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Difference between revisions of "Tutorial:Powerplay Guide"

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''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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''This is an intermediate guide for Adventurer Mode. For a beginner's tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ''See [[Adventure Mode quick reference]] to look up key commands.
:''See [[Adventure Mode quick reference]] to quickly look up key commands.
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:''Updated to DF 0.44.02. Work in progress!
  
  
This guide focuses on powerplay, that is, building the most powerful combat-oriented character. Yet, fun is prioritised so glitch/bug abuse to get an advantage will not be used. For the most part, it is tailored towards players with some adventure mode experience, as there will be no explanation of hotkeys and basic gameplay elements, such as Fast [T]ravelling, [R]emoving an item, [W]earing an armour or [S]tanding up. Also, it is assumed that readers are familiar with the Fortress mode to the point of being able to make at least Steel weapons/armor, as there will be no explanation on this part either.
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This guide focuses on powerplay: that is, building the most powerful combat-oriented character and achieving goals that can be considered "winning the game". Yet, fun is a priority, so there will be no glitch/bug abuse to get an advantage. For the most part, it's tailored towards players with some adventure mode experience, as there will be no explanation of basic gameplay elements, such as Fast ['''T''']ravelling, ['''R''']emoving an item, ['''W''']earing an armour or ['''S''']tanding up, and familiarity with fortress mode to the point of being able to make at least steel weapons/armor.
  
However, this does not mean, that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained most thoroughly without missing any of the steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!
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However, this does not mean that less experienced players will not benefit from this guide. All the combat mechanics, decisions and picks will be explained thoroughly without missing any steps. As long as one is familiar with hotkeys, he/she is all set for reading this. And don't forget about spoilers!
  
  
=Generating the world=
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=Generating the world=
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 +
[[File:Stq3w89lf.png|thumb|right|400px|Example of a well-balanced world for an adventure game]]
  
 
Use the following settings:
 
Use the following settings:
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*'''Natural Savagery:''' Medium (Default)
 
*'''Natural Savagery:''' Medium (Default)
  
While, technically, every world is suitable for adventure mode, any player looking for a decent game should start in a world, that has at least the following features:
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While technically, every world is suitable for adventure mode, any player looking for a decent game should start in a world that has at least the following features:
  
*A tower
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*A [[DF2014:Tower (necromancy)|tower]]
*2 or 3 Dark fortresses
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*2 or 3 [[DF2014:Dark fortress|dark fortresses]]
*A vault
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*A [[vault]]
  
 
Optional features:
 
Optional features:
  
*A desert
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*A [[desert]]
*An island no more than 2 blocks away from mainland
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*An [[island]] no more than 2 blocks away from the mainland
*A maze
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*A [[DF2014:Labyrinth|maze]]
  
You can check whether your world has a certain feature by starting the said world in Legends mode.
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You can check whether your world has a certain feature by starting the world in Legends mode.<br />
  
"Smaller" world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused by the "Smaller" - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.
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* A '''"Smaller"''' world size drastically reduces updating times, shortens the distance you will have to travel on foot and makes it more likely to explore more of the world. Don't get confused - even at this degree the generated world is much bigger than you would think, and is more than enough for a lengthy game while still preserving the features from bigger worlds.<br />
 +
*A '''"Short"''' history setting will make the world 125 years old. This is done to ensure that goblin settlements (a.k.a [[dark pit]]s) are not too abundant. It also prevents a lot of takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or more likely, goblins).<br />
 +
*A '''"High"''' number of civilizations provides increased chances of Towers and [[dark fortress]]es appearing. Same applies to the "High" Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.
 +
*'''Number of Beasts''' determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurrence.
  
*"Short" history setting will make the world 125 years old. This is done to ensure, that goblin settlements (a.k.a Dark Pits) are not too abundant. It also prevents a lot of  takeover wars, so it is less likely to end up with dead civilization(s) or human towns populated by elves (or what's more likely, goblins).
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'''IMPORTANT:''' As of 0.43.05, after creating the desirable world, you have two options:
  
*"High" number of civilizations provides increased chances of Towers and Dark Fortresses appearing. Same applies to the "High" Number of Sites, only that it also influences the amount of creature lairs and encampments in the wild.
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'''Option 1''' - start a fortress mode game immediately (preferably, at the 2-tiles-away island mentioned above) and play until you create the following masterwork or artifact weapons: Axe(steel/adam), Spear(steel,adam), War Hammer (silver/platinum). Optionally, capture a Forgotten Beast and have the weapons coated with its flesh-eating seizure-inducing paralyzing dust. Optionally, produce a masterwork [[nether cap]] shield, a couple of masterwork stacks of steel bolts and a suit of adamantine armor. Retire the fort afterwards. You will return to your fort later on in the adventure mode game to reclaim the weapons for your character's use. Starting on an isle will guarantee safety from being besieged. It also provides an exciting challenge for your adventurer, who has to swim across the long strait (possibly filled with sea lampreys, bull sharks, giant orcas and other [[DF2014:Sea_monster|wondrous]] creatures).
  
*Number of beasts determines how many megabeasts will roam the world. It is affected by the world size (e.g. Smaller), so it is left at default value. Same applies to Natural Savagery and Mineral occurence.
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'''Option 2''' - proceed with adventurer mode and play until you have earned some fame. Then retire the adventurer, enter fort mode, create a starting party, embark, carve basic rooms for dwarves, appoint a [[militia commander]] and one soldier. Then retire the fort. Next, go back to adventurer mode, unretire, travel to the location of your newly created fort and speak to the militia commander. Bring up your heroic deeds of valor (through "Bring up specific incident" menu). Then, ask the commander to be made a militiaman. Since you've already impressed him, the militia commander will make you a squad member, effectively granting you fort [[citizenship]] on the spot. Retire at the fort location, but ensure you do not have any lordships, or the adventurer will just travel back to their holding in the two weeks before fortress generation.
  
Example of the well-balanced world for an adventure game:
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Afterwards, unretire the new fort.  Option two makes your adventurer playable in fortress mode, which is much more engaging than simply visiting the fort to collect the items. The adventurer is now a full part of the fort, able to be assigned labors and noble ranks, just like any dwarf could! You're now a new human commander of the fort (regardless of who holds the expedition leader title). Stand tall, lead your dwarves to create a burgeoning colony, and be '''directly''' interwoven in all its affairs! Feel the relevance of your newly-made weapons that were forged under your adventurer's firsthand guidance! Master the intricate craft of [[DF2014:Cheese maker|cheesemaking]]! And of course, make [[siege]]s personal by fighting alongside dwarven militia!
  
 +
Don't forget that time flies MUCH quicker in fort mode, and human lifespan is half that of dwarves - make sure your adventurer is aging-proof before taking option 2. Also, you will be subject to skill and attribute [[DF2014:Skill#Skill_rust|rust]], which can be severe in the case of the Reader skill (make sure your fort has enough books to read). Remember - you're a part of the clan, just as mortal as any other denizen of the fort... And obviously, should your adventurer die in fort mode for whatever reason out of millions possible, he or she will be gone for good.
  
 
=Character Creation=
 
=Character Creation=
 +
 +
The character creation follows the same order as it appears in-game: Race/Civ/Status ->Starting Attributes/Skills->Background->Appearance -> Mental attributes.
  
 
==Race and Civilization==
 
==Race and 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.
 
 
*'''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 [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.
 
  
*'''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 rob some dwarves. They can start with almost all of the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
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Human or Dwarf - besides armour and clothing size, the only considerable gameplay difference is that dwarves can see in the dark. Some may argue that dwarves have an advantage due to being able to wear better armour, made in a player fortress. However, as of 0.43.05 it is possible to set the size of armor to be crafted to "Large", giving humans (and many other larger/smaller races) access to any armor a dwarf can wear. Moreover, later on you will realize that masterwork armour is just as useful as standard quality. More on this will be explained in "Armour" section. As for the dwarven "[[DF2014:Martial trance|Battle Trance]]" - it will not activate against megabeasts, generally doesn't benefit much to a legendarily skilled adventurer, moreover, this guide emphasizes on NOT finding yourself alone and surrounded most of the time. Hence, battle influence on race choice is negligible.
  
*'''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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As of 0.43.05, it is now possible to play as one of the many [[animal people]], who have their own ups and downs that are numerous, and best discussed elsewhere.
  
*'''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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Human will be used for this guide as the most accessible and reasonably challenging option.
 
 
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} 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.
 
 
 
If no civilization for a given race exists in a world you can only play as an outsider.
 
  
 
== Status ==
 
== Status ==
  
Determines the number of starting skill and attribute points, which does not change based on race:
 
 
*'''Peasant:''' 15 attribute, 35 skill
 
*'''Peasant:''' 15 attribute, 35 skill
 
*'''Hero:''' 35 attribute, 95 skill
 
*'''Hero:''' 35 attribute, 95 skill
 
*'''Demigod:''' 105 attribute, 161 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 ==
 
 
[[Attribute|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.{{version|0.42.01}}
 
 
*'''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''': Unknown at the moment what Creativity does in 42.01, early !Science! seems to have found that this influences quality of poems, songs, and dances. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}
 
 
*'''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.{{version|0.42.01}}
 
 
*'''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.{{version|0.42.01}}
 
 
*'''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 [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.
 
 
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 [[#How do I increase my skills and attributes?|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 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 armour 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.
 
 
A well written article on martial arts "Kisat Dur" can be found on the forums [http://www.bay12forums.com/smf/index.php?topic=148015.0 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 {{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.
 
*'''[[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. 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. 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.
 
 
= Gameplay =
 
 
== Common UI Concepts ==
 
{{KeyConventions|3}}
 
 
== Moving Around ==
 
 
=== Local Movement ===
 
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]
 
{| 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 10 instants
 
|-
 
| {{k|,}}
 
| Wait for 1 instant
 
|-
 
| {{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 race-appropriate town or hamlet; in the standard tileset the @ sign is your character.
 
 
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
 
 
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water 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 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 {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.
 
 
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 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 {{k|S}}neak screen, such as light level and weather.
 
 
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 ===
 
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|T}}
 
| Fast Travel
 
|-
 
| {{k|d}}
 
| Exit fast travel mode
 
|-
 
| {{k|K}}
 
| Display detected tracks and odors
 
|-
 
| {{k|c}}
 
| Toggle display of clouds on region map
 
|-
 
| {{k|s}}
 
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.
 
|-
 
| {{k|m}}
 
| Cycle through maps and significant structures
 
|-
 
| {{k|Q}}
 
| View Quest Log
 
|-
 
| {{k|Z}}
 
| Bring up sleep menu
 
|-
 
| {{k|h}}
 
| Hide parts of the bottom bar
 
|-
 
| {{k|>}} and {{k|<}}
 
| 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 {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map.
 
 
The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.
 
 
The {{k|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 ==
 
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|l}}
 
| Look around
 
|-
 
| {{k|Space}}
 
| Advance/Clear Messages
 
|-
 
| {{k|a}}
 
| View Announcements
 
|-
 
| {{k|z}}
 
| Status
 
|}
 
 
=== 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.
 
 
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.
 
 
=== 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}}.
 
 
=== 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 {{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.
 
 
  
== Searching and Manipulating ==
+
Peasant, Hero and Demigod look completely different, with demigod seemingly holding the most advantage. However, all three are mortal, and all three are capable of becoming unstoppable. The key difference is in starting stats/skills (with Demigod beginning with most, Peasant with least) and stats cap (maximum attainable value).
  
{| class="wikitable" style="border:1px solid #ccc;"
+
Simply put, the higher the starting stat (e.g. Strength), the higher it can be increased over the course of the game. Hence, demigods can have the highest stats in the end by simply having more to start with. Yet, even a Peasant adventurer is capable of killing a [[Demon]] or [[Dragon]] in the endgame, so at the end of the day all the status does '''is determine how easy and how fast your starting game will be.'''
|-
 
| {{k|u}}
 
| Interact with building, furniture, or mechanism
 
|-
 
| {{k|L}}
 
| 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.
+
"Hero" is suitable for most players. Pick Demigod for an easier early game. For the purposes of this guide, "Peasant" will be used to demonstrate that these instructions are applicable to every single status.
  
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
 
  
== Managing Equipment ==
+
== Starting Attributes and Skills ==
  
{| class="wikitable" style="border:1px solid #ccc;"
+
===Body Attributes===
|-
 
| {{k|i}}
 
| Show Inventory
 
|-
 
| {{k|d}}
 
| Drop an item
 
|-
 
| {{k|g}}
 
| Get (pickup) an item off the ground
 
|-
 
| {{k|p}}
 
| Put an item into a container
 
|-
 
| {{k|r}}
 
| Remove an item you are wearing or from a container
 
|-
 
| {{k|w}}
 
| Wear an item
 
|-
 
| {{k|I}}
 
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
 
|-
 
| {{k|q}}
 
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)
 
|}
 
  
=== Inventory ===
+
As of 0.43.05, all these stat distributions will leave no points wasted.
  
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{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.
+
'''Peasant:'''
 +
*High Strength (20)
 +
*High Agility (20)
 +
*Very Low Recuperation (1)
 +
*Very Low Disease Resistance (1)
 +
*Very Low Creativity (1)
 +
*Very Low Musicality (1)
 +
*Very Low Empathy (1)
 +
*Everything else: Average (5)
  
=== Getting/Dropping Things ===
+
'''Hero:'''
 +
*High Strength (20)
 +
*Superior Agility (--)
 +
*Very Low Recuperation (1)
 +
*Very Low Disease Resistance (1)
 +
*Very Low Creativity (1)
 +
*Very Low Musicality (1)
 +
*Very Low Empathy (1)
 +
*Everything else: Average (5)
  
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|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not (and you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.
+
'''Demigod:'''
 +
*Superior Strength (--)
 +
*Superior Agility (--)
 +
*Superior Memory (--)
 +
*High Intuition (20)
 +
*Very Low Recuperation (1)
 +
*Very Low Disease Resistance (1)
 +
*Very Low Creativity (1)
 +
*Very Low Musicality (1)
 +
*Very Low Empathy (1)
 +
*Everything else: Average (5)
  
{{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 ===
+
Since your character is combat-based, attributes such as Creativity, Empathy and Musicality are absolutely useless, and must be kept low. As for recuperation and disease resistance, they only kick in when you're hurt, and if there is something that I stress in this guide it is "DON'T get hit". Besides, resting heals all injuries regardless of Recuperation value. This renders those stats useless. '''Agility and Strength''' are the MOST important as they affect move speed of the character, and that really matters. Memory is a convenient addition, as it lets you memorize the areas you've been to and keep those areas free from fog of war. However, leave it at average unless playing as a demigod.
  
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
+
The concept of pain was revised in 0.43.05, with thresholds significantly buffed for most creatures. Now a high willpower/toughness can and will prevent your adventurer (and enemy alike) from passing out due to broken pinky finger. Investing starting points in those stats is still a waste, however, as they are leveled relatively quickly, and do not need to be "Superior" or "Superhuman" to be effective. Endurance can be increased easily by sprinting, swimming or practicing melee skills. And while it matters at first, later on your character will have unlimited stamina, so don't put anything above average here. With average Social Awareness you can recruit two companions. Increasing your fighting skills and kill list will let you recruit more later. Seeing as it is very tedious to manage 3 and above companions (you have to give out orders one by one), this attribute is better left at average (more on Social Awareness will be explained in "Companions" section).
  
=== Wearing ===
+
Finally, Intuition lets you see more detailed information on which part of your body the enemy is targeting. It is quickly leveled through any means of close combat, and hence, should be kept on average unless you play as a demigod.
  
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?
+
===Starting skills===
 +
All the distributions below have 1 to 4 leftover points. This is nothing to worry about, as skills can be easily improved and have no cap.
  
''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.
+
Peasant:
 +
*Adequate Swimmer (7)
 +
*Competent dodger (8)
 +
*Novice reader (6)
  
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.
+
Hero:
 +
*Competent Swimmer (8)
 +
*Expert dodger (13)
 +
*Novice reader (6)
  
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.
+
Demigod:
 +
*Skilled Swimmer (9)
 +
*Master dodger (17)
 +
*Novice reader (6)
  
=== Wielding ===
+
Dodge skill is a must take at character creation, as it is one of the skills that cannot be leveled without putting yourself in harm's way. Same goes for Swimming. Any weapon skills are trainable in absolute safety, as will be described in the "Training" section. Reading, on the other hand, cannot be improved during regular play, and is only available for learning at starting skill selection screen, and must be taken in order to read books containing the secrets of Life and Death. Novice level reading skill allows you to read anything, there is no point in increasing it further.
  
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.
+
===Background and Gender===
  
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.
+
It is advised to start as a hearthperson, since your character will begin inside of a human fortress, close to weapons and armor stockpiles. Gender and deity worshiped are insignificant beyond aesthetics and roleplay. Of course, when building a killing machine of a character you'd most likely want them to worship a deity of war (or similar). But if you play as an antman, gender is important.
  
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.
+
===Appearance===
  
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 [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.
+
Visual facial features (e.g. long hair, lobed ears, etc.) bear little significance, and are there just for show. The physical constitution is what really matters - your character might be described as "tall", "having a broad body" or "corpulent/fat/having great sacks of lard" (common when starting as a peasant). Fat does not slow down, and will be burnt away as your character does anything that involves sweating (sprinting or fighting to name a few). Broad body allows wielding of 2-handed weapons in one hand.
  
=== Advanced Interaction ===
+
However, avoid "tall" or "having a broad body" traits. In my experience, adventurers with these tend to get hit more often than ones with an average build, and two-handed weapons are slow to ever use anyway. Press "r" or "f" to re-roll your character's appearance until it becomes to your liking.
 +
 +
===Values and Personality===
 +
[[File:values4402.png|thumb|right|200px|Values and Emotions]]
 +
In DF2017, adventure mode has now implemented a complex personality system, akin to that of fortress mode. All those perks and traits that you've seen in Fortress mode (e.g. "He is prone to anger") are now present. This means your character will now have desires that need satisfying ''besides'' eating or sleeping. Just as fortress mode units do, adventurers will now want to think abstractly, need to socialize, desire to pray to deity, etc, all according to their (fully customizable) values and emotions (represented in green and teal respectively at character creation screen).
  
The {{k|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 {{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).  
+
Though it is not necessary to satisfy the aforementioned needs, meeting most of them applies the "Focused" status. A focused character will receive noticeable bonuses to all skill rolls, so it is definitely worth the effort. Additionally, satisfying ALL of the needs will grant "Focused!" status, that increases the bonuses even further.
  
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
+
Furthermore, your character will have their own dream listed, based on the values you have specified. It is unknown at the moment what benefit fulfilling the dream will provide. Dreams can be easily changed (re-rolled) by simply pressing full customization "f" key, then immediately pressing it again.
  
===Sheathing===
 
The {{k|q}} key lets you strap your weapons to your back.
 
  
This is useful because you can't climb or wrestle with your hands unless your hands are free.
+
Your warlike adventurers naturally value (+++) (in order of appearance): power, truth, cunning, independence, stoicism, self-control, craftsmanship, martial prowess, skill, competition, perseverance and knowledge. At the same time, they despise (---) (also in order of appearance): nature, romance and peace while being mostly indifferent (N/A) to everything else. They dream of ruling the world (or becoming a legendary warrior).
  
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 ==
+
On the emotional plane, they never fall in love or lust, hate easily though not prone to anger, never give in to feelings of sadness or anxiety, impervious to stress, have calm demeanor, modest, strive for perfection, sometimes cruel, relentless, private to the point of paranoia, do not go out of their way to help others and fear nothing.
  
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|D}}
 
| Date
 
|-
 
| {{k|P}}
 
| Temperature
 
|-
 
| {{k|W}}
 
| Weather/Time
 
|}
 
  
The game has a day/night cycle with time passing as various actions take place.
+
The values and emotions from the screenshot above will provide your character with the following mindset:
  
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.  
+
[[File:Mindset4402.PNG|thumb|center|600px|]]
  
In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible.
+
As seen in the above image, your warmongering adventurer will have a strong desire for crafting, training, practicing, learning, and staying busy. This is where the advantage of picking values and emotions according to the instructions above start to show up: fighting anything will simultaneously satisfy four major needs (training, learning, battling, practicing) while crafting can be easily fulfilled by knapping (make sharp rock). This mindset is also optimized to eliminate almost-impossible or hard-to-satisfy needs, like "Eat good meal" and "Help somebody", allowing you to reach the "Focused!" state easily. More on satisfying character needs will be explained in the "Needs and Focus" section.
  
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.
+
Take into account that you will not be able to EVER see this description (except list of needs) again during regular gameplay. It is only available during the character creation stage, so it is in your interests to make a screenshot and save it.
  
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.
+
===Finalizing the character===
  
Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold.
+
The Values and personality screen is the last obstacle that separates you from starting the game. Press Enter to begin the adventure.
  
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.
+
=Early Game=
  
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.
+
If you have followed all the instructions so far, your character will begin inside the human fortress. His/her starting items will depend on the civilization you've chosen, however, all adventurers start with:
  
== Sleep ==
+
*A large copper [[DF2014:Dagger|dagger]]
 +
*A copper [[DF2014:Spear|spear]]
 +
*A [[DF2014:Flask|waterskin]] with 3 units of water
 +
*A [[DF2014:Equipment#Backpacks|backpack]]
 +
*5 units of random foodstuffs
  
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|Z}}
 
| Sleep
 
|}
 
  
Eventually your character will become {{DFtext|Drowsy|1:0}} and this will get worse until you get sufficient sleep.
+
==Immediate actions==
  
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 [[Bogeyman|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. (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)
+
The moment you spawn in the world, the following must be carried out immediately: ['''R''']emove your starting waterskin and ['''D''']rop it. I cannot stress this enough - it is absolutely, astonishingly useless, being able to fit only 3 units of water when your character needs to drink every 2-3 hours. Next, look around for soldiers of the fortress and recruit one of them as a companion. Afterwards, search around the fortress and pick up the following items:
  
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.
+
*Any 2 bags (chuck out anything that might have been inside)
 +
*Full set of armor (Helm, mail shirt, breastplate, gauntlets, greaves, high boots, shield/buckler. These can be of any material for the time being).
 +
*An axe and a warhammer. These can be of any material or 2-handed for the time being. If there are training versions of axe or spear, take those as well.
 +
*A pike and a whip/scourge (optionally, if there are any available)
 +
*5-10 copper or silver bolts
  
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.
+
Some fortresses might be under-stocked and lack some items from the list. In this case, fast travel to another fort and search again.
 +
[[File:berrybag.png|thumb|right|200px|Berry bags are common in human villages]]
 +
After you got your gear together, equip the armor and a spear (without shield), then travel to the nearest river and fill (I) one of your empty bags with water, resulting in a container with 100 water units - more than enough for a long journey, even though you will be amazed how fast it will disappear.  
  
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 {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.
+
To follow up, go to the nearby village and search in the peasants' houses for fisher/prickle berry/strawberry bags. All human civs start with fisher berries, so a village is guaranteed to have some. Usually, these bags contain multiple stacks of 20-100 berries. As soon as you've found one, drop your starting [5]stack food and pick the largest stack of berries. [P]ut it inside of your second bag.
  
It should be noted that, as of DF2014, climbing trees and sleeping on them will 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.
 
  
== Food and Drink ==
+
Your inventory should look similar to what is shown on the image below:
 +
[[File:Startinginv.png|thumb|center|600px|All set, with a lucky find!]]
  
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|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.
+
Now you are armored and armed, alongside a companion, with plenty of food and drink. While still quite far from being combat-worthy, your character is now ready for training.
  
Note that drinking vampire blood will turn you into a vampire instantly.
+
==Training==
  
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink thrice 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.
+
At this stage, you are going to train your character's offensive and defensive skills. Even though they can be trained in any order, I suggest that you learn how to defend yourself first. However, it is completely up to you, and whatever training "facilities" you might have. When training, ask your companion to wait nearby - he/she will not interfere with your training. This way, you will have a backup handy. However, '''waiting companions will not defend you''' if training gets out of control or something hostile comes your way. You must ask the companion to follow you for him/her to help you in fights again.
  
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.
+
It is very important that you don't train while Tired. Otherwise, what seemed like a mock fight can take a wrong turn and lead to injury, missing teeth, or worse. If at any point of training your character becomes tired, drop whatever you were doing, retreat, rest, and only then continue.
  
== Combat ==
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NOTE: Subsequent instructions include a lot of tedious button presses. To make your training experience more comfortable, it is advised that you install the amazing key shortcut tool "AutoHotkey", available free of charge. It is a wonderful utility that will make a lengthy combination into a matter of a single key press, which counts when typing Aa*gzua repeated 30 times, for example. Quickstart guide for AutoHotkey (along with an example script) can be found under "Tools" section. I personally do not consider this cheating in any way - it is a simple timesaver. By sticking to "hardcore style" button mashing you are not raising the challenge - you're introducing a handicap.
  
{| class="wikitable" style="border:1px solid #ccc;"
+
===Defensive training===
|-
 
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Attack adjacent hostile creature
 
|-
 
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Attack adjacent hostile creature
 
|-
 
| {{k|A}}
 
| Attack an adjacent creature.
 
|-
 
| {{k|f}}
 
| Fire a projectile
 
|-
 
| {{k|t}}
 
| Throw an item
 
|-
 
| {{k|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 ===
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The Defensive skill tree is comprised of Dodging and Shield User. These two are crucial to survival, they protect better than any armor, as both completely nullify ANY incoming damage, while armor does not. Armor user skill simply reduces speed penalty associated with wearing armor and is considered quasi-defensive.
  
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 attack except breath/webs/dust attacks can be dodged. On a successful dodge all damage is nullified.
 +
*Any attack except dust/webs/wrestling grabs can be blocked. On a successful block all damage is nullified.
  
Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
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A punch from a [[DF2014:Bronze colossus|bronze colossus]] that can turn any armored human into paste is rendered completely harmless when blocked or dodged. Considering that around the middle stages of the game you will encounter enemies much more fearsome than a colossus, this makes Dodging and Shield User invaluable.
  
After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be 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.
+
'''Method:'''
 +
*1.Find a small animal
 +
*2.Grab it
 +
*3.Let it attack you
 +
*4.Train until Legendary
  
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.
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'''Explanation:'''
  
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.
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Make sure you have a weapon and a shield drawn. Prepare by placing your weapon in a backpack, then remove the said backpack and drop it somewhere you can remember. This will free you of unnecessary load.  
 +
Begin by finding a small animal - a [[DF2014:Cavy|cavy]] makes a good choice, as do [[DF2014:Horseshoe crab|horseshoe crabs]], [[DF2014:Duck|ducks]], [[DF2014:Blue peafowl|peacocks]], [[DF2014:Turkey|turkeys]], etc. Catch up to the animal and grab it with your free hand. Now, simply spam the "Wait 10 ticks" button [.] and you will gain dodging/armor user/shield user experience as the animal you're holding attacks you. To gain shield user experience faster, manually block the incoming attacks with the shield. If the animal passes out from exhaustion, simply wait, then repeat the above routine. Repeat until Legendary in all three skills.
  
 +
Be aware that though your "animal training companion" is small, even a cat or a duck possesses enough force to scratch teeth out or stun with a well-placed bite to the head, right through the helmet! Make sure your character is not tired prior to training.
  
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.
+
*AUTOHOTKEY: Using '''*1::Send, .''' script will let you hold down [1] to continuously wait, instead of spamming the [.] wait button
 +
*AUTOHOTKEY: Using '''*2::Send, Aca''' script will make you instantly block an attack with your shield the moment you press [2]. Combined with [.], you can spam these two keys one after another to level Shield User very quickly.
  
=== Ranged Attacks ===
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===Offensive training===
  
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.
+
Every skill that directly harms the enemy is a part of the Offensive skill tree. This includes: any weapon mastery, Improvised weapons skill (misc. object user), wrestling and throwing.
 +
The majority of your targets will be dispatched with weapon strikes, some with unarmed strikes and wrestling and in certain cases, by having a heavy/sharp object flung at them. Hence, your character must learn to handle 3 weapon types (at least), punching/kicking, wrestling and throwing. Optionally, misc. object user is recommended, as this skill determines the hit rate (and damage) when bashing with a shield.
  
It is not possible to aim for specific body parts with ranged or thrown attacks.
+
By this time, you should have the gear as instructed earlier in "Immediate Actions" section. Make no mistake, ensure you have all the necessary equipment! The method of training is as such:
  
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.
+
*1.Find a horse
 +
*2.Knock it unconscious
 +
*3.Blind it
 +
*4.Wait for it to regain consciousness
 +
*5.Train until Legendary
  
=== Wrestling and Unarmed Attacks ===
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'''Explanation:'''
 +
[[File:pastures.png|thumb|right|200px|Fast travel map with pastures highlighted]]'''
 +
*Similar to the defensive training, you will have to find an "animal training companion" first. Any human village has special "Pasture" areas around it. They are distinctively marked as green squares on the fast travel map. Roam around these until you find some with cattle present. Horses make one of the best animals to train your weapon skills on, as they are common around pastures and can take a lot of damage. Sometimes, there will be llamas or cows present - those suffice as well.
  
:''Main article: [[Wrestling]]''
+
*As you have found a pasture spot with animals, memorize its location on the fast travel map. Remove your backpack and drop it there - it will be your training location for quite some time.
 +
Next, take out the axe or a spear you have. Enter the [S]neaking mode and approach a horse. Use [A]ttacking menu and look for an Easy/Solid strike on legs/tail of the horse. You might have to approach it from multiple sides to find one. As soon as you have found an opening, stab the horse in the leg. If your strike connects, the horse will now have reduced movespeed, allowing to easily pursue it and stab another leg to bring the horse to the ground.
  
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|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.
+
[[File:geld.png|thumb|right|200px|Sometimes even wooden weapons are dangerous]]
 +
*From now on, you have to disable the horse, so it cannot move or attack (when enraged). An Enraged horse will make quick work of an inexperienced adventurer, often biting (or wrestling!) the unfortunate to death by breaking all their bones. Hence, proceed to bashing both of its eyes with the shaft (or flat of the axe), then punch the teeth out. Finally,chop off all hooves. Wait around until horse regains consciousness if it passed out. Use ['''S''']neak mode to confirm that it has been blinded - if the usual cone of vision is not shown, it has. A blind animal cannot see you (obviously), and it does not run away from what it cannot see. Also, it stops the horse from attacking you when enraged, but '''only''' when you are '''not standing on the same tile as the enraged horse'''.
  
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].
+
*After all of the above has been done, you will have a blind, immobile but resilient live training dummy to practice weapon skills on. Target its lower body to reduce the chance of lung damage and suffocation. Wooden (training) weapons are  perfect, as they do little to no harm. If you have no training weapons, use less lethal attacks, such as '''"Slap flat"''' for axe or '''"Shaft bash"''' for spear.  
  
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}}.
+
*AUTOHOTKEY: Use (w/o quotes) "5::Send, Aaba" to repeatedly attack lower body with whatever you have equipped in your right hand
  
=== Weapons ===
+
In the same manner, '''target the hooves to level punching and kicking''' without risk of killing the horse prematurely, as all punches and kicks will glance off. Wrestling is skilled by grabbing/releasing or pinching, and '''unlike other combat skills, your training dummy doesn't have to be conscious!''' So you can as well practice your chokeholds and locks on a knocked-out horse.
  
[[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.
+
*Warhammer training is a bit tricky, as there are no training versions, and the weapon itself has only one attack (bash), which is deadly. A solution is to repeatedly bash the eye or mouth of your training dummy - doing so will provide experience without killing your "training companion", and it works with all other weapons too. Sometimes, your character might accidentally hit the horse's head when targeting the eye due to lack of skill. If the outcome is lethal, simply make another horse into the training dummy and repeat. '''Horses do respawn at pastures''' when you wait, sleep or leave the area in fast travel. This means, if you accidentally happened to kill all the animals, simply leave and return for a new batch.  Alternatively, use a wooden crossbow. For the purpose of melee, crossbows qualify as hammers.
  
=== Wounds ===
+
Training misc. object user is, perhaps, the easiest. Take out one unit of food that you have (e.g. 'Fisher berry'). Then repeatedly strike the training dummy with the said food unit - the attacks are 100% non-lethal yet yield misc. object user experience. If you feel that berry-bashing is not in the spirit of shield-bashing you're going to use this skill for, feel free to find any other round lightweight object that is not a weapon and use it instead. Wooden buckets, crutches and splints are all perfect for this role.
  
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.
+
'''Throwing''' experience doesn't require a training dummy and can be gained by throwing dirt or small stones. It's an essential skill that MUST be at legendary. Find a square that has "Small Rock" available in the [G]et menu, then use AutoHotkey to pick up stones and [T]hrow them instantly:
  
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.
+
*AUTOHOTKEY: Use (w/o quotes) "3::Send, g<letter of stone pickup>" to pick the stone up. Your inventory must be completely empty of other throwables and you must not be wearing a backpack.
 +
*AUTOHOTKEY: Use (w/o quotes) "4::Send,t<letter of stone in your inventory>{Up}{Enter}" to throw the stone north.
  
=== Combat Preferences ===
 
  
At any time during gameplay (Except fast 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:
+
====Crucial concepts====
  
*'''{{k|a}}ttack'''
+
An attack in Adventure Mode consists of three stages: 1 - Starting 2 - Hit 3 - Recovery time. Just like in real life, a swing with a weapon in DF has a wind-up time, the moment of actual contact with the target and an afterswing recovery. Therefore, attack speed is defined by these (except Hit stage, which seems to always be 1 tick long). The shorter the Starting and Recovery times, the faster the attack speed.
**'''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'''
+
*'''[[Time#Breakdown|Tick]]''' - 1 second of in-game time, equivalent of one press of the [,] key. To draw parallels with in-game actions, standing up/lying down takes almost 1 full tick.
**'''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.
 
  
*'''{{k|c}}harge Defense'''
+
*'''Starting''' - - the amount of time (in ticks) a character is effectively shut down when winding up for any combat action (striking, shooting, wrestling, throwing, blocking, dodging). You cannot control the character during starting time. Needless to say, it gives an opponent time to evade the attack or even sneak in his own strike, and must be minimized at all costs. Precise and Heavy attack types have huge starting times, while Quick attacks have very short amount.
**'''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 misplaced charge or dodge could end up killing you.
+
*'''Hit''' - the moment attack connects or misses the target. Always 1 tick long (fully discrete).
  
== Talking ==
+
*'''Recovery Time''' - the amount of time (in ticks) a character is effectively shut down after any combat action (striking, shooting, wrestling, throwing, blocking, dodging). You cannot control the character during recovery time. Needless to say, it leaves you completely at the mercy of the opponent, and must be minimized at all costs. Ranged weapons (bows, crossbows) have HUGE recovery time after firing, so avoid like plague. Any and all entities capable of  attacking have recovery time associated, indicated by "Recovering from attacking X' when targeted.
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone in Adventurer mode.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|k}}
 
| Talk to somebody
 
|}
 
  
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.
+
*'''Quick wait''' - the [,] key. Waits for one tick, as opposed to normal wait [.], that takes 10 ticks. Allows you to better manage the timings of battle against fast opponents.  
  
To begin a conversation, press {{k|k}}. Unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys. Use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity.
+
*'''Enrage''' - sometimes a combatant might become enraged after getting hit (indicated by flashing red exclamation mark). This is equivalent to the berserking in fort mode, but not permanent. Any enraged creature will have its strength, pain threshold and resolve boosted, which removes any fear/shock status and sends it into relentless melee. You might find, that weaker foes who flee at the first signs of combat can be transformed into killing machines by Enrage, so avoid Enraged enemies if possible until they calm down.
  
Whenever you want to advance the conversation, you have to press {{k|k}} again and choose the ongoing conversation you wish to continue. You will also see ongoing conversations from people who have started a conversation with you. If you want to talk to someone else during this time, simply {{DFtext|Start a new conversation}}.
+
====Attack modes and when to use them====
  
* {{DFtext|Greet listener}} — Has you offering a greeting to someone, when you're initiating the conversation.
+
Quick, Heavy, Wild, Precise, Charge and Multi-attack.[[File:Attack_types.png|thumb|right|200px|Attack modes]]
* {{DFtext|Bypass greeting (new menu)}} — Skips the greeting, taking you straight to the normal conversation menus.
 
* {{DFtext|Reply to greeting}} — If you aren't the one who started the conversation, this option will let you reply to someone's greeting. They will then talk about some trouble.
 
* {{DFtext|Refuse conversation}} — Causes you to explicitly refuse to talk to someone who started a conversation with you. Unknown if this has a different effect from simply not doing anything.{{Verify}}
 
* {{DFtext|Reply to greeting (impersonation)}} — Like {{DFtext|Reply to greeting}}, except you're impersonating a deity.
 
* {{DFtext|Nevermind}} — This has you back out of having a conversation.
 
  
When you start talking to someone,