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Difference between revisions of "40d:Adventurer mode"

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In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].
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{{quality|Exceptional|15:46, 30 September 2010 (UTC)}}{{av}}
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In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, abandoned towers and other [[Site|villages]]. You can even visit your old [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed the fate of your [[fortress]].
  
 
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.
 
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.
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=== Picking a race ===
 
=== Picking a race ===
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.
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When it comes to picking a race, there is difference in [[skill]]s. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapon]]s they can wield due to their size. [[Elves]] have a slightly different set of [[skill]]s. [[Human]]s are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; the humans also are the only civilizations with shops so it's a good place for new people to start out. You may wish to look at the races' pages for the finer details.
  
 
=== Choosing skills ===
 
=== Choosing skills ===
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark. The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.
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Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skill]]s, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.
  
All the [[skills]] you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the [[skills]] you think you’re going to use. The [[skills]] are pretty self explanatory but its recommended that you put at least a few points into [[shield]] / [[armor]] and into a type of weapon. Be warned that [[weapon]] [[skills]] generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It might also be a good idea to use a point or two for swiming, otherwise you might end up drowning in a puddle.
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All the [[skill]]s you see '''can''' be improved through use in-game, so don't worry about spreading them out completely evenly. In general, pick the [[skill]]s you think you're going to use, which are pretty self-explanatory, but it's recommended that you put at least a few points into [[shield user]] and into a type of weapon. Be warned that [[weapon]] [[skill]]s generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, i.e. high sword skill means you'll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for [[Swimming]], otherwise you might end up drowning in a puddle.
  
 
=== Setting out ===
 
=== Setting out ===
If you chose human, you will start out inside the Mead hall. Up on the second floor, you will see a flashing Weapon Master who happens to be the local leader - press {{key|k}} and talk to him/her, then choose 'services' for a possible [[quest]].  You can talk to the Citizens and recruit them to your party for some additional combat aid if they feel like it (note, people with no combat skills are unlikely to follow you, and the leader and town guards never will.) If you choose dwarf, you start out in a region just outside the entrance to a given fortress.  There is a [[mayor]] or the [[king]] himself inside the fortress.
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Depending on the race you chose while creating your character, you will have different starting locations to choose from (Humans may start in Villages, Dwarves in Fortresses etc.). Most all of the starting points are friendly places with different people to talk to.
  
 
Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.
 
Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.
  
 
=== Survival ===
 
=== Survival ===
Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have a bit too much fun.
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Congratulations, you've created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive, shall we? First things first, you need food and water. If you're a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. (which means, do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait.) After getting the waterskin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the waterskin and you should be able to fill it from the water source. After it's full, press {{key|e}} to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in a hostile place, if you don't want to have too much [[fun]].
  
Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs.
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Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you're an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn't too much of a problem because there's only one, but the real problem will be wolf packs (a single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed). Beware large packs until you've gained a little experience. Secondly, do not anger the townsfolk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you're ready, as you will more than likely have tons of [[fun]].
A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of [[fun]].
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=== Food and Drink ===
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Adventurers are not picky eaters but care to eat food and drink clean water or booze. Uncooked meat counts as food. An adventurer will drink and eat just about anything: blood, vomit, worms, bugs, etc.
  
 
=== Civilization? ===
 
=== Civilization? ===
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.
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Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Prior to version 0.28.181.39b, each [[tree]]s within a forest retreat had a name.
  
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and are marked with an "H" on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an "M" on the automap.  There are one or two apartment buildings buildings which are two stories, with six rooms a story; they are also marked with an "H." There are two really large buildings - the "T"emple and the a fort-like building that is marked with "K." Temples tend to have two or three levels, and a pool of water, while the "K" buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)
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Humans live in towns comprised of buildings and often a paved road.  Their villages are highly modular - the small 5x5 buildings are citizen houses and are marked with an "H" on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  You typically start in the mead hall, which is marked with an "M" on the automap.  There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an "H".  There can also be a large "T"emple and a "K"eep.  Temples tend to have two or three levels, and a pool of water, while "K"eeps are three or four floors high and are almost entirely empty (they will occasionally contain random smatterings of clothing though, if you're looking for things to sell.)
  
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are one 1-tile wide hallways, empty rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress Mode]]!
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Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress Mode]]!
  
 
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a "tower," one could be an over-glorified "basement."  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.
 
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a "tower," one could be an over-glorified "basement."  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.
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=== Trading ===
 
=== Trading ===
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.
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In towns you can find merchants inside some [[building]]s.  These merchants have the [[Shopkeeper]] profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only "human town" [[shopkeeper]]s in a pre-fab Adventure mode civilization.
  
 
==== Selling ====
 
==== Selling ====
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Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.
 
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.
 
 
[[Category:Adventurer mode]]
 
  
 
====Theft====
 
====Theft====
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. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.
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You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.
  
 
====Managing coins====
 
====Managing coins====
 
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.
 
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. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.
  
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world. Please harvest sustainably.
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A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.
  
 
=== Equipping your adventurer ===  
 
=== Equipping your adventurer ===  
 
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.
 
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.
  
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
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[[Weapon]]s and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
  
 
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.
 
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.
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=== How-to ===
 
=== How-to ===
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|>}}.
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You can walk around the whole world tile by tile if you wish, but given its size, you might want to consider using another method. Pressing {{key|T}} will let you see a very zoomed out map of the surrounding area. Not only is moving about on this map much faster, it also heals your adventurer and keeps them from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|>}}.
  
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.
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If there is more than one feature such as a [[Site|town]] or group of [[creature]]s on that map tile you will get to choose which one you want to arrive near.
  
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.
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Also, while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hiding from them.
  
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key. Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.
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Jumping off [[cliff]]s is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key. Once you land at the bottom, though, you might come to regret your decision when you are seriously injured (or possibly even dead).
  
 
=== Finding a Quest ===
 
=== Finding a Quest ===
At this present point Quests can only be taken from people of leadership in an organization.
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Quests can only be taken from people of leadership in an organization.
  
Human Weapon Masters: No matter what time of the day, human weapon masters will be in the mead hall, where you appear. However, if it is late they will immediately head for their homes so you may need to intercept them before they reach the door. The human capitals are not very different from the normal towns; humans have no central leadership so each weapon master is only a local leader of their own town, even at the capital the weapon master only rules the capital itself and not the other towns. Ignore the keeps; unless you're playing with a mod like LL no leaders hang out in the Keeps.
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Human Weapon Masters: No matter what time of the day, human weapon masters will be in the mead hall, where you appear. However, if it is late they will immediately head for their homes, so you may need to intercept them before they reach the door. The human capitals are not very different from the normal towns; humans have no central leadership so each weapon master is only a local leader of their own town, even at the capital the weapon master only rules the capital itself and not the other towns. Ignore the keeps; unless you're playing with a mod, no leaders hang out in the Keeps.
  
High Priests: Humans and Goblins will often suggest you ask the High Priest for quests but in all my times of doing this all this will do is allow you to join their religion. If you want to join the religion, the High Priest, as long as it is a reasonable time of day, should be wandering around the temple. Worth a visit at least as Temples are often the most interesting parts of a town/dark fortress because there are so many different kinds.
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High Priests: Humans and Goblins will often suggest you ask the High Priest for quests, but all this will do is allow you to join their religion. If you want to join the religion, the High Priest, as long as it is a reasonable time of day, should be wandering around the temple. Worth a visit at least, as Temples are often the most interesting parts of a town/dark fortress, because there are so many different kinds.
  
Dwarven Mayors/Kings/Queens: Hit and miss finding them, you'll generally find them on the outside of the fort but sometimes they move around; some have been known to run out of the fort and became a migrant unable to give out quests. Both Mayors and Kings/Queens can be found and both will assign Quests, which is nice. If you can't find them outside the fort you shouldn't really bother as mountainhomes take forever to search. As one might imagine the Kings/Queens can only be found at the Capital.
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Dwarven Mayors/Kings/Queens: You'll generally find them on the outside of the fort but sometimes they move around; some have been known to run out of the fort and become a migrant unable to give out quests. Both Mayors and Kings/Queens can be found and both will assign Quests, which is nice. If you can't find them outside the fort you shouldn't really bother, as mountainhomes take forever to search. As one might imagine, the Kings/Queens can only be found at the Capital.
  
 
Elven Druids: Druids, who look like flashing peasants, are generally found in the middle of their Forest Retreats but it can be a bit hit and miss as well. Just keep looking; they don't usually seem to move and hopefully will be in the same place once the Quest is completed. Probably the 2nd easiest to find as you just look around the Forest. Despite people saying they dislike the Elves, in adventure mode they invariably give out the best Quests because Elves are not attacked by normal animals, so the only targets for your Quests will be Mega/Semi-Megabeasts or the leaders of enemy factions. Even though elves do have a capital there is nothing special to see there; still only one Druid who is only in charge of the Retreat, not the civ.
 
Elven Druids: Druids, who look like flashing peasants, are generally found in the middle of their Forest Retreats but it can be a bit hit and miss as well. Just keep looking; they don't usually seem to move and hopefully will be in the same place once the Quest is completed. Probably the 2nd easiest to find as you just look around the Forest. Despite people saying they dislike the Elves, in adventure mode they invariably give out the best Quests because Elves are not attacked by normal animals, so the only targets for your Quests will be Mega/Semi-Megabeasts or the leaders of enemy factions. Even though elves do have a capital there is nothing special to see there; still only one Druid who is only in charge of the Retreat, not the civ.
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Goblin Weaponmasters/Demons: Probably the hardest to find; most Dark Fortresses are multitowered making it very difficult to find the leaders as there are several multifloored towers with twisty passages. Generally they will be in the tallest tower but this is not a definite fact. Sadly, they move around sometimes and are very difficult to find. The Demons are only in the Capital while weaponmasters exist in every Dark Fortress as local leaders. The goblins often have fun Quests as they generally seem to be at war with other civs.
 
Goblin Weaponmasters/Demons: Probably the hardest to find; most Dark Fortresses are multitowered making it very difficult to find the leaders as there are several multifloored towers with twisty passages. Generally they will be in the tallest tower but this is not a definite fact. Sadly, they move around sometimes and are very difficult to find. The Demons are only in the Capital while weaponmasters exist in every Dark Fortress as local leaders. The goblins often have fun Quests as they generally seem to be at war with other civs.
  
Kobold Weaponmasters: Often hanging around the middle of a kobold cave camp; however, these guys cannot talk to you and as a result cannot give you a Quest (although you can use them to train your Sword skill)
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Kobold Weaponmasters: Often hanging around the middle of a kobold cave camp; however, these guys cannot talk to you and as a result cannot give you a Quest (although you can use them to train your Sword skill).
  
 
=== Finding quest locations ===
 
=== Finding quest locations ===
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=== Visiting abandoned fortresses ===
 
=== Visiting abandoned fortresses ===
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also the only way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].
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If you start an adventure in a world with one or more abandoned [[fortress]]es, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[fortress]]es, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[fortress]]es might prove to be rewarding, since you can find [[armor]] and [[weapon]]s you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also the only way to get [[Legendary artifact|artifact-quality]] [[weapon]]s and [[armor]].
  
 
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.
 
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.
  
=== Combat ===
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== Combat ==
== The Weapons ==
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=== Weapons ===
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.  Swords are your jack of all trades weapon, doing reasonable slashing damage. They come in short, long and two handed varieties, with the two handed doing the most damage and the short doing the least. Axes are similar to swords and do slashing damage as well. They come in 3 types, battle axe, great axe and halberd.  The battle axe does slightly less damage than the long sword while the halberd does the same damage as a two-handed sword. The Great axe is generally too large to use, but it does slightly more than the halberd in damage. The spear does piercing damage and is ideal for damaging internal organs and causing heavy bleeding and unconsciousness. It has no variations. The spear is much more likely to become stuck in its target, which can be a great benefit if used right and a curse if not. The Pike is, for all intents and purposes, the same as a spear. The mace and the hammer are generally the same thing, simply a big metal thing to club your enemies over the head.  As expected, they do high damage but their bludgeoning attacks tend to be slower and less effective , if more hilarious, ways to dispatch your foes. The Maul, a hammer, is the highest damaging weapon in the game. The last weapon is the whip, which does gore damage. Its relatively weak but has its uses. The bow throws arrows, which act as tiny spears. Basically, a bow and crossbow is like having a very slow, long range spear.
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Weapons are divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.  Swords are your jack of all trades weapon, doing reasonable slashing damage. They come in short, long and two handed varieties, with the two handed doing the most damage and the short doing the least. Axes are similar to swords and do slashing damage as well. They come in 3 types, battle axe, great axe and halberd.  The battle axe does slightly less damage than the long sword while the halberd does the same damage as a two-handed sword. The Great axe is generally too large to use, but it does slightly more than the halberd in damage. The spear does piercing damage and is ideal for damaging internal organs and causing heavy bleeding and unconsciousness. It has no variations. The spear is much more likely to become stuck in its target, which can be a great benefit if used right and a curse if not. The Pike is, for all intents and purposes, the same as a spear. The mace and the hammer are generally the same thing, simply a big metal thing to club your enemies over the head.  As expected, they do high damage but their bludgeoning attacks tend to be slower and less effective, if more hilarious, ways to dispatch your foes. The Maul, a hammer, is the highest damaging weapon in the game. The last weapon is the whip, which does gore damage. It's relatively weak but has its uses. The bow shoots arrows, which act as tiny spears. Basically, a bow and crossbow is like having a very slow, long range spear.
 
 
== Weapon Tactics ==
 
Sword: Once again, your general fall back weapon. It’s good against almost everything, if not being that great against almost anything. Works well against both living and non-living enemies as it actively dismembers them.  
 
  
Ax: Pretty much the same as a sword, though some people believe it hacks off limbs more commonly. Good against organics, acceptable against anything else.  
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=== Weapon Tactics ===
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* Sword: Once again, your general fallback weapon. It's good against almost everything, if not being that great against almost anything. Works well against both living and non-living enemies as it actively dismembers them.
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* Axe: Pretty much the same as a sword, though some people believe it hacks off limbs more commonly. Good against organics, acceptable against anything else.
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* Spear/Pike: Ok, here's where we get a little bit more advanced. The spear is most effective against organic creatures because of two abilities, pierce damage and stuck-ins. Piercing damage does major harm to internal organs, causing pain, bleeding, vomiting, unconsciousness and death. Stuck-ins are when the weapon becomes stuck in the target, allowing it to be twisted. Twisting increases bleeding and causes extreme pain. Because of these two factors spears and pikes are ideal for single combat against organic targets. The are less effective against multiple enemies (because of the stuck-ins lowering kill-to-turn ratios) and are even less effective against non-organic enemies (i.e. bronze colossus).
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* Mace/hammer: These weapons rely on their ability to turn your opponent into a tasty pulp through repeated whacking. They break bones and bruise flesh, meaning that aside from a critical hit they generally are less likely to inflict mortal wounds quickly. They are great for crippling organics and non-organics alike, but when it comes to a swift, efficient death they are generally less than perfect. The exception to this is high strength and mace/hammer skill which allows for instant head crushing. 
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* Whip: The whip inflicts gore damage, which is similar to a cross between slash and pierce. It can cut off limbs but is more likely to slice up organs and cause extreme pain and bleeding. A few hits will generally render an opponent unconscious and perhaps even badly injured enough to eventually bleed to death. However, the whip is a slow outright killer, sometimes needing dozens of blows to actually finish its target.
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* Bow (and arrows): Arrows are much like spears, because of their piercing damage and all the benefits it has. The benefits it has however are its range and its ability to target multiple enemies.  They are most effective against organic targets. You, unfortunately, are organic, which makes archers one of your biggest problems.
  
Spear/Pike: Ok, here’s where we get a little bit more advanced. The spear is most effective against organic creatures because of two abilities, pierce damage and stick ins. Piercing damage does major harm to internal organs, causing pain, bleeding, vomiting, unconsciousness and death. Stick-ins are when the weapon becomes stuck in the target, allowing it to be twisted. Twisting increases bleeding and causes extreme pain. Because of these two factors spears and pikes are ideal for single combat against organic targets. The are less effective against multiple enemies (because of the stick-ins lowering kill-to-turn ratios) and are even less effective against non-organic enemies (ie bronze colossus).
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=== Non-weapon tactics ===
 
 
Mace/hammer: These weapons rely on their ability to turn your opponent into a tasty pulp through repeated wacking. They break bones and bruise flesh, meaning that aside from a critical hit they generally are less likely to mortal wounds quickly. They are great for crippling organics and non-organics alike, but when it comes to a swift, efficient death they are generally less than perfect. The exception to this is high strength and mace/hammer skill which allows for instant head crushing. 
 
 
 
Whip: The whip uses gore damage, which is similar to a cross between slash and pierce. It can cut off limbs but is more likely to slice up organs and cause extreme pain and bleeding. A few hits will generally render an opponent unconscious and perhaps even badly injured enough to eventually bleed to death. However, the whip is a slow outright killer, sometimes needing dozens of blows to actually finish its target.
 
 
 
Bow (and arrows): Arrows are much like spears, because of their piercing damage and all the benefits it has. The benefits it has however are its range and its ability to target multiple enemies.  They are most effective against organic targets. You, unfortunately, are organic, which makes archers one of your biggest problems.
 
 
 
== Non-weapon tactics ==
 
  
 
Besides your weapons you have two other major forms of attack: Wrestling and throwing.
 
Besides your weapons you have two other major forms of attack: Wrestling and throwing.
  
Wrestling: Wrestling can be performed by standing next to an enemy and pressing (Shift+a) and then (enter) to switch to wrestling. You can wrestle any enemy, however things such as wolves, bears and big cats do not allow you to perform the more advanced moves. After catching hold of a body part you can perform a lock, which allows you to further sprain, break or cripple an opponent. With a free hand you can perform even more advanced moves, such as gouging out eyes or stealing weapons. To gouge eyes grab a head with an open hand, to steal a weapon, grab the weapon and then check your inventory with (Shift+I). press the button corresponding to the weapon and then press a to gain possession of it.  
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Wrestling: Wrestling can be performed by standing next to an enemy and pressing (Shift+a) and then (enter) to switch to wrestling. You can wrestle any enemy, however things such as wolves, bears and big cats do not allow you to perform the more advanced moves. After catching hold of a body part you can perform a lock, which allows you to further sprain, break or cripple an opponent. With a free hand you can perform even more advanced moves, such as gouging out eyes and stealing weapons. To gouge eyes, grab a head with an open hand, and to steal a weapon, grab the weapon and then check your inventory with (Shift+I), press the button corresponding to the weapon, and finally press 'a' to gain possession of it.  
  
 
One of the best tactics for fighting high level weapon masters is to either break his weapon hand or to steal his weapon, essentially making him no more dangerous than a normal peasant.
 
One of the best tactics for fighting high level weapon masters is to either break his weapon hand or to steal his weapon, essentially making him no more dangerous than a normal peasant.
  
Throwing: Throwing is the skill of…well basically throwing shit. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results. While it seems like weapons (and arrows) tend to be more reliable in their damage causing abilities when thrown, just about anything can potentially be lethal. Picking up a worm and hucking it right through a dragon’s skull is not only possible, but has been done on multiple occasions. A warrior with a high throw skill is often times more dangerous with an arrow than a trained archer is.  
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Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results. While it seems like weapons (and arrows) tend to be more reliable in their damage causing abilities when thrown, just about anything can potentially be lethal. Picking up a worm and hucking it right through a dragon's skull is not only possible, but has been done on multiple occasions. A warrior with a high throw skill is oftentimes more dangerous with an arrow than a trained archer is.
  
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It is worth mentioning that a thrown arrow or bolt does not break upon impact with the ground the way that the same ammunition fired from a bow or crossbow would. Meaning that those masterwork adamantine arrows you picked up can be thrown and recovered ad infinitum.
  
=== Wounds ===
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== Wounds ==
You or your enemy are going to get hurt in the course of your adventures and its pretty useful to know exactly what’s happening when you are. Here’s a quick guide to the various aspects of wounds.
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You or your enemy are going to get hurt in the course of your adventures and its pretty useful to know exactly what's happening when you are. Here's a quick guide to the various aspects of wounds.
  
== Wound indicators ==
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=== Wound indicators ===
Wounds come in several colors and are indicated on the status screen (press z to see your own status screen while pressing (l) to look at your enemy’s). The status screen will list your body parts in different colors to indicate how damaged they are.
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Wounds come in several colors and are indicated on the status screen (press z to see your own status screen while pressing (l) to look at your enemy's). The status screen will list your body parts in different colors to indicate how damaged they are.
White-unhurt and feeling fine
 
  
Light gray-slightly damaged, think a nasty scrape or cut.
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* White: unhurt and feeling fine
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* Light gray: slightly damaged, think a nasty scrape or cut.
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* Brown: moderately damaged, such as a mild sprain or the like
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* Yellow: broken. Applied to joints it means literally broken, while applied to upper and lower body it generally means organ damage.
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* Red: mangled. If you got this then chances are you're in bad shape. Severely broken bones or ruptured organs. If this status is affecting anything even remotely vital you're more than likely on your way to the grave.
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* Gray: lopped off or cut out. This is when you completely lose a body part. Effects include massive pain and bleeding along with ruining your promising juggling career. For some body parts (noticeably the eyes) it will cause constant pain and unconsciousness. Should you lose an important body part, you may want to consider reverting to a previous save backup (or starting over entirely), as fast travelling will '''not''' heal injuries of this type.
  
Brownish yellow-moderately damaged, such as a mild sprain or the like
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=== Wound effects ===   
 
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Hands: Damage to the fingers or wrists can cause you to drop your held items, but usually only with yellow level damage. Losing a hand entirely gives you a serious '''hand'''icap, which will more than likely lead to [[fun]] in the future.
Yellow-Broken. Applied to joints it means literally broken, while applied to upper and lower body it generally means organ damage.
 
 
 
Red-Badly damaged. If you got this then chances are you’re in bad shape. Severely broken bones or ruptured organs. If this status is affecting anything even remotely vital you’re more than likely on your way to the grave.
 
 
 
Gray-lopped off or cut out. This is when you completely lose a body part. Effects include massive pain and bleeding along with ruining your promising juggling career. For some body parts (Noticeably the eye) it will not recover - if not a very long time - and will cause constant pain and unconsciousness, if so then consider restarting in a previous save or completely because fast travelling will not heal it.
 
 
 
== Wound effects ==   
 
Hands: Damage to the fingers or wrists can cause you to drop your held items, but usually only with yellow level damage. Losing a hand entirely gives you a serious handicap, which will more than likely lead to [[fun]] in the future.
 
  
 
Feet: Causes slowed movement and falling. If removed can cause permanent slowed movement. Removing both can cause a continuous on ground effect.
 
Feet: Causes slowed movement and falling. If removed can cause permanent slowed movement. Removing both can cause a continuous on ground effect.
  
Legs: Similar to feet, though often has increased bleeding and pain effects. Loss of one will usually result in death by bleed out. Even if you survive, you’re more than likely on your way to death. Severed legs do make a lovely club though.  
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Legs: Similar to feet, though often has increased bleeding and pain effects. Loss of one will usually result in death by bleeding out. Even if you survive, you're more than likely on your way to death. Severed legs do make a lovely club though.  
  
 
Arms: Damage to almost any part of the arm can cause items to be dropped. Loss of an arm is perhaps even worse than the loss of a leg, due to the loss of weapon and wrestling capabilities. Loss of both arms is both tragic and hilarious.  
 
Arms: Damage to almost any part of the arm can cause items to be dropped. Loss of an arm is perhaps even worse than the loss of a leg, due to the loss of weapon and wrestling capabilities. Loss of both arms is both tragic and hilarious.  
  
Head: Contains the brain, ears, mouth, nose, eyes and throat. Ears, nose and mouth are officially useless and can be cut off in an effort to appear cool. The brain, eyes and throat are however less disposable. Damage to the eyes results in loss of vision, permanent if the eyes are removed, and terrible pain. It's usually not possible to bleed to death from eye loss, though. The throat is highly sensitive and damage causes both extreme bleeding and suffocation effects. The brain is the most important thing you’ve got, and damage to it is an almost instant death. Any wound it receives will more than likely cause instant unconsciousness and severe bleeding.  
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Head: Contains the brain, ears, mouth, nose, eyes and throat. Ears, nose and mouth are officially useless and can be cut off in an effort to appear cool. The brain, eyes and throat are however less disposable. Damage to the eyes results in loss of vision, permanent if the eyes are removed, and terrible pain. It's usually not possible to bleed to death from eye loss, though. The throat is highly sensitive and damage causes both extreme bleeding and suffocation effects. The brain is the most important thing you've got, and damage to it is an almost instant death. Any wound it receives will more than likely cause instant unconsciousness and severe bleeding.  
  
Upper body: Contains the heart, lungs, upper spine, liver and kidneys. Both the kidneys and liver have similar effects; namely, heavy bleeding and pain upon injury. The spine causes nervous system damage, which can have several, sometimes permanent effects. The lungs control breathing, so piercing them can cause suffocation. The heart is the main organ of the circulatory system and damage to it is almost always fatal through bleeding.  
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Upper body: Contains the heart, lungs, upper spine, liver and kidneys. Both the kidneys and liver have similar effects; namely, heavy bleeding and pain upon injury. Damage to the spine can leave you incapable of using your arms or legs even if they are otherwise intact. The lungs control breathing, so piercing them can cause suffocation. The heart is the main organ of the circulatory system and damage to it is almost always fatal through bleeding.  
  
 
Lower body: Contains various organs like the stomach and spleen, all of which have the same effect of bleeding, pain and nausea. Nausea leads to vomiting, which makes the wounded creature unable to attack. There is also the lower spine, which has similar effects to the upper spine.
 
Lower body: Contains various organs like the stomach and spleen, all of which have the same effect of bleeding, pain and nausea. Nausea leads to vomiting, which makes the wounded creature unable to attack. There is also the lower spine, which has similar effects to the upper spine.
  
== Attack types and their wounds ==
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=== Attack types and their wounds ===
Pierce-dangerous to organic creatures, you included. Often times objects with the pierce effect will become lodged in their target. Removing the weapon from its lodged position causes both increased pain and bleeding but often times can alleviate certain symptoms the piercing has caused.
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Pierce: Dangerous to organic creatures, you included. Often, objects with the pierce effect will become lodged in their target. Removing the weapon from its lodged position causes both increased pain and bleeding but can alleviate certain symptoms the piercing has caused.
  
 
Bludgeon: Breaks bones and cripples joints. Generally less dangerous to the internal organs than other damage. The danger comes from its ability to incapacitate you and then turn your head to mush.
 
Bludgeon: Breaks bones and cripples joints. Generally less dangerous to the internal organs than other damage. The danger comes from its ability to incapacitate you and then turn your head to mush.
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Gore: Shreds internal organs, causing all sorts of nasty side effects. Almost worthless on non-organic enemies but can cause severe problems for you living sorts.
 
Gore: Shreds internal organs, causing all sorts of nasty side effects. Almost worthless on non-organic enemies but can cause severe problems for you living sorts.
  
== Dealing with wounds ==
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=== Dealing with wounds ===
In adventure mode your wounds will heal if you travel (shift + t) and they’ll recover just about anything except a lopped off limb. If you can’t travel the best thing to do is try and run from battle if you’re badly wounded, since running will give you time to stop bleeding and suppress the pain. Beware dropping your weapon and make sure to pick it up before you make a run for it. If an arrow strikes you in the chest its best to leave it there while an arrow to the extremities can be removed.  
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In adventure mode your wounds will heal if you travel (shift + t) and they'll recover just about anything except a lopped off limb. If you can't travel the best thing to do is try and run from battle if you're badly wounded, since running will give you time to stop bleeding and suppress the pain. Beware dropping your weapon and make sure to pick it up before you make a run for it. If an arrow strikes you in the chest its best to leave it there while an arrow to the extremities can be removed.  
  
=== <s>Living Shields</s> Companions ===
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== <s>Living Shields</s> Companions ==
  
 
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!
 
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!
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When you first start out, the easiest <s>human shields</s> friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill [[wrestling]] and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill. Drunks are much rarer in the current version of the game, so it's unlikely that you'll find one.
 
When you first start out, the easiest <s>human shields</s> friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill [[wrestling]] and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill. Drunks are much rarer in the current version of the game, so it's unlikely that you'll find one.
  
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.
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To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant might be bored enough to join you.
  
 
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.
 
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.
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Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:
 
Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:
  
If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, "Ha! Such enthusiasm from one such as yourself."
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If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, "Ha! Such enthusiasm from one such as yourself." This can be remedied by training your skills until he judges you a bit more skillful than he is.
This can be remedied by training your skills until he judges you a bit more skillful than he is.
 
  
Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, "With a band so large, what share of the glory would I have?"
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Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, "With a band so large, what share of the glory would I have?" But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!
 
  
Another possibility is to asked your old, retired adventurers for help. They'll never say no unless your party is too big and they should be pretty capable since you trained them.  
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Another possibility is to ask your old, retired adventurers for help. They'll never say no unless your party is too big. They should be pretty capable since you trained them.  
  
Edit: You can ask the prisoners of goblins to join you, and they will almost always say yes. Just go to the respective Dark Fortress and find an NPC marked as a "Prisoner". They make good distractions.
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You can ask the Prisoners of goblins to join you, and they will always say yes, regardless of the size of your party. Being nothing more than children, they have less fighting ability than drunks. However, if you have no moral reservations, they make excellent distractions for that particularly troublesome wolf pack that you come across on your travels. (Note: Elven prisoners will not attack any "normal" creatures or ones that do not attack them. That includes wolves.)
  
==== The Perils of the Wild ====
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== The Perils of the Wild ==