lack of any merchants in the area. You will not be considered a thief by the relevant entity for taking stuff from an abandoned shop, but you will still be withheld the privilege of fast-travel until you leave the site. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life.&lt;br /&gt;
&lt;br /&gt;
=== Managing coins ===&lt;br /&gt;
&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher-denomination currency first but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have. &lt;br /&gt;
&lt;br /&gt;
Coin values are as follows:&lt;br /&gt;
* Copper Coin == 1☼&lt;br /&gt;
* Silver Coin == 5☼&lt;br /&gt;
* Gold Coin == 15☼&lt;br /&gt;
&lt;br /&gt;
To receive the maximum amount of gold coins from that merchant, make sure the amount '''they owe you''' during the trade is equal to (total amount of gold coins the shop has)*15☼ . If you are selling loot, simply make sure you only trade this worth of goods, and move on to other merchants for the rest. If you wish to exchange copper and silver coins for gold, buy random goods from the merchant until their price is around this value, and then sell back all of the goods for their original value, but in gold. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in any given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Where to get items to sell ===&lt;br /&gt;
&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods. The next best way to get items to sell is to kill a creature, butcher their corpse (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering. Remember that you can also carve the bones of animals to make them desirable trading items. Another good early source of income can be bags left in houses and shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag. At the bottom of the list comes {{k|L}}ooking carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from a river - it can hold up to 100 units of water, which is worth 100☼ total. After you sell it, water will drop to the floor as a pool, and the backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This is of course an [[exploit]], liable to be fixed at any time. It may be useful in a pinch, but don't rely on it. Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud, despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quest log ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Open quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Esc}}&lt;br /&gt;
| Exit quest log&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}&lt;br /&gt;
| Access various lists&lt;br /&gt;
|-&lt;br /&gt;
| {{k|m}}&lt;br /&gt;
| Switch between the world map and additional info&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Center cursor on location of selected list item, if known&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| Center cursor on your location&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Toggle the visibility of the line between you and some other point on the map.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Filter the list&lt;br /&gt;
|-&lt;br /&gt;
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}&lt;br /&gt;
| Navigate the list&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The {{k|m}} key will alternate between a world map that you can navigate, and information on whatever item is highlighted in the list to the right.&lt;br /&gt;
&lt;br /&gt;
There are various kinds of lists you can check on the quest log:&lt;br /&gt;
&lt;br /&gt;
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.&lt;br /&gt;
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.&lt;br /&gt;
* '''Sites''' — A list of various sites around the world.&lt;br /&gt;
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.&lt;br /&gt;
* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord, and why people are traveling with you and the history of your agreements.&lt;br /&gt;
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.&lt;br /&gt;
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.&lt;br /&gt;
&lt;br /&gt;
== Create ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. In addition to crafting, other actions can be performed.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select &amp;quot;Make sharp rock&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...&lt;br /&gt;
&lt;br /&gt;
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.&lt;br /&gt;
&lt;br /&gt;
* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.&lt;br /&gt;
&lt;br /&gt;
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.&lt;br /&gt;
&lt;br /&gt;
=== Butchery ===&lt;br /&gt;
&lt;br /&gt;
'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
=== Natural abilities and acquired powers ===&lt;br /&gt;
&lt;br /&gt;
* '''Spitting''' gives you spit (if you are a creature that can), which can be aimed at someone in much the same way as any projectile. To get this, choose natural ability and then spit in the reactions menu. Other natural abilities exist (such as breathing fire), but only some are usable, since some belong to creatures that are not playable.&lt;br /&gt;
&lt;br /&gt;
You may also gain acquired abilities when you become a creature of the night, such as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
=== Composing ===&lt;br /&gt;
&lt;br /&gt;
Composing allows you to select '''musical compositions''' or '''choreography''' to create new songs and dances. Upon selecting one of the two, you will then be able to select from one of the art forms already known to the adventurer, which the specific song or dance will be an example of.&lt;br /&gt;
&lt;br /&gt;
=== Writing ===&lt;br /&gt;
&lt;br /&gt;
'''[[Writer|Writing]]''' allows the adventurer to write books and scrolls, allowing one to create various types of literature. Writing requires reading or writing skill as a prerequisite, along with a blank scroll or quire available. Each option produces different results.&lt;br /&gt;
&lt;br /&gt;
* '''Guide''' - General writing about a specific site, generally described as &amp;quot;concerning&amp;quot; that town, dark pit, etc. without going into detail.&lt;br /&gt;
&lt;br /&gt;
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The ascension of that adventurer to lordship, companions joining the party, and other such events.&lt;br /&gt;
&lt;br /&gt;
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.&lt;br /&gt;
&lt;br /&gt;
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject.&lt;br /&gt;
&lt;br /&gt;
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.&lt;br /&gt;
&lt;br /&gt;
* '''Composition''' - Writes new songs. This functions similarly to composing new songs, with the added benefit of writing it down for others to learn. However, unlike normal composition you do not get to select which musical form to base the song on.&lt;br /&gt;
&lt;br /&gt;
* '''Choreography''' - As with compositions above, this writes down a new dance based on a randomly-selected dance form the adventurer knows.&lt;br /&gt;
&lt;br /&gt;
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.&lt;br /&gt;
&lt;br /&gt;
Additionally at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.&lt;br /&gt;
&lt;br /&gt;
== Woodcutting, building and site management ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|b}}&lt;br /&gt;
| Found a site and build&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.&lt;br /&gt;
&lt;br /&gt;
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).&lt;br /&gt;
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and &amp;quot;build&amp;quot; the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).&lt;br /&gt;
&lt;br /&gt;
=== Faction management ===&lt;br /&gt;
&lt;br /&gt;
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the&lt;br /&gt;
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
:'' Main article: [[Site]]&lt;br /&gt;
More information on each type of site can be found in the site's specific article.&lt;br /&gt;
&lt;br /&gt;
At these sites you can trade, take quests, or talk with people:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|0:0:1}} &lt;br /&gt;
| [[Mountain halls]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:0}} &lt;br /&gt;
| [[Hillocks]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Ω|7:0:1}} &lt;br /&gt;
| [[Fortress]]&lt;br /&gt;
| Dwarves&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|7:0:1}} &lt;br /&gt;
| [[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 for accomplishing a quest or just for [[fun]]:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;&amp;quot; class=wikitable class=sortable&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!|'''Tile'''&lt;br /&gt;
!|'''Name'''&lt;br /&gt;
!|'''Inhabitated by'''&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|☼|6:0:1}} &lt;br /&gt;
| [[Camp]]&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|○|0:6:0}} &lt;br /&gt;
| [[Fort]]{{version|0.47.01}}&lt;br /&gt;
| Bandits&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|º|5:0:0}} &lt;br /&gt;
| [[Dark pits]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Π|0:0:1}} {{Raw Tile|Π|5:0:1}}&lt;br /&gt;
| [[Dark fortress]]&lt;br /&gt;
| Goblins&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} &lt;br /&gt;
| [[Cave]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|#|0:7:1}}&lt;br /&gt;
| [[Labyrinth]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|•|0:0:1}} {{Raw Tile|•|2:0:1}} &lt;br /&gt;
| [[Lair]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|μ|6:0:1}} {{Raw Tile|μ|7:0:1}} {{Raw Tile|μ|7:0:0}} {{Raw Tile|μ|0:0:1}} {{Raw Tile|μ|5:0:1}} &lt;br /&gt;
| [[Ruin|Ruins]]&lt;br /&gt;
| Monsters?&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|Å|7:0:0}} &lt;br /&gt;
| [[Shrine]]&lt;br /&gt;
| Monsters&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|0|0:0:1}} &lt;br /&gt;
| [[Tomb]]&lt;br /&gt;
| Undead&lt;br /&gt;
|-&lt;br /&gt;
| {{Raw Tile|I|5:0:0}} &lt;br /&gt;
| [[Tower (necromancy)|Tower]]&lt;br /&gt;
| Undead&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
:'' Main page: [[Adventurer mode F.A.Q.]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode gameplay]]&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=252919</id>
		<title>Adventurer mode character creation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adventurer_mode_character_creation&amp;diff=252919"/>
		<updated>2020-06-05T14:41:32Z</updated>

		<summary type="html">&lt;p&gt;VVVVVV: /* Occupation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Main menu:''' [[Adventure mode]];[[Adventurer mode gameplay|Gameplay]]; [[Adventurer mode F.A.Q.|FAQ]]&lt;br /&gt;
&lt;br /&gt;
==Race and civilization==&lt;br /&gt;
[[File:Adventurer mode race choosing menu.PNG|500px|thumb|right|Race choosing menu]]&lt;br /&gt;
[[File:Adventurer mode civilization choosing menu.PNG|500px|thumb|right|Civilization choosing menu]]&lt;br /&gt;
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, however, adventure mode cannot be played.&lt;br /&gt;
&lt;br /&gt;
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear &amp;quot;small&amp;quot;-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
* '''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.&lt;br /&gt;
&lt;br /&gt;
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.&lt;br /&gt;
&lt;br /&gt;
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.&lt;br /&gt;
&lt;br /&gt;
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}&lt;br /&gt;
&lt;br /&gt;
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as one of their populations exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such, a short description cannot be given. Before 47.01 they started without any armor; in 47.01 you can choose items you start with, including armor, but animal people still have the problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.&lt;br /&gt;
&lt;br /&gt;
===Outsider===&lt;br /&gt;
&lt;br /&gt;
Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.&lt;br /&gt;
&lt;br /&gt;
Outsiders will always try to begin in a populated site. Caves, and even lairs with [[megabeast]]s will be chosen, when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.&lt;br /&gt;
&lt;br /&gt;
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be available if they were part of a civilization. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill, 55 equipment&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill, 255 equipment&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
{{new in|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]&lt;br /&gt;
You can choose the town you start at, your occupation (affects skills) and religious beliefs, if any.&lt;br /&gt;
&lt;br /&gt;
=== Home ===&lt;br /&gt;
&lt;br /&gt;
This decides where you start the game at, and what local government you initially belong to. Generally this is not very important, as you can always make your way to &amp;quot;better&amp;quot; sites later, but there are advantages to certain site types, and disadvantages to others. [[Mountain halls]] and [[fortress|fortresses]] can prove difficult to get out of, so they are not recommended to the new player.&lt;br /&gt;
&lt;br /&gt;
The available site types depend on civilization type (e.g. dwarven, human or elven), but all in all there are: [[hamlet]], [[town]], [[castle]], [[fort]], [[hillock]], [[fortress]], [[mountain halls]], [[forest retreat]], [[camp]].&lt;br /&gt;
&lt;br /&gt;
This also affects your &amp;quot;childhood friends&amp;quot;, what people your adventurers already know by the start of the game. If you start in an important (well-populated) site, your friends may very well encompass royalty or semi-important priests.&lt;br /&gt;
&lt;br /&gt;
Note: As you have already selected a civilization in the previous screen, all sites you will be able to choose will be of that civilization and that civilization only. If you want other sites to choose from, you have to go back.&lt;br /&gt;
&lt;br /&gt;
=== Occupation ===&lt;br /&gt;
&lt;br /&gt;
The occupation selection might seem glamorous and all, but truly, most of the occupations are only there for flavor. They do grant [[skill]]s, but most of these are not currently usable in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
The available occupations are dependent on civilization, with elven civilizations having only a few of the occupations available to humans and dwarves. Outsiders can't chose any occupation at all. &lt;br /&gt;
&lt;br /&gt;
Notable occupations are [[hearthperson]], fortress guard and soldier which grant you a position as the vassal of a local [[noble]] (lord/lady, captain of the guard or mercenary/bandit leader) instead of any skills. The '''Hunter''' occupation also has several skills that are usable in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
The level of skill granted is dependent on your adventurer status (peasant, hero, or demigod), with the greater getting more skill levels. For this reason, the list below doesn't include any set skill levels, instead using the terms &amp;quot;Low-level&amp;quot;, &amp;quot;Mid-level&amp;quot; and &amp;quot;High-level&amp;quot;. To see what those correspond to, see the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Status&lt;br /&gt;
! Low-level&lt;br /&gt;
! Mid-level&lt;br /&gt;
! High-level&lt;br /&gt;
|-&lt;br /&gt;
| Peasant&lt;br /&gt;
| Novice&lt;br /&gt;
| Competent&lt;br /&gt;
| Talented&lt;br /&gt;
|-&lt;br /&gt;
| Hero&lt;br /&gt;
| Adequate&lt;br /&gt;
| Proficient&lt;br /&gt;
| Professional&lt;br /&gt;
|-&lt;br /&gt;
| Demigod&lt;br /&gt;
| Competent&lt;br /&gt;
| Adept&lt;br /&gt;
| Master&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
Occupations and skills:&lt;br /&gt;
*'''Hearthperson''', '''Fortress Guard''' or '''Soldier''': None, see above.&lt;br /&gt;
*'''Miner''': Mid-level [[miner]]&lt;br /&gt;
*'''Woodworker''': Mid-level [[carpenter]], [[wood cutter]] and [[bowyer]]&lt;br /&gt;
*'''Carpenter''': High-level [[carpenter]]&lt;br /&gt;
*'''Bowyer''': High-level [[bowyer]]&lt;br /&gt;
*'''Woodcutter''': High-level [[wood cutter]]&lt;br /&gt;
*'''Stoneworker''': Mid-level [[mason]] and [[engraver]]&lt;br /&gt;
*'''Engraver''': Mid-level [[engraver]]&lt;br /&gt;
*'''Mason''': Mid-level [[mason]]&lt;br /&gt;
*'''Ranger''': Mid-level [[ambusher]], [[animal trainer]], [[animal caretaker]], [[animal dissector]] and [[Trapper]]; Low-level [[marksdwarf]] and [[dodger]]&lt;br /&gt;
*'''Animal Caretaker''': High-level [[animal caretaker]]&lt;br /&gt;
*'''Animal Trainer''': High-level [[animal trainer]]&lt;br /&gt;
*'''Hunter''': High-level [[ambusher]]; Skilled [[marksdwarf]] and [[dodger]]&lt;br /&gt;
*'''Trapper''': High-level [[trapper]]&lt;br /&gt;
*'''Animal Dissector''': High-level [[animal dissector]]&lt;br /&gt;
*'''Metalsmith''': Mid-level [[weaponsmith]], [[armorsmith]], [[metalsmith]], [[metal crafter]] and [[furnace operator]]&lt;br /&gt;
*'''Furnace Operator''': High-level [[furnace operator]]&lt;br /&gt;
*'''Weaponsmith''': High-level [[weaponsmith]]&lt;br /&gt;
*'''Armorer''': High-level [[armorsmith]]&lt;br /&gt;
*'''Blacksmith''': High-level [[blacksmith]]&lt;br /&gt;
*'''Metal Crafter''': High-level [[metal crafter]]&lt;br /&gt;
*'''Jeweler''': Mid-level [[gem setter]] and [[gem cutter]]&lt;br /&gt;
*'''Gem Cutter''': High-level [[gem cutter]]&lt;br /&gt;
*'''Gem Setter''': High-level [[gem setter]]&lt;br /&gt;
*'''Craftsdwarf''': Mid-level [[bone carver]], [[glassmaker]], [[weaver]], [[stone crafter]], [[wood crafter]], [[potter]], [[wax worker]], [[glazer]], [[leatherworker]], [[clothier]], [[papermaker]] and [[bookbinder]]&lt;br /&gt;
*'''Woodcrafter''': High-level [[wood crafter]]&lt;br /&gt;
*'''Stonecrafter''': High-level [[stone crafter]]&lt;br /&gt;
*'''Leatherworker''': High-level [[leatherworker]]&lt;br /&gt;
*'''Bone Carver''': High-level [[bone carver]]&lt;br /&gt;
*'''Weaver''': High-level [[weaver]]&lt;br /&gt;
*'''Clothier''': High-level [[clothier]]&lt;br /&gt;
*'''Glassmaker''': High-level [[glassmaker]]&lt;br /&gt;
*'''Potter''': High-level [[potter]]&lt;br /&gt;
*'''Glazer''': High-level [[glazer]]&lt;br /&gt;
*'''Wax Worker''': High-level [[wax worker]]&lt;br /&gt;
*'''Strand Extractor''': High-level [[strand extractor]]&lt;br /&gt;
*'''Fishery Worker''': Mid-level [[fisherdwarf|fisherman]], [[fish dissector]] and [[fish cleaner]]&lt;br /&gt;
*'''Fisherman''': High-level [[fisherdwarf|fisherman]]&lt;br /&gt;
*'''Fish Dissector''': High-level [[fish dissector]]&lt;br /&gt;
*'''Fish Cleaner''': High-level [[fish cleaner]]&lt;br /&gt;
*'''Farmer''': Mid-level [[butcher]], [[grower]], [[milker]], [[gelder]], [[shearer]], [[spinner]], [[cheese maker]], [[tanner]], [[dyer]], [[herbalist]], [[brewer]], [[thresher]], [[cook]], [[miller]], [[presser]] and [[beekeeper]]&lt;br /&gt;
*'''Cheese Maker''': High-level [[cheese maker]]&lt;br /&gt;
*'''Milker''': High-level [[milker]]&lt;br /&gt;
*'''Cook''': High-level [[cook]]&lt;br /&gt;
*'''Thresher''': High-level [[thresher]]&lt;br /&gt;
*'''Miller''': High-level [[miller]]&lt;br /&gt;
*'''Butcher''': High-level [[butcher]]&lt;br /&gt;
*'''Tanner''': High-level [[tanner]]&lt;br /&gt;
*'''Dyer''': High-level [[dyer]]&lt;br /&gt;
*'''Planter''': High-level [[grower]]&lt;br /&gt;
*'''Herbalist''': High-level [[herbalist]]&lt;br /&gt;
*'''Brewer''': High-level [[brewer]]&lt;br /&gt;
*'''Soap Maker''': High-level [[soaper]]&lt;br /&gt;
*'''Potash Maker''': High-level [[potash maker]]&lt;br /&gt;
*'''Lye Maker''': High-level [[lye maker]]&lt;br /&gt;
*'''Wood Burner''': High-level [[wood burner]]&lt;br /&gt;
*'''Shearer''': High-level [[shearer]]&lt;br /&gt;
*'''Spinner''': High-level [[spinner]]&lt;br /&gt;
*'''Presser''': High-level [[presser]]&lt;br /&gt;
*'''Beekeeper''': High-level [[beekeeper]]&lt;br /&gt;
*'''Engineer''': Mid-level [[mechanic]], [[pump operator]], [[siege engineer]], [[siege operator]], [[optics engineer]], [[fluid engineer]] and [[student]]; Low-level [[reader]], [[wordsmith]] and [[writer]]&lt;br /&gt;
*'''Mechanic''': High-level [[mechanic]]&lt;br /&gt;
*'''Siege Engineer''': High-level [[siege engineer]]&lt;br /&gt;
*'''Siege Operator''': High-level [[siege operator]]&lt;br /&gt;
*'''Pump Operator''': High-level [[pump operator]]&lt;br /&gt;
*'''Clerk''': Mid-level [[record keeper]]&lt;br /&gt;
*'''Administrator''': Mid-level [[organizer]]&lt;br /&gt;
*'''Trader''': Mid-level [[appraiser]]&lt;br /&gt;
*'''Architect''': Mid-level [[building designer]]&lt;br /&gt;
*'''Doctor''': Mid-level [[diagnostician]], [[surgeon]], [[bone doctor]] and [[suturer]]; Low-level [[reader]], [[wordsmith]], [[writer]] and [[wound dresser]]&lt;br /&gt;
*'''Diagnoser''': High-level [[diagnostician]]; Mid-level(-1) [[wound dresser]]&lt;br /&gt;
*'''Bone Doctor''': High-level [[bone doctor]]; Mid-level(-1) [[wound dresser]]&lt;br /&gt;
*'''Suturer''': High-level [[suturer]]; Mid-level(-1) [[wound dresser]]&lt;br /&gt;
*'''Surgeon''': High-level [[surgeon]]; Mid-level(-1) [[wound dresser]]&lt;br /&gt;
*'''Gelder''': High-level [[gelder]]&lt;br /&gt;
*'''Papermaker''': High-level [[papermaker]]&lt;br /&gt;
*'''Bookbinder''': High-level [[bookbinder]]&lt;br /&gt;
&lt;br /&gt;
=== Belief ===&lt;br /&gt;
&lt;br /&gt;
This decides what [[deity]] or [[religion]] you put your faith in. You may also be atheist/have no faith, and sometimes this is the only option given to you. With {{k|w}}{{k|q}} you control how ardent your faith is.&lt;br /&gt;
&lt;br /&gt;
== Starting attributes ==&lt;br /&gt;
[[File:Adventure mode skills and attributes menu.PNG|500px|thumb|right|Attributes and skills choosing menu]]&lt;br /&gt;
[[Attribute]]s are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.&lt;br /&gt;
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills, especially defensive ones, rely on it. Increases attack velocity and potential attack rate.&lt;br /&gt;
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.&lt;br /&gt;
*'''Recuperation''': Increases the rate of wound healing.&lt;br /&gt;
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].&lt;br /&gt;
&lt;br /&gt;
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Focus''': Affects Archer, Ambusher, Observer.&lt;br /&gt;
&lt;br /&gt;
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.&lt;br /&gt;
&lt;br /&gt;
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence &amp;quot;make believe&amp;quot;, now able to be performed by children.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.&lt;br /&gt;
&lt;br /&gt;
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.&lt;br /&gt;
&lt;br /&gt;
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.&lt;br /&gt;
&lt;br /&gt;
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.&lt;br /&gt;
&lt;br /&gt;
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.&lt;br /&gt;
&lt;br /&gt;
=== Attribute advancement cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double starting value, or starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer started with an ''above average'' strength of 1,100, then their strength would ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely-important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes (unless you become a [[night creature]], that is).&lt;br /&gt;
&lt;br /&gt;
== Starting skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game. &lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventure are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.&lt;br /&gt;
&lt;br /&gt;
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.&lt;br /&gt;
&lt;br /&gt;
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.&lt;br /&gt;
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.&lt;br /&gt;
*'''[[Hammerman]]''': allows characters to use crossbows in melee, [[maul]]s, and war hammers more effectively. Useful for breaking limbs.&lt;br /&gt;
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Lasher]]''': allows characters to use [[whip]]s and [[scourge]]s more effectively. Very deadly weapons.&lt;br /&gt;
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.&lt;br /&gt;
*'''[[Pikeman]]''': allows characters to use [[pike]]s more effectively - like [[spear]]s, but much bigger.&lt;br /&gt;
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.&lt;br /&gt;
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.&lt;br /&gt;
&lt;br /&gt;
=== General combat ===&lt;br /&gt;
&lt;br /&gt;
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.&lt;br /&gt;
&lt;br /&gt;
*'''[[Fighter]]''': This increases with, and contributes to, melee combat, whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon type. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.&lt;br /&gt;
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.&lt;br /&gt;
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed combat and improvised weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often - see [[#Wrestling and Unarmed Attacks]] for details. &lt;br /&gt;
*'''[[Striker]]''': Punching ability. Comes in handy when weapons get stuck, and there is no time to wrest them back.&lt;br /&gt;
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.&lt;br /&gt;
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting, you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races, this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.&lt;br /&gt;
*'''[[Thrower]]''': Throwing any miscellaneous object - rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.&lt;br /&gt;
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items - items actually intended to be weapons, like swords or axes, are unaffected by this skill.&lt;br /&gt;
&lt;br /&gt;
=== Movement and awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature ''in'' the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while travelling from place to place when speed is not important. Enemies will have &amp;quot;sight ranges&amp;quot; from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in the back in time.&lt;br /&gt;
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.&lt;br /&gt;
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.&lt;br /&gt;
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things:&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including &amp;quot;☼Masterpiece☼&amp;quot;. Bone carving adventurers can also make bone figurines, and customize their appearance.&lt;br /&gt;
&lt;br /&gt;
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.&lt;br /&gt;
&lt;br /&gt;
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Almost all of these are only used in arguments. &lt;br /&gt;
&lt;br /&gt;
*'''[[Persuader]]''': Increases your ability to convince people of your view.&lt;br /&gt;
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.&lt;br /&gt;
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.&lt;br /&gt;
&lt;br /&gt;
=== General performance skills ===&lt;br /&gt;
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.&lt;br /&gt;
&lt;br /&gt;
*'''[[Musician]]''': Increases quality of all instrument-based performances, this is your all-around instrument skill, very similar to speaker and fighter, except with instruments.&lt;br /&gt;
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to &amp;quot;Fighter&amp;quot; skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Performance skills ===&lt;br /&gt;
[[File:Adventurer mode appearance menu.PNG|500px|thumb|right|Appearance choosing menu]]&lt;br /&gt;
[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]&lt;br /&gt;
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.&lt;br /&gt;
&lt;br /&gt;
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.&lt;br /&gt;
*'''[[Singer]]''': Increases quality of all songs your character sings.&lt;br /&gt;
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.&lt;br /&gt;
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.&lt;br /&gt;
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.&lt;br /&gt;
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.&lt;br /&gt;
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others) &lt;br /&gt;
&lt;br /&gt;
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''&lt;br /&gt;
&lt;br /&gt;
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.&lt;br /&gt;
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers (''assuming the character has the zombie-making faculty to begin with''). You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything, anyway - except the taste, of course.&lt;br /&gt;
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.&lt;br /&gt;
&lt;br /&gt;
== Character appearance and preferences ==&lt;br /&gt;
&lt;br /&gt;
You are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. Appearance does not seem to affect anything{{verify}}&lt;br /&gt;
&lt;br /&gt;
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed while playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}&lt;br /&gt;
&lt;br /&gt;
In the current version, some of these are unable to be fulfilled in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
== Inventory and pets ==&lt;br /&gt;
[[File:Adventurer mode inventory menu.PNG|500px|thumb|right|Inventory menu]]&lt;br /&gt;
&lt;br /&gt;
You can choose the weapons, (if any, given [[wrestling]] skill) armor and pets you start with. The menu is similar to fortress mode, but the amount of starting points depends on your status:&lt;br /&gt;
* Peasant - 55&lt;br /&gt;
* Hero - 255&lt;br /&gt;
* Demigod - 1255&lt;br /&gt;
&lt;br /&gt;
Items and pets share the same pool of points.&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
[[ru:Adventurer mode character creation]]&lt;/div&gt;</summary>
		<author><name>VVVVVV</name></author>
	</entry>
</feed>