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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.''
  
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see the [[Adventure mode quick start]].  
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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>]]
:''See [[Adventure mode quick reference]] to quickly look up key commands.
 
  
In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start out somewhere in one of your generated worlds. You can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]]. You can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG 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. Whereas in fortress mode, you are in charge of a large group of people in real-time, restricted to a small parcel of land, in adventurer mode you control a single character (or the party leader in 47.01) in a turn-based manner, roaming the entire world freely.
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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{{version|0.47.01}}, 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).
 +
 
 +
You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).
 +
 
 +
As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.
  
 
==World selection==
 
==World selection==
  
You can play adventure mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat]]s. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[fortress]]es which are built into the surface and almost always connect to the underground, and "hill dwarves" which inhabit a loose collection of [[hillock|mounds]] built into hillsides. Goblins typically live in [[dark fortress|dark fortresses]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and [[town]]s, and dwarven fortresses are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.
+
You can play adventure mode in any world that has a civilization with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are [[dwarf]], [[human]], and [[elf]]).
 +
Each species has its own preferred style of settlement:
 +
* Dwarves are spread between [[fortress]]es (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of [[hillock|mounds]] built into hillsides).
 +
* Elves inhabit [[forest retreat]]s.
 +
* Humans inhabit cities, towns, and the occasional above-ground fortress.
 +
* Goblins typically live in [[dark fortress|dark fortresses]] and [[dark pits]].
 +
* Lastly, animal people can live with any civilization, in virtually any location.
 +
 
 +
Human cities and [[town]]s, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites but only sell rooms and drinks). 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:
 +
* If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
 +
* 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'''").
 +
 
 +
== Character creation ==
 +
{{main|Adventurer mode character creation}}
 +
 
 +
=== Race and civilization ===
 +
 
 +
[[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, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
 +
 
 +
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
 +
 
 +
* '''Elves''' have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.
 +
 
 +
* '''Humans''' begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. 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.
 +
 
 +
* '''Intelligent Wilderness Creatures''', or [[animal people]], come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
 +
 
 +
* '''Outsiders''' are humans who are not part of any civilization. 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 and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} 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 most 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.
 +
 
 +
* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves.  Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.
 +
 
 +
=== Destiny ===
 +
 
 +
Affects the level of guidance and direction received.
 +
*'''Chosen:''' (Currently unimplemented)  Adventurer receives the aid of a [[Deity|supernatural parent or patron]].
 +
*'''Hero:''' Some direction. Compass directs to nearby [[site]]s, [[Adventurer_mode_gameplay#Companions|companion recruitment]] is easier.
 +
*'''Ordinary:''' No special mechanics, though all features are accessible.
 +
 
 +
=== Difficulty ===
 +
 
 +
Determines the number of starting skill, attribute points, and equipment points which do not change based on race:
 +
*'''Hard:''' 15 attribute, 35 skill, 55 equipment
 +
*'''Normal:''' 35 attribute, 95 skill, 255 equipment
 +
*'''Easy:''' 105 attribute, 161 skill, 1255 equipment
 +
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.
 +
 
 +
=== Starting attributes ===
 +
 
 +
:'' 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
 +
 
 +
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.
 +
 
 +
==== Body ====
 +
 
 +
*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
 +
*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
 +
*'''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.
 +
*'''Recuperation''': Increases the rate of wound healing.
 +
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
 +
 
 +
==== Soul ====
 +
 
 +
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.]].
 +
 
 +
*'''Analytical Ability''': Useful for Tracker, Knapping and Student.
 +
*'''Focus''': Affects Archer, Ambusher, Observer.
 +
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 +
*'''Creativity''': This influences quality of poems, songs, dances, and crafts.
 +
*'''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, 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.
 +
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
 +
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
 +
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate fortresses and underground mazes.
 +
*'''Patience''', which determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.
 +
 
 +
=== Starting skills ===
 +
 
 +
:'' 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.
 +
 
 +
Not all races have the same sets of skills available at character creation time, 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 (except for skills that require you to already have some experience to improve further, such as swimming or reading).
 +
 
 +
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].
 +
 
 +
==== Weapon ====
 +
 
 +
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.
 +
 
 +
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception—dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
 +
 
 +
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.
 +
 
 +
==== General combat ====
 +
 
 +
Includes [[Fighter]] and [[Archer]].
 +
 
 +
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.
 +
 
 +
==== Defence skills ====
 +
 
 +
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.
 +
 
 +
==== Unarmed combat and improvised weapons ====
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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.
 +
 
 +
==== Movement and awareness ====
 +
 
 +
Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].
 +
 
 +
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.
 +
 
 +
==== Other ====
 +
 
 +
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]].
 +
 
 +
==== [[Personality]] ====
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 +
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[Personality traits, values, and dreams#Dreams|goals]], as well as their tolerance for stimuli like combat, trauma, and death.
 +
 
 +
== Gameplay ==
 +
 
 +
{{main|Adventurer mode gameplay}}
 +
 
 +
=== Common UI concepts ===
 +
 
 +
{{KeyConventions|3}}
 +
 
 +
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
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 +
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.
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 +
=== Status and information ===
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 +
{| class="wikitable" style="border:1px solid #ccc;"
 +
|-
 +
| {{k|l}}
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| Look around
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|-
 +
| {{k|Space}}
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| Advance/Clear Messages
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|-
 +
| {{k|a}}
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| View Announcements
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|-
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| {{k|z}}
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| Status
 +
|}
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 +
==== Looking around ====
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 +
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:
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 +
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.
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 +
==== Messages ====
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 +
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 {{k|a}}.
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 +
==== Status screen ====
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 +
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 ====
  
===[[Adventurer mode character creation]]===
+
Hit the {{k|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.
  
=== [[Adventurer mode gameplay]] ===
+
=== Searching and manipulating ===
  
== Woodcutting, building and site management ==
 
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|b}}
+
| {{k|u}}
| Found a site and build
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| Interact with building, furniture, or mechanism
 +
|-
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| {{k|L}}
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| Search the nearby area very carefully
 
|}
 
|}
  
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.
+
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.
  
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).
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=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).
 
  
==== Faction management ====
+
{| class="wikitable" style="border:1px solid #ccc;"
 +
|-
 +
| {{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 a [[waterskin]], etc.).
 +
|-
 +
| {{k|q}}
 +
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing).
 +
|}
  
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the
+
Press {{k|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.
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.
 
  
== Sites ==
+
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if 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 {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.
  
More information on each type of site can be found in the site's specific article.
+
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).
  
=== Civilization ===
+
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. (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.)
  
[[Civilization]]s are organized groups of creatures (generally of the same race) which build sites such as towns.
+
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.
  
==== Human sites ====
+
The {{k|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.
  
===== Towns {{Raw Tile|+|7:0:0}} {{Raw Tile|*|7:0:0}} {{Raw Tile|#|7:0:0}} {{Raw Tile|☼|7:0:1}} =====
+
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===
Humans live in towns comprised of buildings and often a paved road.  Human towns are highly modular, and are usually near some source of water, either the coast or a river. Towns appear on the fast travel map (when outside a site) as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols, which are small collections of buildings. When you are near a human site, large yellow blocks indicate where various houses and shops are found (though not all houses and shops can be found in these blocks; sometimes you'll find a house or two out in a site's fields). You usually have to follow the roads in a yellow block on the fast travel map. Towns usually have lots of interesting structures which are described fully in the [[town]] article.
 
  
===== Hamlets {{Raw Tile|æ|2:0:0}} {{Raw Tile|Æ|2:0:0}} {{Raw Tile|{{=}}|2:0:0}} {{Raw Tile|≡|2:0:0}} =====
+
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.
Most of the time, the majority of a human civilization's population will live in small [[hamlet]]s, which tend to be sprawled out along coastlines and through river valleys. Like other sites, they can be invaded, and you'll sometimes find them captured by other civilizations, [[necromancer]]s, or criminal syndicates. Human adventurers usually spawn in hamlets. Note that hamlets are similar in structure to towns, only they have mead halls instead of keeps, and don't have any defensive walls.
 
  
==== Dwarven sites ====
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=== [[Adventurer mode gameplay#Sleep|Sleep]] ===
  
===== Dwarf fortresses {{Raw Tile|Ω|7:0:1}} =====
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{| class="wikitable" style="border:1px solid #ccc;"
These are the randomly generated equivalent of the sites you build in [[fortress mode]]. [[Fortress]]es are described in detail in their own article. Their main function for adventurers is that they have a central, spiraling ramp that connects the underground and above-ground worlds, particularly in that they connect the subterranean tunnel networks to the rest of the dwarf civilization. They are located at the edges of mountain ranges. Player-made fortresses are considered dwarf fortresses by the game, in addition to the randomly-generated ones.
+
|-
 +
| {{k|Z}}
 +
| Sleep
 +
|}
  
===== Mountain halls {{Raw Tile|Ω|0:0:1}} =====
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Eventually, your character will become drowsy, and this will get worse until you get sufficient sleep.  
[[Mountain halls]] are the sites of the "deep dwarves," located far beneath the mountains. They can be accessed via down-stairs found in underground tunnels, and are comprised of a couple of levels that contain bedrooms and large halls filled with smelters or forges.
 
  
===== Hillocks {{Raw Tile|Ω|7:0:0}} =====
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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).
[[Hillocks]] are the dwarf equivalent to human hamlets. They consist of a few circular mounds, filled with dwarf citizens. There doesn't seem to be any settlement pattern for them; they are equally likely to be found in any land [[biome]].
 
  
==== Elven sites ====
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=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===
  
===== Forest retreats {{Raw Tile|î|6:0:1}} {{Raw Tile||6:0:1}} =====
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{| class="wikitable" style="border:1px solid #ccc;"
Elves live in [[forest retreat]]s located, unsurprisingly, in [[forest]] biomes. They are essentially clusters of huge [[tree]]s with elves standing in and around them.
+
|-
 +
| {{k|e}}
 +
| Eat or drink something
 +
|}
  
==== Goblin sites ====
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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.
  
===== Dark fortresses {{Raw Tile|π|0:0:1}} {{Raw Tile|π|5:0:1}} =====
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=== Combat ===
These are the main goblin sites. [[Dark fortress]]es contain a [[underworld spire|certain spoiler]].
 
  
===== Dark pits {{Raw Tile|º|5:0:0}}=====
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{{main|Combat#Adventurer mode}}
These are the goblin equivalent of [[hamlet]]s and [[hillock]]s. [[Dark pits]] are essentially canyons lined with wooden guard towers. They tend to be built in huge clusters around the dark fortresses, such that large chunks of the map may be covered with them.
 
  
==== Kobold sites ====
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{| class="wikitable" style="border:1px solid #ccc;"
===== Caves {{Raw Tile||0:0:1}}=====
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|-
[[Cave]]s are sometimes home to [[kobold]] groups. They are mounds filled with narrow tunnels leading to the [[caverns]] and usually contain piles of random loot resulting from kobold [[Thief|thieving]] incursions. Kobold caves often feature venom-coated traps or [[fun]] pets such as giant cave spiders, so beware. Some caves are inhabited by [[bandit]]s or [[megabeast]]s instead.
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| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 +
| Attack adjacent hostile creature
 +
|-
 +
|-
 +
| {{k|5}}
 +
| Attack hostile on same tile
 +
|-
 +
| {{k|A}}
 +
| Attack an adjacent creature.
 +
|-
 +
| {{k|f}}
 +
| Fire a projectile
 +
|-
 +
| {{k|t}}
 +
| Throw an item
 +
|-
 +
| {{k|j}}
 +
| Jump
 +
|-
 +
| {{k|C}}
 +
| Open combat preferences interface
 +
|}
  
==== Beast and night creature sites ====
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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.
  
===== Necromancers' towers {{Raw Tile|I|5:0:0}} =====
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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.)
[[Necromancer]]s' Towers are built by necromancers who have at least 50 followers; younger necromancers may take over towns or camps instead. Usually you can find [[book]]s written by the necromancer, some of which contain [[Necromancer#Adventurer_Mode|the secret to life and death]]. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Necromancers will rarely be elves or goblins, because elves and goblins are immortal (they lack a {{token|MAXAGE|c}} token) and therefore can't be obsessed with their own mortality. However, they may still acquire the secrets of life and death by reading them (e.g. in a necromancy [[Book|book]] from your [[Library|library]]) and gain the ability to raise corpses.
 
  
===== Lairs {{Raw Tile|•|0:0:1}}=====
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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.
[[Lair]]s are the homes of [[animal|predatory animals]], [[megabeast]]s, or [[night troll]]s. Lairs are mounds or holes in the ground. Night troll lairs have [[door]]s or [[hatch cover]]s. Most lairs are inhabited by a single creature, but sometimes you'll encounter entire families of them.
 
  
===== Minotaurs' labyrinths {{Raw Tile|#|0:7:0}}=====
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Jumping at an enemy with {{k|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.
A [[labyrinth]] is an intricate network of tunnels, often filled with the bodies of previous adventurers slain in [[World generation|worldgen]] by its resident [[minotaur]]. Each labyrinth contains a hidden chamber filled with treasures. As you explore the labyrinth, you will hear the minotaur taunting you.
 
  
===== Shrines {{Raw Tile|Å|7:0:0}} =====
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During gameplay (not in fast travel mode), you can press {{k|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.
[[Shrine]]s are huge stone structures surrounded by pillars that are the homes of [[Bronze colossus|bronze colossuses]] and [[titan]]s. Several of them can be found on a single site, making its exploration particularly hazardous. [[Clowns|Clowns]] have also been reported to inhabit them.
 
  
== FAQ ==
+
=== Talking ===
  
=== How do I cut down a tree? ===
+
{{main|Talking}}
To cut down a tree in adventure mode you must be outside of a previously existent site (adventure mode sites not included). Then walk up to the tree and press "g", select the "fell tree" option. {{version|0.43.01}}
 
  
=== How do I find an entrance to the underworld? ===
+
You can talk with people—to begin a conversation or performance, press {{k|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.
Method 1: Most [[Cave|caves]] lead directly into the first [[cavern]] layer. Although it may be possible to learn of some trouble which originates from a cave{{verify}}, your best bet is to ask people about the surroundings, and hope that they mention a cave at some point. If they don't, travel to another site a fair bit away from where you are and ask someone else.
 
  
Method 2: Dwarf [[Fortress|fortresses]] are connected to the [[tunnel]] system, which usually connects to the caverns.
+
('''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.''')
  
Method 3: You can start a [[fortress mode]] game, dig to the first cavern layer, retire or abandon the fortress, and then return with your adventurer.
+
=== Companions ===
  
The three cavern layers are connected to each other in [[Deep pit|various]] [[Passage|places]], although they are rather spread out and extremely difficult to find with an adventurer. Additionally, [[Underworld spire|a certain spoiler]] can be found which leads to [[Hell|another spoiler]], deep underground.
+
{{main|Adventurer mode gameplay#Companions}}
  
=== I keep getting maimed! How can I fight without getting seriously hurt? ===
+
=== [[Adventurer mode gameplay#Personal finance|Personal finance]] ===
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.
 
* Try to avoid fighting difficult enemies until you get some armor. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.
 
* Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until your endurance is high enough, this may be exhausting, but active dodging and blocking will recover energy.
 
* If you have good speed, try to fight enemies one-by-one – keep dodging away and only attack when you're within range of just one enemy. Maneuvering around charging opponents can cause them to collide with each other and become prone and/or stunned. Above all, don't let yourself get flanked by an enemy, much less surrounded.
 
* If you have a slashing weapon, try to chop body parts off of your enemy – it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies – taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down. Chopping off their heads will instantly kill them, but it may take a few (or, with larger enemies such as [[troll]]s, it may take more than fifteen) slashes before the head is severed.
 
* Remember that it's better to let your enemy come to you than to go to your enemy. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike. If your enemy is out of striking range, consider throwing a knife, rock, or other object to do some damage before they can retaliate. However, keep in mind that throwing takes time, and if the enemy is too close you may give them the first and possibly even second strike before ''you'' can retaliate. If you're fast enough, then you can simply step back after getting in that first hit, and they'll have to spend their turn approaching you again. Lather, rinse, repeat.
 
* Follow the advice under [[#Combat Preferences|Combat Preferences]].
 
  
=== How can I obtain armor as quickly as possible? ===
+
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 {{K|k}} to {{DFtext|Trade}} with them.  
* The best way would be to rummage through mead halls, keeps, and fortresses, or whatever other strongholds your race makes use of. Not all places will be stocked with equipment, but usually they have something.
 
** There are also underground locations, such as the dungeons underneath keeps, or the catacombs under temples, that contain plenty of equipment. These underground places are liable to be populated with unfriendly creatures, so beware.
 
* You can also take along companions and have them killed, or just plainly murder people and take their stuff.
 
* You can earn some money by exchanging some loot with the local populace for coins, and then buy equipment off of soldiers you might meet in towns. Use the exchange personal item option, as only shopkeepers accept the straight trade option. Remember that coins only have nominal value in the civilization they've been minted in, but gems are equally valuable anywhere. You can also trade your own crafts or clothing in exchange for the armor the soldiers are wearing.
 
* Warehouses in human towns tend to have items in them, including weaponry, food, Items of high value, and alongside those is armor. Though a cheeky way to get equipment, it works if you want to have a fast adventure.
 
* If you don't mind taking extra time, you can also start a "temporary" fortress, make as much armor as you could and then abandon/retire to return there as an adventurer later.
 
** Although this may take a while, with this method your adventurer may obtain quite precious, powerful and nearly unobtainable otherwise items like a full set of ☼Adamantium armor☼.
 
** You can also make some other items quite important to an adventurer, such as ☼weapons☼ or a huge amount of lightweight trade goods, like platinum rings encrusted with diamonds. This may provide an even better alternative to coins than just simple cut gems, depending on the skills of your character.
 
** If you choose to abandon the "fortress" instead of retiring, remember to put your precious preserved goods in some [[Lead|heavy]] bin or an [[Bridge|inaccessible]] place, as items tend to scatter all over the "fortress" if they have a walkable path from an edge of the map (see [[Abandon]]).
 
  
=== How do I increase my skills and attributes? ===
+
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.
  
Here are some techniques for raising your skills – very rapidly in some cases. Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[DF2014:Macro|macro]] to make entering the same sequence of keystrokes over and over again much easier. Increasing skills increases associated attributes, which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping, which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_by_Associated_Attributes|Skills and Associated Attributes]] for a mostly complete list.
+
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.  
  
*'''Fighting and Wrestling''' — A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small, relatively harmless animal and wrestle with it repeatedly. You can wrestle hitting {{k|b}} for the wrestling option after selecting the creature to fight. Continually grabbing and releasing a creature is sufficient to raise your skill, and you can do it indefinitely with the same animal as it won't be injured (unless you auto-wrestle it). Wrestling will increase Kinesthetic Sense, Spatial Sense, and to a lesser extent, Endurance. You may also somewhat increase Dodging and Shield User this way as the creature takes swipes at you.<p>It's possible to change your {{k|C}}ombat preferences for attacking and dodging to ''Close Combat'' and ''Stand Ground'', respectively, allowing you to simply walk into the helpless critter to wrestle it. (Standing your ground prevents you from moving to dodge attacks, so your wrestling can continue almost uninterrupted.) You will, however, perform occasional throws and take-downs as long as the creature remains standing, which may result in their eventual bleeding to death. Strangulation is also a repeated concern, as it will render the victim unconscious, thus making you have to wait until it regains consciousness before you can continue auto-wrestling it (though you may still raise your Wrestler and Fighter skills by 10 points for every time you ''release'' a limb - though this must be done manually and must be repeatedly confirmed, once the creature is rendered unconscious). Another concern with auto-wrestling some animals is that you will perform joint locks, and break hips, knees, and ankles in the process, which can cause the creature to bleed to death. If you can wrangle a creature incapable of blood-loss and strangulation in a high-FPS area (such as a crab on a frozen beach), you can easily raise all associated skills and attributes to Legendary and Superhuman in the course of a few minutes.</p>
+
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.
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''. Stay occupied (tell the enemy a story about one of your fortresses or mumble a "poem" written with Dabbling skills) for a nice time skip. The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.
 
*'''Weapon Skills and Fighting''' — Once your defensive skills are getting up there and your agility is high enough, you might want to try fighting [[bogeyman|bogeymen]] to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.
 
*'''Throwing and Archery''' — Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not terribly effective, can still be a quite handy skill. Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing. First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.). Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode. Rest. Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|Enter}}, until you've emptied your inventory. Rest. Rinse and repeat. (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|Enter}} and another on {{k|t}}.)</p>
 
*'''Marksman, Bowman, and Archery''' — Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it. If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed. ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact. So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}. Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact. Using a macro will speed this up greatly.<p>An alternative and much easier way to train any ranged attack is to simply shoot one or more z-levels straight above into the air, by using {{k|f}} than {{k|<}} , any ammunition used seems incapable of causing harm to the one launching it and lands undamaged under their feet for easy retrieval, however this may be considered a bug and/or exploit.</p>
 
*'''Ambushing and Swimming''' — An efficient way to raise Ambushing is to sneak over large stretches of land. Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach). Sneaking on fast travel will not raise Ambushing.<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training. '''Just make sure you start with at least Novice in swimming''', or you'll find swimming practically impossible to train. Swimming can very quickly improve your Strength, Agility, and Endurance. Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace— a single step spent drowning will raise both attributes by a fifth of a point apiece.</p>
 
*'''Observer''' — You can't really power-level this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. However, one way to train it appears to be sleeping or walking around in the wilderness, allowing yourself to be repeatedly ambushed. This is, however, inherently dangerous. Running away from these encounters would probably be faster than slaying your assailants, if not generally safer for your character (but not for your companions, hoh boy).<p>Successfully detecting traps found in tombs and catacombs (performed automatically) will also raise Observer. However, without decent skill to begin with, you'll be torn to pieces by the many traps you'll fail to see. Otherwise, once you've found one or more traps, it's possible to grind experience by sleeping/waiting an hour, thus resetting the traps. Rinse and repeat.</p><p>As of version 0.40.23, one seems to acquire skill in Observer from regular combat, as it's used to tell what weapon an enemy is using to attack you.</p>
 
*'''Spatial and Kinesthetic Sense''' - While sharpening rocks with {{k|x}} will improve your Knapping skill, it more importantly increases your Spatial Sense and Kinesthetic Sense attributes, which affect a number of other skills. Knapping can be combined with throwing via a macro to keep your inventory from filling up.
 
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.
 
  
=== I managed to escape, but my limbs are chopped off. Now what? ===
+
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.
  
'Tis but a scratch! Unfortunately, there is only one way to get them back, and that is by becoming a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. (However, if spinal nervous tissue damage is what has disabled your ability to stand, crutches ''will not'' help you in that regard.) You will notice that your speed is now much slower than before. Now, go find someplace reasonably safe, and walk back and forth until your Crutch Walking skill gets up to Legendary. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before. You can wield a sword, shield, and crutch all in one hand, so, even if you are missing an arm, then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing, then you'll be limited to rolling around on the ground biting things, though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, but if you lose both legs, then your character is going to be severely limited due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.
+
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.
  
=== What creatures of night can I become? ===
+
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.
  
You basically have four different choices. Firstly, you can become a [[necromancer|'''necromancer''']]:
+
=== Quest log ===
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies and mummies don't attack you and your physical stats are permanently fixed. The last one means it's wise to train them beforehand.
 
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.
 
* Undead minions are extremely useful, but will cause problems if you intend to interact with civilization ever again. They are, however, an easy way to gain manpower for construction.
 
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.
 
  
Secondly, you can become a [[vampire|'''vampire''']]:
+
{| class="wikitable" style="border:1px solid #ccc;"
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and are immune to most syndromes. Your strength, agility and toughness are doubled. They're still fixed forever, so, again, be prepared.
+
|-
* You gain blood vision, in which all creatures with blood not in your field of view will be represented with {{Tile||4:0:1}}.
+
| {{k|Q}}
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.
+
| Open quest log
* Anyone that witnesses you feeding on blood will turn hostile, unlike in older versions, where companions would only care if you drained someone they cared about.
+
|-
* To become a vampire, defeat one in combat and drink his blood.
+
| {{k|Esc}}
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a vampire by desecrating statues/totems/altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them. {{version|0.42.01}}
+
| 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
 +
|}
  
Thirdly, you can become a [[werebeast|'''werebeast''']]:
+
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.
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.
 
* There's a fixed list of animals on which the wereform is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.
 
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.
 
* You don't show any abnormality outside of beast form. You are still mortal.
 
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.
 
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.
 
* A werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield. Some werebeasts are truly gigantic — the weremammoth has a size of 9000000, on par with demons.
 
* To become a werebeast, make one bite you – it has to be in its beast form.
 
* In version 0.42.01, it is now possible to be "cursed" by a god into becoming a werebeast by desecrating statues, totems or altars dedicated to them. This can be done by pressing {{k|u}} while adjacent to interact with them, and toppling them.{{version|0.42.01}}
 
* You cannot be a werebeast and a vampire at the same time.
 
  
And finally, you can become a mist [[zombie|'''zombie''']]:
+
There are various kinds of lists you can check on the quest log:
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have the health point limit that raised zombies have.
 
* You become permanently hostile to everyone except other undead.
 
* Your strength and toughness are tripled and fixed. Train beforehand.
 
* Depending on the flavor of zombie virus, your speed may or may not drop to 20% or 60% of its normal value.
 
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and run into it.
 
* You cannot become a vampire or a werebeast if you are already a zombie. The other way, however, is fine.
 
  
=== What does it mean to be cursed? ===
+
* '''Events''' — A list of events that are happening or have happened. Formatting of the list is {{DFtext|(type)/(description)}}. You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.
After suffering a mummy's curse, you will critically fail 20% of all skill checks, so you miss attacks, fail when reciting poetry etc.
+
* '''People''' — A list of people you know. At the start of the game, this list will contain people in your site.
 +
* '''Sites''' — A list of various sites around the world.
 +
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.
 +
* '''Agreements''' — Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.
 +
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.
 +
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.
  
=== Can zombie companions build for me? ===
+
=== [[Adventurer mode gameplay#Create|Create]]===
Yes, they can build just like any other companion.
 
  
=== I don't like the location I am currently at. How can I fast travel away?{{version|0.42.01}} ===
+
{| class="wikitable" style="border:1px solid #ccc;"
* Retire your hero or party. Be sure not to pick the "starve" option.
+
|-
* Create another hero (pay attention to the list of locations!), and pick the location you want to teleport to as his/her hometown.
+
| {{k|x}}
* Add all people from your previous party to your current adventure mode party, via "Specific person" at the bottom of the race selection menu.
+
| Perform action (butcher, create item...)
* Start playing at your new location.
+
|}
* Dispose of your new hero, or add him to your party.
+
 
This can actually be exploited to add more characters to your party if some of them were killed, making this method a good way to replenish the numbers of your meatshields.
+
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.
 +
 
 +
Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.
 +
 
 +
=== [[Adventurer mode gameplay#Woodcutting, building and site management|Site management]] ===
 +
 
 +
{| class="wikitable" style="border:1px solid #ccc;"
 +
|-
 +
| {{k|b}}
 +
| Found a site and build
 +
|}
 +
 
 +
Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own—neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down. Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc.—a site must have a name and at least one zone to become functional.
 +
 
 +
=== Retirement ===
 +
 
 +
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site.  
 +
 
 +
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.
  
 
==See also==
 
==See also==
*[[Adventure mode quick reference]]
 
*[[Adventure mode quick start]]
 
 
==A glimpse into the Future==
 
{{D for dwarf}}
 
  
* Passage from "Shooting <s>for</s> the sky", the giant toad bone bound book by Nefil Blackbone the human necromancer :
+
*[[Adventure mode quick reference]], [[Adventure mode quick start|quick start]]
  
{{Quote|align=left|
 
... While seemingly absurd, the practice of one's abilities with a ranged weapon can be furthered by directing said weapon towards the sky.
 
After all, during day time the sky has one giant target that might even seem so large that it's impossible to miss, and the night sky has many smaller ones.
 
It has been well documented that hitting the target may not be necessary to achieve improvement in ones skill with said arms, thus it is reasonable to expect every subsequent shot after the first will hit a tad closer to it's intended target, this has further lead me to believe in the possibility of sky exploration, for with this logic at some point the projectile will actually hit it's target and could subsequently be replaced with a test [[goblin|dummy]] to further resolve survival issues and empty ones [[invader|guest]] [[stockpile|accommodations]] in one go.
 
Finally with said preparations accomplished it would be possible to explore whatever is beyond that great blue/black border above.
 
However some skeptical dwarven scholars suggest this to be impossible and rather place their bets on the tried and tested dwarven [[bridge|launch system]], while notable human scholars propose using bigger [[catapult|armaments]] to accomplish the goal.
 
This is how the great space race between the Elves, Dwarves and Humans began, which would later on lead to massive intergalactic conflicts, space goblin invasions, immortal human emperors, elven space gates, interplanetary clown-storms all under the name of the humble dwarven hammer of war ...}}
 
  
 
{{Getting Started}}
 
{{Getting Started}}

Latest revision as of 16:18, 24 November 2024

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

This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see Adventure mode quick start, or see Adventure mode quick reference to quickly look up key commands.
A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the fun nature of the game.
Art by HonorbruSudoku

Adventurer mode (also called "Adventure mode" or simply "Adventure") allows you to embark on an open world roguelike adventure to explore the worlds you have generated. You create a character, or partyv0.47.01, 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 quests to end those troubles (or get brutally slaughtered trying).

You may venture into the wilderness to find caves, caverns, shrines, lairs, abandoned towers, other towns and settlements, and more—you can even visit your previously abandoned or retired fortresses and take all the precious items you yourself once created. You and your companions can also build campsv0.43.01, though building and crafting options are currently quite limited compared to dwarf fortress mode (without mods).

As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.

World selection[edit]

You can play adventure mode in any world that has a civilization with the [ALL_MAIN_POPS_CONTROLLABLE] token (which are dwarf, human, and elf). Each species has its own preferred style of settlement:

  • Dwarves are spread between fortresses (which are built into the surface and almost always connect to the underground), "deep sites" (which sometimes do not contain a direct connection to the surface), and "hill dwarves" (who inhabit a loose collection of mounds built into hillsides).
  • Elves inhabit forest retreats.
  • Humans inhabit cities, towns, and the occasional above-ground fortress.
  • Goblins typically live in dark fortresses and dark pits.
  • Lastly, animal people can live with any civilization, in virtually any location.

Human cities and towns, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites but only sell rooms and drinks). 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:

  • If retired, you will likely be able to encounter all the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
  • 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").

Character creation[edit]

Race and civilization[edit]

Party members can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. angels) by conquering their sites in fortress mode.

  • Dwarves can usually start with steel weapons, enter a martial trance when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human clothing and armor, but wear the same size as elves and goblins.
  • Elves have higher natural speed, a notably sharper sense of smell, and a natural friendliness with wild animals, but start with very weak wooden weapons and have a more limited list of weapon skills during character creation. Like dwarves, they wear smaller-sized clothing.
  • Humans begin with copper, bronze, or iron weapons, and the widest variety of weapon skills. 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.
  • Intelligent Wilderness Creatures, or animal people, come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this list of creatures by adult size). The very largest of them can be very good in combat, especially if with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
  • Outsiders are humans who are not part of any civilization. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as rumors, wildlife, art, musical forms, musical instruments, clothing types, etc.; including cultural practices, such as hair styles and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer)[Verify] 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 most 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.
  • Goblins and Experiments that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves. Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.

Destiny[edit]

Affects the level of guidance and direction received.

Difficulty[edit]

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

  • Hard: 15 attribute, 35 skill, 55 equipment
  • Normal: 35 attribute, 95 skill, 255 equipment
  • Easy: 105 attribute, 161 skill, 1255 equipment

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.

Starting attributes[edit]

See this page for more info about adventurer mode starting attributes, or this page for full info about attributes

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.

Body[edit]

  • Strength: Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
  • Agility: Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
  • Toughness: Reduces physical damage inflicted on you, and also relates to defensive combat skills.
  • 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 unconsciousness.
  • Recuperation: Increases the rate of wound healing.
  • Disease Resistance: Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)

Soul[edit]

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 a list of skills organized by attributes..

  • Analytical Ability: Useful for Tracker, Knapping and Student.
  • Focus: Affects Archer, Ambusher, Observer.
  • Willpower: Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
  • Creativity: This influences quality of poems, songs, dances, and crafts.
  • Intuition: Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
  • Linguistic Ability: Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
  • Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
  • Musicality: Influences the adventurer's ability to perform music and song well.
  • Kinesthetic Sense: Affects most combat skills, crutch-walking, swimming and dancing.
  • Empathy: Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
  • Social Awareness: Increases the number of followers you can have at a given fame level.
  • Memory: Increases how much local area information you can maintain before it begins to be overwritten—important to navigate fortresses and underground mazes.
  • Patience, which determines how well or long a creature will tolerate another's negative dialogue towards them, such as insulting or ignoring them.

Starting skills[edit]

See this page for more info about adventurer mode starting skills, or this and this pages for full info about skills.

Not all races have the same sets of skills available at character creation time, 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 (except for skills that require you to already have some experience to improve further, such as swimming or reading).

This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see Combat skill.

Weapon[edit]

Includes Axeman, Bowman, Crossbowman, Hammerman, Knife User, Lasher, Maceman, Pikeman, Spearman and Swordsman.

Each skill enables the character to use the appropriate weapon more effectively.

Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception—dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.

Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.

General combat[edit]

Includes Fighter and Archer.

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.

Defence skills[edit]

Including Shield 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.

Unarmed combat and improvised weapons[edit]

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.

Movement and awareness[edit]

Includes Observer, Swimmer, Ambusher, Climber, Tracker and Crutch-walker.

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.

Other[edit]

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.

Personality[edit]

All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate goals, as well as their tolerance for stimuli like combat, trauma, and death.

Gameplay[edit]

Common UI concepts[edit]

About key symbols

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

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

Menu navigation and selection

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

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

Moving around[edit]

You can move around using 8 2 4 6 7 9 1 3 or . Use Shift + < or Shift+5 (num lock off) to ascend up the stairs and Shift+> or Ctrl+5 (num lock off) to descend. You can also fast travel—press T to enter fast travel mode and 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.

Status and information[edit]

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

Looking around[edit]

If you're not sure what a tile is, the look command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:

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

Messages[edit]

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 Space to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing a.

Status screen[edit]

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[edit]

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

Searching and manipulating[edit]

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

The u key can be used to do stuff like pull levers in 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. L will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.

Managing equipment[edit]

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

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

You can drop items out of your inventory, as well as get items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press - + * / to scroll the list if 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 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.

Items can be placed into containers with p and removed with r or be worn using w and removed using r (the same command used for removing from containers).

There is no command for wielding items such as weapons in specific hands. Instead, they are automatically equipped when you either get them from the ground or remove them from your backpack—provided the hand that would wield them is free. (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.)

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.

The 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.

Time and weather[edit]

You can see the current date (D), temperature (P) and time and weather (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.

Sleep[edit]

Z Sleep

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

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).

Eat and drink[edit]

e Eat or drink something

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.

Combat[edit]

8 2 4 6 7 9 1 3 / Attack adjacent hostile creature
5 Attack hostile on same tile
A Attack an adjacent creature.
f Fire a projectile
t Throw an item
j Jump
C Open combat preferences interface

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.

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 A. (Attacking some creatures will require confirmation, given using alt+y. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)

With a ranged weapon equipped (bow, crossbow, etc.) press the f key to fire it. Similarly, use the t key to throw any object in your inventory. Just like looking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.

Jumping at an enemy with j can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.

During gameplay (not in fast travel mode), you can press C to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense.

Talking[edit]

Main article: Talking

You can talk with people—to begin a conversation or performance, press 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 - and + to select who you want to talk to. Aside from individuals, you can also Shout out to everybody, which will have you talking with everyone in earshot, or you can talk to your deity, or even 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.

(Note that you can press Esc to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing Esc is useful if you need to double-check something before talking.)

Companions[edit]

Personal finance[edit]

In human towns (not hamlets or castles), you can find shops; in elven trading-trees, markets; and at depots in dwarven fortresses, brokers. 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 k to Trade with them.

Use 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 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.

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.

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.

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.

Coins from one civilization are nearly worthless in others. You can take your excess coinage and use it to purchase 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 jades 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.

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 Interacting 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 Sneak, 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.

Quest log[edit]

Q Open quest log
Esc Exit quest log
e p a s r b Access various lists
m Switch between the world map and additional info
z Center cursor on location of selected list item, if known
c Center cursor on your location
l Toggle the visibility of the line between you and some other point on the map.
f Filter the list
+ - * / Navigate the list

The quest log contains everything you know about the world, such as various events going on, people you know, and various sites. The 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.

There are various kinds of lists you can check on the quest log:

  • Events — A list of events that are happening or have happened. Formatting of the list is (type)/(description). You can center on the location of the event if you know this. This list is the closest you'll get to some formal quest system.
  • People — A list of people you know. At the start of the game, this list will contain people in your site.
  • Sites — A list of various sites around the world.
  • Groups — A list of groups you know of and your relation to them. Note that you have to press e when you're on the events list in order to reach this list, requiring you to press e at most twice.
  • Agreements — Your various agreements; this includes tasks given to you by your lord (if a hearthperson), and why people are traveling with you and the history of your agreements.
  • Regions — A list of regions. The additional information will list the biomes a region possesses.
  • Bestiary — A list of creatures, their characteristics, and where you could find them.

Create[edit]

x Perform action (butcher, create item...)

Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press x. You can sharpen rocks, assemble stone axes, carve bones, make wooden furniture, butcher, compose songs or dances or write books and scrolls.

Natural abilities (spitting, breathing fire, etc.) and acquired powers (such as raising undead) are also used via this menu.

Site management[edit]

b Found a site and build

Adventurers can chop down trees for resources, and build their own personal sites to claim as their own—neither of these actions can currently be performed in existing sites, like towns. Building currently needs wooden logs, obviously acquired by chopping down trees. With a non-wooden axe in hand, hitting g while next to a tree allows you to chop it down. Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete. In building mode, the site can have a Name assigned to it. Use zones to assign functions to rooms in the site such as main hall, library, temple, etc.—a site must have a name and at least one zone to become functional.

Retirement[edit]

If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site.

In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in legends mode, or, if you prefer, Legends Viewer. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to avoid retiring in a region of the world where people constantly mention armies on the march). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.

See also[edit]