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Difference between revisions of "Adventurer mode"

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:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''
  
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[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]]
  
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].
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'''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).
:''See [[Adventure Mode quick reference]] to quickly look up key commands.
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----
  
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You can venture into the wilderness to discover [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, (or certain [[Mysterious dungeon|mysterious places]]), [[town]]s, and more. You might even decide to revisit your previously abandoned or retired [[fortress]]es, to reclaim the treasures you once crafted, or catch up with your dwarves on a more personal level. While building and crafting mechanics exist in [[dwarf fortress mode]], building is not available in the current version of adventure mode and crafting is quite limited without [[User:Valos/Adventurecraft|mods]].
  
In '''Adventurer Mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
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==World selection==
  
Unlike [[Fortress mode]], Adventurer Mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for Fortress Mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
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You can play adventure mode in any world that has a [[civilization]] with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are dwarven civilizations, human civilizations, and elven civilizations).
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Each civilization has its own preferred style of settlement:
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* Dwarven civs are spread between [[fortress|fortresses]] (which are built into the surface and almost always connect to the underground), [[mountain halls]] (which do not contain a direct connection to the surface, they are accessed through underground tunnels instead), and [[hillocks]] (a loose collection of mounds built into hillsides).
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* Elven civs inhabit [[forest retreat]]s.
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* Human civs inhabit cities, towns, and castles.
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* Goblin civs inhabit [[dark fortress|dark fortresses]] and [[dark pits]].
  
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Any species can be a part of any civilization. A civilization starts with a certain race as its population; over time, other races will join the civilization, as long as they can reach it.
  
=World Selection=
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[[Town]]s, forest retreats, and fortresses are currently the only sites with shops and other places to officially buy goods. If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it:
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* If retired, you will likely be able to encounter most of the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
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* If abandoned, the fortress will be considered deserted (''which pretty much means'' "'''don't abandon, if you were planning to have any further interaction whatsoever'''").
  
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws). 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. Human cities and towns are currently the only sites with shops and other places to officially buy goods.
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== Character creation ==
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{{main|Adventurer mode character creation}}
  
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 of 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.
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=== Race ===
  
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[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, humans, goblins, and animal people. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
  
=Character Creation=
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* '''Dwarves''' can enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As one of the smaller creatures, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
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* '''Elves''' have higher natural speed, and a notably sharper sense of smell. Like dwarves, they wear smaller-sized clothing.
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* '''Humans''' are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.
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*'''Goblins''' do not need to eat or drink, possess low light vision like dwarves, and wear the same size armor/clothing as dwarves and elves.
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* '''[[Animal person|Animal People]]''' come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if using armor made for them in a player fortress. Some are carnivorous, which limits their food options. You can either play as an animal person from a civilization with an existing population of that species, or you can play as an animal person who only just recently joined civilized society, using the "Intelligent Wilderness Creature" option; however, this option is only available to Ordinary characters.
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* '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Experiments do not need to eat, drink or sleep, but otherwise vary in size and details.
  
==Race and Civilization==
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=== Civilization ===
  
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
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The civilization you pick determines which sites you can start from, and what skills and items are available when creating a character, among other things.
  
*'''Humans''' Always originate from one of the villages in the world. begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
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* '''Dwarven civilizations''' have access to copper, bronze, iron, silver, and steel equipment, but not two-handed weapons or whips.
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* '''Elven civilizations''' only have access to weak wooden equipment, but wild animals will not attack characters who are members of an elven civilization. The only weapons they have are shortswords, longswords, spears, and bows.
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* '''Human civilizations''' have access to copper, bronze, iron, and silver equipment, and the widest selection of possible weapons, and can start as a [[hearthperson]]. Generally, you should pick a human civ if you want the intended adventure mode experience.
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* '''Outsiders''' are characters that don't start as a member of any civilization. Only humans can be outsiders by default. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from almost every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.
  
*'''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 [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.
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=== Destiny ===
  
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|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 armour found in 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 kill some dwarves. They can start with almost all of the same weapon skills as civilized humans. Many larger must be wielded two-handed by dwarves, due to their size.
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Affects the level of guidance and direction received. All destinies have access to the same world features, with higher destinies providing stronger guidance and starting conditions. Due to restrictions on starting [[site]]s, some creature types may not be available for higher destinies.
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*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires a market site containing a [[temple]] and a priest, which usually means a human civilization.
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*'''Hero:''' Compass directs to nearby sites. Requires a market site.{{verify|doesn't this mean heroes cannot be from dwarven civilizations unless they had conquered certain sites?}} Defaults to hearthperson (called soldier in elven civilizations), but can be changed. [[Adventurer_mode_gameplay#Companions|Companion recruitment]] is easier.
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*'''Ordinary:''' No guidance, compass, or additional restrictions on character creation.
  
*'''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. Like dwarves they wear small sized clothing and will have the same problem finding suitable armour.
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=== Difficulty ===
  
*'''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 armour than the other races and armour will be impossible to find for them, unless you are absurdly lucky and run into armoured kobolds.
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Determines the number of starting skill, attribute points, and equipment points.
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*'''Hard:''' 15 attribute, 35 skill, 55 equipment
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*'''Normal:''' 35 attribute, 95 skill, 255 equipment
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*'''Easy:''' 105 attribute, 161 skill, 1255 equipment
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The number of skill points is less significant than the number of attribute points, because the time it takes to go from Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.
  
If no civilization for the given race exists in a world you can only play as an outsider.
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=== Archetypes ===
  
== Status ==
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There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and [[reader]].
  
Determines the number of starting skill and attribute points, which does not change based on race:
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Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.
*'''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 ==
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=== Starting attributes ===
  
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
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:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes  
  
=== Body ===
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A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
  
*'''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.
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==== Body ====
*'''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 ===
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*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
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*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.
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*'''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.
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*'''Recuperation''': Increases the rate of wound healing.
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*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
  
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats.
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==== Soul ====
  
*'''Analytical Ability''': Useful only for Knapping; should be reduced to minimum.{{Verify}}
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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.]].
  
*'''Focus''': Affects Archer, Ambusher, Observer.
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*'''Analytical Ability''': Useful for Tracker, Knapping and Student.
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*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.
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*'''Willpower''': Affects melee combat (''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.
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*'''Creativity''': This influences quality of poems, songs, dances, and crafts.
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*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
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*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
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*'''Spatial Sense''': Important - affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, and Knapping
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*'''Musicality''': Influences the adventurer's ability to perform music and song well.
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*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.
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*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
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*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
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*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.
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*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.
  
*'''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.
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=== Starting skills ===
  
*'''Creativity''': Useless at the moment.
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:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.
  
*'''Intuition''': Only helps with Observer, which aids in spotting concealed enemies and ambushes. A useless skill since you rarely see these in adventure mode.
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Characters from different civilizations will have different sets of skills available at character creation time depending on the civilization that they are from, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game, with the exception of the Reader skill.
  
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
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This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].
  
*'''Memory''': Memory aids greatly in mapping out areas as the higher your memory the longer you'll remember an area. As you explore you'll forget previously explored areas, causing them to appear blank, as if you had never been there. If you have low enough memory you'll forget areas of large locations like underground catacombs while you're still in them, making finding your way very confusing, as things like the exit wont be visible anymore until you find it again. Best to have at least average memory.
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==== Weapon ====
  
*'''Linguistic Ability''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
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Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. Each skill enables the character to use the appropriate weapon more effectively.
  
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
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Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.
  
*'''Musicality''': Completely useless. Use this as a dump stat.
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Weapons may be chosen on the embark screen before starting an adventure.
  
*'''Kinaesthetic Sense''': Affects most combat skills, walking with crutches and swimming.
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==== General combat ====
  
*'''Empathy''': Might increase chance of persuading people to join you.{{Verify}}
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Includes [[Fighter]] and [[Archer]].
  
*'''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 bit part in whenever you can recruit followers or not.
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These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.
  
=== Attribute Advancement Cap ===
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==== Defence skills ====
  
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.
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Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.
  
== Starting Skills ==
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==== Unarmed combat and improvised weapons ====
  
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.
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Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.
  
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.
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==== Movement and awareness ====
  
=== Weapon ===
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Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].
  
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.
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Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.
  
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).
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==== Other ====
  
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
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Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].
  
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.
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==== [[Personality]] ====
  
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.
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All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[personality goal|goals]], as well as their tolerance for stimuli like combat, trauma, and death.
*'''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 ===
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== Gameplay ==
  
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.
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{{main|Adventurer mode gameplay}}
  
*'''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.
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=== Common UI concepts ===
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.
 
  
=== 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.
 
*'''Armor User''': A higher level of this skill reduces the encumbrance penalties of armour, allowing you to move faster when wearing it. It also affects how well armour protects you and this makes a huge difference. Unskilled armour users gain little protection. This is noticeable as you'll begin seeing far more combat reports about hits either striking you though armour, (you managed to use your armour to lessen the force of the blow) or being deflected by your armour (you used your amour to avoid the hit entirety) as your skill rises and you learn to actually use your armour to deflect hits. It is highly advised to train your armour 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 unarmoured 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.
 
*'''Misc. 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.
 
 
=== 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. 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 {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. 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.
 
 
=== Crafting ===
 
 
These allow your character to create things. There is only one skill currently available in an unmodified game.
 
 
*'''[[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.
 
 
=== Other ===
 
 
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill. 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. You cannot allocate points here during character creation, but that's OK since skill doesn't really affect anything anyway.
 
 
= Gameplay =
 
 
== Common UI Concepts ==
 
 
{{KeyConventions|3}}
 
{{KeyConventions|3}}
  
== Moving Around ==
+
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
  
=== Local Movement ===
+
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. Entering fast travel mode will allow you to move large distances in a single keypress—of course, the same amount of time will go by, and you can also be interrupted (ambushed) while moving in fast travel mode.
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Move
 
|-
 
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Move
 
|-
 
| {{k|Alt}} and a direction key
 
| Move carefully / Deliberately enter dangerous terrain
 
|-
 
| {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)
 
| Ascend
 
|-
 
| {{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)
 
| Descend
 
|-
 
| {{k|.}}
 
| Wait for a step
 
|-
 
| {{k|s}}
 
| Stand or lie down
 
|-
 
| {{k|S}}
 
| Open Movement Speed/Sneak Menu
 
|}
 
 
 
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet. The ▐ symbols are small collections of buildings. 
 
 
 
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 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 {{k|j}}, you can {{k|j}}ump. 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 {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a shorter waiting period.
 
 
 
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.
 
 
 
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have "sight 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.
 
 
 
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, then climb up the other.
 
 
 
=== Fast Travel ===
 
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|T}}
 
| Fast Travel
 
|-
 
| {{k|d}}
 
| Exit fast travel mode
 
|}
 
 
 
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.
 
  
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X".  When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).
+
=== Status and information ===
 
 
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.
 
 
 
While in the fast travel screen you can:
 
 
 
* {{k|c}} - Display/hide clouds/weather
 
* {{k|m}} - Display/hide the regional map on the right
 
* {{k|Q}} - Display the Quest log
 
* {{k|Z}} - Display the sleep menu
 
 
 
Other commands are not available until you exit fast travel with {{k|d}}.
 
 
 
== Status and Information ==
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
Line 253: Line 170:
 
| Advance/Clear Messages
 
| Advance/Clear Messages
 
|-
 
|-
| {{k|a}}
+
| {{Menu icon|a}}
 
| View Announcements
 
| View Announcements
 
|-
 
|-
| {{k|z}}
+
| {{Adv menu icon|z}}
 
| Status
 
| Status
 
|}
 
|}
  
=== Looking Around ===
+
==== Looking around ====
  
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.
+
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:
  
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|<}} and {{k|>}} 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.
+
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} 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.
  
=== Messages ===
+
==== 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 {{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}}.
+
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|a}}.
  
=== Status Screen ===
+
==== 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.
 
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 ===
+
==== Saving the game ====
 
 
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.
 
  
 +
Hit the {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back later by using the {{DFtext|Continue Playing}} option in the main menu.
  
== Searching and Manipulating ==
+
=== Searching and manipulating ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
Line 286: Line 202:
 
| Interact with building, furniture, or mechanism
 
| Interact with building, furniture, or mechanism
 
|-
 
|-
| {{k|L}}
+
| {{Adv menu icon|L}}
 
| Search the nearby area very carefully
 
| Search the nearby area very carefully
 
|}
 
|}
  
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.
+
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.
  
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
+
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|small creatures]].
  
== Managing Equipment ==
+
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|i}}
+
| {{Adv menu icon|i}}
 
| Show Inventory
 
| Show Inventory
 
|-
 
|-
| {{k|d}}
+
| {{Adv menu icon|d}}
 
| Drop an item
 
| Drop an item
 
|-
 
|-
| {{k|g}}
+
| {{Adv menu icon|g}}
 
| Get (pickup) an item off the ground
 
| Get (pickup) an item off the ground
 
|-
 
|-
| {{k|p}}
+
| {{Adv menu icon|p}}
 
| Put an item into a container
 
| Put an item into a container
 
|-
 
|-
| {{k|r}}
+
| {{Adv menu icon|r}}
 
| Remove an item you are wearing or from a container
 
| Remove an item you are wearing or from a container
 
|-
 
|-
| {{k|w}}
+
| {{Adv menu icon|w}}
 
| Wear an item
 
| Wear an item
 
|-
 
|-
| {{k|I}}
+
| {{Adv menu icon|I}}
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
+
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).
 
|-
 
|-
| {{k|q}}
+
| {{Adv menu icon|q}}
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)
+
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing).
 
|}
 
|}
  
=== Inventory ===
+
Press {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.
 
 
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck 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 {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.
 
 
 
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.
 
 
 
=== Containers ===
 
 
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
 
 
 
=== Wearing ===
 
 
 
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. 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. Armour must also be put on in a sensible manner with flexible layers such as chainmail first then rigid plate armour 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 {{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.
 
  
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.
+
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get items on the ground, on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|q}} to sheathe whatever you have in your hands, before you pick something up. If you do not have a backpack, or some other way of storing the object, your adventurer will not pick the item up.
  
=== Wielding ===
+
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|r}} (the same command used for removing from containers).
  
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.
+
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)
  
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.
+
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.
  
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.
+
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.
  
=== Advanced Interaction ===
+
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===
  
The {{k|I}} key allows "complex interaction" with objects in your inventory.
+
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and will be more vulnerable to ambush, so it is better to find a shelter before night.
  
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.
+
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===
 
 
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 select it and choose "gain possession". if successful you'll take it from them. This can be very useful in battle.
 
 
 
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).
 
 
 
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 {{k|q}} key lets you put your weapons in their sheaths or strap them to your back.
 
 
 
This is useful because you can't climb unless your hands are free, or if you want to pinch something to death, without dealing with the container interface.
 
 
 
== Time and Weather ==
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|D}}
+
| {{Adv menu icon|Z}}
| Date/Time
+
| Sleep/wait
|-
 
| {{k|P}}
 
| Temperature
 
|-
 
| {{k|W}}
 
| Weather
 
 
|}
 
|}
  
The game has a day/night cycle with time passing as various actions take place.  
+
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]].  
  
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.  
+
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).
  
In local travel mode you'll have to use the {{k|W}} command.
+
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===
 
 
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 {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.
 
 
 
== Sleep ==
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|Z}}
+
| {{Adv menu icon|e}}
| Sleep
+
| [[Eat]] or [[drink]] something
 
|}
 
|}
  
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep.
+
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.
 
 
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[Bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by 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. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.
+
=== Combat ===
  
== Food and Drink ==
+
{{main|Combat#Adventurer mode}}
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|e}}
+
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|}} {{k|}}
| Eat or drink something
+
| Attack adjacent hostile creature
|}
 
 
 
In older versions, the easiest way to stay hydrated and full when starting out was by killing an animal and drinking its blood, which would cover your body. However, the ability to drink fluids on your body was greatly nerfed, perhaps made impossible in the .40 update, likely to prevent you from staying hydrated forever by drinking your own ((constantly-flowing)) tears. Now, you must find a river, stream, or well in a town and fill your waterskin from it.
 
 
 
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 three times in a row: 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 {{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 can also be used to gather water from water sources, or snow from the ground.
 
 
 
== Combat ==
 
 
 
{| class="wikitable" style="border:1px solid #ccc;"
 
 
|-
 
|-
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Attack adjacent hostile creature
 
 
|-
 
|-
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
+
| {{k|5}}
| Attack adjacent hostile creature
+
| Attack hostile on same tile
 
|-
 
|-
| {{k|A}}
+
| {{Adv menu icon|A}}
| Attack an adjacent creature.
+
| [[Attack]] an adjacent creature
 
|-
 
|-
| {{k|A}} then {{k|Enter}}
+
| {{Adv menu icon|W}}
| Wrestle an adjacent creature.
+
| Wrestle an adjacent creature
 
|-
 
|-
| {{k|f}}
+
| {{Adv menu icon|f}}
 
| Fire a projectile
 
| Fire a projectile
 
|-
 
|-
Line 458: Line 302:
 
| Throw an item
 
| Throw an item
 
|-
 
|-
| {{k|C}}
+
| {{Adv menu icon|j}}
 +
| Jump
 +
|-
 +
| {{Adv menu icon|C}}
 
| Open combat preferences interface
 
| 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.
+
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.
 
 
=== 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 free up any stuck weapon.
 
 
 
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
 
 
 
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "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 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.
 
 
 
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 penalty.
 
 
 
=== Ranged Attacks ===
 
  
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
+
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)
  
It is not possible to aim for specific body parts with ranged or thrown attacks.
+
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.
  
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give 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.
+
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.
  
=== Wrestling and Unarmed Attacks ===
+
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.
  
:''Main article: [[Wrestling]]''
+
=== Talking ===
  
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.
+
{{main|Talking}}
  
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].
+
You can talk with people—to begin a conversation or performance, press {{Adv menu icon|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard. After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.
  
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.
+
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')
  
=== Weapons ===
+
=== Companions ===
  
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.
+
{{main|Adventurer mode gameplay#Companions}}
  
=== Wounds ===
+
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===
  
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.
+
In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at [[depot]]s in dwarven fortresses, [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs (it doesn't have to be anyone who actually works there), you can use {{Adv menu icon|k}} to {{DFtext|Trade}} with them.  
  
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.
+
Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. Once done, press {{K|t}} to trade. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory. Exchanging items with NPCs who are not in a store works similarly, except they try to take the items from you and equip them/put them in their inventory. Emphasis on ''try'', because if they have no storage containers/cannot (or simply don't want to, as is often the case when giving companions armor) equip the item, they will drop it on the floor. However, since you are not within the confines of a store, these items are no longer considered theirs and you are free to take them back, effectively allowing you to make 100% profit, if you know what you're doing.
  
=== Combat Preferences ===
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You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft (of the type people care about. Most methods of acquiring items in adventure mode are labeled as "theft" in legends or rumors, but if the item isn't marked as for sale, nobody cares). This is punishable by death if you are caught, and exile if you are not.
  
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:
+
On any occasion when you have stolen goods from a store (indicated by dollar signs on either side of the item in your inventory), the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. If the item name is not surrounded by dollar signs, it is never considered stealing, even in situations where it would be in real life. Very few items are actually capable of being 'stolen', normally limited to whatever is on display in someone's shop (thus, dollar signs as noted above). One of the very few exceptions to this is dwarven fortresses, where there will be a large number of stockpiles underground with items you can't take.
  
*'''{{k|a}}ttack'''
+
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.
**'''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.  
 
  
*'''{{k|d}}odge'''
+
Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.
 
**'''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.
 
  
*'''{{k|c}}harge Defense'''
+
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.
 
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.
 
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.
 
  
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.
+
=== Quest log ===
  
== Talking ==
 
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]
 
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|k}}
+
| {{Adv menu icon|Q}}
| Talk to somebody
+
| Open quest log
 +
|-
 +
| {{k|Esc}}
 +
| Exit quest log
 +
|-
 +
| {{k|e}} {{k|p}} {{k|a}} {{k|s}} {{k|r}} {{k|b}}
 +
| Access various lists
 +
|-
 +
| {{k|m}}
 +
| Switch between the world map and additional info
 +
|-
 +
| {{k|z}}
 +
| Center cursor on location of selected list item, if known
 +
|-
 +
| {{k|c}}
 +
| Center cursor on your location
 +
|-
 +
| {{k|l}}
 +
| Toggle the visibility of the line between you and some other point on the map.
 +
|-
 +
| {{k|f}}
 +
| Filter the list
 +
|-
 +
| {{k|+}} {{k|-}} {{k|*}} {{k|/}}
 +
| Navigate the list
 
|}
 
|}
  
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.
+
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.
 
 
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.
 
  
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:
+
There are various kinds of lists you can check on the quest log:
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.
 
*'''Join''' - Ask the indi