v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Adventurer mode"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Quick correction)
Line 863: Line 863:
 
* '''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 adventure has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.
 
* '''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 adventure has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.
  
* '''Chronicle''' - In-depth writing about a particular site. This will be presented as multiple characters, each chapter relating to a historical event that occurred at that site.
+
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple characters, each chapter relating to a historical event related to the writing's subject.
  
 
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.
 
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.

Revision as of 23:07, 20 May 2016

This article is about the current version of DF.
Note that some content may still need to be updated.


This is a detailed reference guide for Adventurer Mode. For a tutorial see the Adventure Mode Quickstart Guide.
See Adventure Mode quick reference to quickly look up key commands.


In Adventurer Mode (also called "adventure mode") you create a single adventurer (dwarf, human, elf, goblin, or one of the varieties of animal people) who starts out somewhere in one of your generated worlds. You can learn about what ails the world and go on quests to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find caves, shrines, lairs, abandoned towers, and other towns and settlements. You can even visit your previously abandoned and retired fortresses and take all the precious items you yourself once created.

Unlike Fortress mode, Adventurer Mode is a sort of advanced open world RPG version of rogue or nethack taking place in the same procedurally generated worlds used for Fortress Mode. Whereas in fortress mode you are in charge of a large group of people in real-time restricted to a small parcel, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.


World Selection

You can play Adventurer mode in any world that has a civilization with the ADVENTURE_TIER token (which are elf, dwarf, humans, goblins, as well as animal peoplev0.42.01). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, Animal People can live with any civilization, in virtually any location. Human cities and towns are currently the only sites with shops and other places to officially buy goods.

If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.


Character Creation

Race and Civilization

Any race with the ADVENTURE_TIER token is playable in adventure mode. In an unmodded game, this means Dwarves, Elves, and Humans. All three races can complete the same quests.

  • Humans Always originate from one of the villages in the world, begin with bronze, copper, or iron weapons, and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  • Human Outsiders Human Outsiders are humans that aren't from that world or any of its villages. They simply appear in the wilderness, a stranger to all. You may always play as an outsider, even if the world is otherwise completely uninhabited. Outsiders can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the INDIV_CONTROLLABLE token to the race's entity definition.
  • 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 which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in human shops. Goblin armor fits them, making Dark Fortresses (if your computer can handle them) and bandits 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.
  • 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 also have the AT_PEACE_WITH_NATURE tag. This makes all wildlife passive towards them.They also have a notably better sense of smell compared to the other races with a SMELL_TRIGGER of 10, instead of 90, which means they can sense smells over much larger distances. Like dwarves they wear small sized clothing and will have the same problem finding suitable armor and weapons.
  • Kobolds can be played only if there are no other civilizations and there are kobolds. They are very small and weak in combat and a huge challenge compared to the other races. They wear even smaller armor than the other races and armor will be impossible to find for them, unless you are absurdly lucky and run into armored kobolds.
  • Intelligent Wilderness Creaturesv0.42.01 can be played not only in varying conditions as above, but also as part of another parent civilization such as elves, humans, and dwarves. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills.

If no civilization for a given race exists in a world you can only play as an outsider.

Status

Determines the number of starting skill and attribute points, which does not change based on race:

  • Peasant: 15 attribute, 35 skill
  • Hero: 35 attribute, 95 skill
  • Demigod: 105 attribute, 161 skill

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.

Starting Attributes

Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.

Body

  • Strength: Alters the damage you inflict in melee regardless of weapon used. Increases muscle size. This increased muscular layer helps prevent damage, although this is a pretty minor effect. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
  • Agility: This attribute is directly related to a character's Speed and is also used in combat skills. Agility is really, really important as being faster than the enemies allows you to get more hits in before they can fight back and lets you run away more easily.
  • Toughness: Reduces physical damage inflicted on you. Also relates to defensive combat skills.
  • Endurance: Reduces the rate at which the adventurer becomes exhausted. Becoming exhausted causes you to collapse, helpless and immobile and can cause you to pass out.
  • Recuperation: Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.
  • Disease Resistance: Seems to have some effect on vampirism infectivity; may have to do with infected wounds.

Soul

Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.

  • 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.v0.42.01
  • Focus: Affects Archer, Ambusher, Observer.
  • Willpower: Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
  • Creativity: This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.v0.42.01
  • Intuition: Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
  • Patience: May have some effect on dealings with others as a result of the new conversation system.[Verify]
  • Memory: Memory is applied to the Student and Reading skills. Higher Student 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.
  • Linguistic Ability: Affects any speaking and writing ability, improves the ability to communication both thoughts and feelings to listeners. Likely also required for 'eloquent speech'.[Verify]
  • Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.v0.42.01
  • Musicality: Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.v0.42.01
  • Kinesthetic Sense: Affects most combat skills, walking with crutches, swimming and dancing
  • Empathy: Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
  • Social Awareness: Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.

Attribute Advancement Cap

Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an above average strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a below average strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the superior range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.

Starting Skills

Not all races have the same sets of skills available at character creation time, but keep in mind that all starting skills, as well as ones not available at character creation, can be improved through use in game.

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.

Weapon

The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a large copper dagger will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.

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.

Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.

Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.

  • Axeman: allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.
  • Bowman: skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.
  • Crossbowman: allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.
  • Hammerman: allows characters to use crossbows in melee, mauls, and war hammers more effectively. Useful for breaking limbs.
  • Knife user: allows characters to use large daggers and knives more effectively. Useful for stabbing things.
  • Lasher: allows characters to use whips and scourges more effectively. Very deadly weapons.
  • Maceman: allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.
  • Pikeman: allows characters to use pikes more effectively. Like spears, but much bigger.
  • Spearman: allows characters to use spears more effectively. Useful for stabbing things.
  • 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.

General Combat

These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.

  • Fighter: This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
  • 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 increasing your skills and attributes for information on raising bowman/marksman skills.

Defensive

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.

  • 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.
  • 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 entirety) 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.
  • 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.

Unarmed Combat and Improvised Weapons

While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.

  • Wrestler: Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See #Wrestling and Unarmed Attacks for details. Can be raised very easily in game.
  • Striker: Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
  • Kicker: Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
  • 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.
  • Thrower: Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
  • Miscellaneous object user: Ability to beat things to death with anything that comes at 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.

A well written article on martial arts "Kisat Dur" can be found on the forums here.

Movement and Awareness

  • Observer: Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.
  • 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.
  • Ambusher: The skill of Sneaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" 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 their back in time.
  • 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.
  • 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.
  • 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.

Crafting

These allow your character to create things.

  • Knapper: The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.
  • Bone carver: The art of making knick knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same qualities of dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.
  • Writer: Your adventurers 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 has proven profitable.

Social

Almost all of these are only used in arguments.

  • Persuader: Increases your ability to convince people of your view.
  • Judge of intent: Allows you to tell how the opponent is arguing, unknown if higher levels change anything.
  • Flatterer: Increases your ability to flatter your way out of the argument.

Other

  • 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.
  • Butcher: The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway. Except the taste, of course.
  • Wordsmith: It is unknown exactly what this skill effects, but likely it effects the quality of books and poems and other written materials

Gameplay

Common UI Concepts

About key symbols

This wiki uses symbols that look like t or Ui t.pngt to indicate what keys or interface buttons are used for an operation. Note that keys are case sensitive and to save space, Shift+t is shown as T. So t means "press the 't' key without the shift key" and T means "hold down shift and press the 't' key". Lowercase and uppercase keys will often perform different functions, so it is important to use the correct key. Sequences of keys will be in separate boxes, so abC means "press 'a', then press 'b', then hold shift and press 'c'"; while Ui b.pngbUi bT.pngT means "press 'b', then hold shift and press 'T'. A plus sign '+' between the boxes means to press them all together, so Shift+Enter means to hold shift and press 'Enter'. Other separators, such as ',' or '-', might be used but mean the same as no separator: to press the keys in sequence.

Keybindings can be seen and changed on the Keybindings tab in the Settings menu.

Menu navigation and selection

Esc or right mouse Go back to the previous screen/menu
Mouse wheel Scroll menu one line
Shift+mouse wheel Scroll menu one page
Left mouse Select menu option

Esc or right mouse will almost always return to the previous screen until you get to the top level of the UI, at which point Esc will display the options menu.

Moving Around

Local Movement

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.
8 2 4 6 7 9 1 3 Move
Move
Alt and a direction key Move carefully / Deliberately enter dangerous terrain
Shift+< or Shift+5 (num lock off) Ascend
Shift+> or Ctrl+5 (num lock off) Descend
. Wait for 10 instants
, Wait for 1 instant
s Stand or lie down
S Open Movement Speed/Sneak Menu

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 Alt+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.

If you hit j, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance.

Hitting . allows you to stay in one place and wait for other things to move. , does the same but with a tenth of the time it takes for ..

Use 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 s to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.

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 yours, 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 is also affected by a variety of other factors detailed on the Sneak screen, such as light level and weather.

If you hold onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, then climb up the other.

Fast Travel

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.
T Fast Travel
d Exit fast travel mode
K Display detected tracks and odors
c Toggle display of clouds on region map
s Walk around in sneak mode. Exiting fast travel starts you in sneak mode.
m Cycle through maps and significant structures
Q View Quest Log
Z Bring up sleep menu
h Hide parts of the bottom bar
> and < Enter/exit tunnel

Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.

Along the top of the map is a line showing the sky, and 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, and will be more vulnerable to attack in general.

If you are not near any sites, the 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 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 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.

The h key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:

  • 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.
  • 2 presses: hide most local name, reducing the bar to one line of text.
  • 3 presses: hide less local name, eliminating the bar entirely.
  • 4 presses: shows all information

Status and Information

l Look around
Space Advance/Clear Messages
a View Announcements
z Status

Looking Around

If you're not sure what a tile is, the look 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.

Move the cursor to the tile you want to look at using direction keys and Shift+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the < and > keys. This, for example, allows you to find out if any flying creatures are above you. Hit Esc to exit look mode and go back to movement mode.

Messages

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 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 a.

Status Screen

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.

Saving the Game

Hit the Esc key at any time and select Save Game to save your game. You can then come back to it later by using the Continue Playing option in the main menu.


Searching and Manipulating

u Interact with building, furniture, or mechanism
L Search the nearby area very carefully

The u key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.

L will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.

Managing Equipment

i Show Inventory
d Drop an item
g Get (pickup) an item off the ground
p Put an item into a container
r Remove an item you are wearing or from a container
w Wear an item
I Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
q Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)

Inventory

Press i to display a list of what you are currently carrying. Press - + * / to scroll 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.

Getting/Dropping Things

You can drop items in your inventory, as well as get items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press - + * / 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 q to sheathe whatever you have in your hands before you pick something up. If you do not (and you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.

g will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.

Containers

Items can be placed into containers with p and removed with r.

Wearing

Items can be worn using w and removed using 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 removing items in that location and then wear them again in order of priority. You also must put on equipment in an order that makes sense,. for example a shirt first then the armor, not the other way around. Armor must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armor second. After all, who, in real life, would wear chainmail over a hard plate?

Note that "large" or "small" 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.

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 wear it, granted you don't already have too much on that equipment slot already. You can remove or drop inferior equipment as necessary.

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. The thin, flexible chain can be worn under the breastplate, but not the other way around.

Wielding

There is no command for wielding items such as weapons in specific hands. Instead, they are automatically equipped when you either get them from the ground or remove them from your backpack - provided the hand that would wield them is free. So in order to change weapons or shields 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 remove command and the put into container command.

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. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.

Once equipped, weapons and shields can be quickly drawn and sheathed with 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 removed for use, and stowed again without occupying other inventory containers.

It should be noted that Dwarf Fortress does not enforce one particular hand as dominant for everyone, so do not be surprised if your character holds the weapon and shield in hands you yourself would not hold them in.

Advanced Interaction

The I key allows "complex interaction" with objects in your inventory.

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.

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.

This command is particularly useful for getting water. When standing next to a well you press the u key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the I key to fill your waterskin from the full bucket (alternatively you can press the e key to drink directly from the bucket).

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

Sheathing

The q key lets you strap your weapons to your back.

This is useful because you can't climb or wrestle with your hands unless your hands are free.

People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack.

Time and Weather

D Date
P Temperature
W Weather/Time

The game has a day/night cycle with time passing as various actions take place.

When using quick travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day.

In local travel mode you'll have to use the 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. Rain 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 Interact with your waterskin to heat it over the fire and melt the ice.

Sleep

Z Sleep

Eventually your character will become Drowsy and this will get worse until you get sufficient sleep.

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 to talk to a human, and ask for permission to stay the night. Next press Z to sleep, d to sleep until dawn, then 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 "Number of Night creatures" to 0)

Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then Bogeymen won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by Bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest 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 lair as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.

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 stand up and lie down s 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 follower 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.

Food and Drink

e Eat or drink something

To find water, you must find a river, stream, or well in a town and fill your waterskin 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.

Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink a few times at a time; after that you'll need to rest, or wait until you can consume another meal. 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 you might have trouble finding liquid water. Snow and ice can be heated into water by first making a campfire with g and then performing an advanced interaction with I on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin can also be used to gather water from water sources, or snow from the ground.

Announcements when eating

When eating or drinking, the following announcements will be displayed:

  • (nothing): You can eat or drink more, no problem.
  • You are starting to feel full: You can eat or drink one more time, but any more than that will cause problems.
  • You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.
  • It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely vomit.

Combat

8 2 4 6 7 9 1 3 Attack adjacent hostile creature
Attack adjacent hostile creature
A Attack an adjacent creature.
f Fire a projectile
t Throw an item
C Open combat preferences interface

Combat is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.

Melee Attacks

Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or complexly interacting with the weapon.

Any creature can be attacked by standing next to it and pressing A. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using alt+y.

After selecting (and maybe confirming) which creature you want to attack, a will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.[Verify] Attacks which "can't land squarely" are generally still effective.

Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions.

Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in Dwarf Fortress 2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.


There are several options below the hitting menu. Quick attacks are faster than regular attacks but weaker. Heavy attacks are slower but attack harder. Wild attacks are faster and hit harder but are inaccurate. Precise attacks are very slow but are much more likely to hit. Multi-attacks allow you to attack several times in a row at a great cost to the effectiveness of any one of the chosen attacks.


In addition to aimed attacks pressing A also allows for the three defensive maneuvers blocking, dodging and parrying. They do not have fixed keys because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move on step in this direction possibly any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it. If several attacks are incoming the remaining attacks will not be affected.

Ranged Attacks

To attack with a ranged weapon press the f key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the t key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.[Verify] For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.

It is not possible to aim for specific body parts with ranged or thrown attacks.

Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like looking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.

Wrestling and Unarmed Attacks

Main article: Wrestling

Wrestling (grappling) can be performed by selecting an enemy via A followed by b to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.

For a detailed list of moves such as takedowns, throws, choke holds, etc., see Wrestling.

It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with A.

Weapons

Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.

Wounds

If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced and might leave you open to fatal blows. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.

If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu I. Select the stuck bolt or arrow from the list and then pull it out with a You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.

Combat Preferences

At any time during gameplay (Except fast travel mode), you can press C to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:

  • attack
    • According to Opponent - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.
    • Strike - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.
    • Charge - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.
    • Close Combat - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time.
  • dodge
    • Move Around - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.
    • Stand Ground - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.