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

Adventurer mode

From Dwarf Fortress Wiki
Jump to navigation Jump to search
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 the Adventure mode quick start.
See Adventure mode quick reference to quickly look up key commands.

In Adventurer mode (also called "adventure mode") 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 quests to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find caves, shrines, lairs, abandoned towers, and other towns and settlements. You can even visit your previously abandoned/retired fortresses and take all the precious items you yourself once created. Unlike fortress mode, Adventurer mode is a sort of advanced open world RPG version of Rogue or Nethack taking place in the same procedurally-generated worlds used for Fortress Mode. Whereas in fortress mode, you are in charge of a large group of people in real-time restricted to a small parcel of land, in adventurer mode you control a single character in a turn-based manner, roaming the entire world freely.

World selection

You can play Adventurer mode in any world that has a civilization with the ADVENTURE_TIER token (which are elves, dwarves, humans, and goblins, as well as animal peoplev0.42.01). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit forest retreats. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, fortresses which are built into the surface and almost always connect to the underground and "hill dwarves" which inhabit a loose collection of mounds built into hillsides. Goblins typically live in Dark Fortresses. Lastly, animal people can live with any civilization, in virtually any location. Human cities and towns, 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.

Character creation

Race and civilization

Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an [ALL_MAIN_POPS_CONTROLLABLE] civilization never existed, adventure mode cannot be played.

  • Dwarves have the advantage of being able to go into a martial trance when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
  • Elves start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Elves are [AT_PEACE_WITH_WILDLIFE], which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a [SMELL_TRIGGER] of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
  • Humans begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations are too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
  • Intelligent Wilderness Creaturesv0.42.01 are playable wild animals. Any creature with [LOCAL_POPS_CONTROLLABLE] fits into this category. A wilderness creature can be played as long as a population exists in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. Most wilderness creatures are animal people. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills.
  • Goblins are only playable when a population is present in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. They possess the same body size of dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
  • Kobolds are not playable, but it can be allowed with modding. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find a fitting armor for them, unless you are absurdly lucky and run into armored kobolds.[Verify]

Outsider

Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be outsiders in vanilla by default. Other races can be played as outsiders if [OUTSIDER_CONTROLLABLE] is added to the creature's raws. At least one [ALL_MAIN_POPS_CONTROLLABLE] civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human civilization is not strictly required.

Outsiders will always try to begin in a populated site. Caves and even lairs with megabeasts will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site immediately, as soon as the game starts, to avoid an instant death.

Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked. Maps also start off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.

Status

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

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

The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.

Starting attributes

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

Body

  • Strength: Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.
  • Agility: This attribute is directly related to a character's Speed. All combat skills rely on it, especially defensive. Increases attack velocity and potential attack rate.
  • Toughness: Reduces physical damage inflicted on you. 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

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. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.v0.42.01
  • Focus: Affects Archer, Ambusher, Observer.
  • Willpower: Affects Fighter, Crutch Walker and Swimmer. Willpower 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, and dances and crafts. It may also influence "make believe", now able to be performed by children.v0.42.01
  • Intuition: Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
  • Patience: May have some effect on dealings with others as a result of the new conversation system.[Verify]
  • Memory: Memory is applied to the Student and Reading skills. Higher Student improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.
  • Linguistic Ability: Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
  • Spatial Sense: Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.v0.42.01
  • Musicality: Influences the Adventurers ability to perform music and song well. This, so far works for all instruments, one can play a flute, guitar, any other instrument equally well, given that the adventurer has equal skills in all instrument fields.v0.42.01
  • Kinesthetic Sense: Affects most combat skills, walking with crutches, swimming and dancing
  • Empathy: Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
  • Social Awareness: Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three. Your fame still plays a big part in whenever you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.

Attribute advancement cap

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

Starting skills

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

This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see Combat skill. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.

Weapon

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

Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.

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

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

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

General combat

These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the best available weapon is beyond your control or prediction.

  • Fighter: This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
  • Archer: This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on increasing your skills and attributes for information on raising bowman/marksman skills.

Defensive

These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.

  • Shield user: Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.
  • Armor user: A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.
  • Dodger: Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.

Unarmed combat and improvised weapons

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

  • Wrestler: Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See #Wrestling and Unarmed Attacks for details. Can be raised very easily in-game.
  • Striker: Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
  • Kicker: Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
  • Biter: Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
  • Thrower: Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
  • Miscellaneous object user: Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.

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

Movement and awareness

  • Observer: Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.
  • Swimmer: Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature in the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, starting out as an Adequate swimmer is advisable. If you don't, at least start as Novice and go get some swimming practice right away.
  • Ambusher: The skill of Sneaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time.
  • Climber: The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.
  • Tracker: The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.
  • Crutch-walker: The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.

Crafting

These allow your character to create things:

  • Knapper: The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
  • Bone carver: The art of making knick-knacks and other items by carving bones. A skilled bone carver adventurer can make items of the same quality as dwarves in fortress mode, including "*Masterpiece*". Bone carving adventurers can also make bone figurines, and customize the appearance of them.
  • Writer: Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials however. Checking in libraries and old dwarven fortresses has proven profitable.
  • Carpenter: Your adventurer's ability to craft wooden objects and create wooden buildings and displays.

Social

Almost all of these are only used in arguments.

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

General performance skills

These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.

  • Musician: Increases quality of all instrument based performances this is your all around instrument skill, very similar to speaker and fighter, except with instruments.
  • Speaker: Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments[Verify].

Performance skills

Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.

  • Poet: Increases the quality of poems you create and read out loud.
  • Singer: Increases quality of all songs your character sings.
  • Dancer: Increases quality of dances you choreograph and perform.
  • Stringed Instrumentalist: Increases quality of all performances using stringed instruments.
  • Wind Instrumentalist: Increases quality of all performances using wind-based instruments.
  • Percussionist: Increases quality of all performances using percussion instruments.
  • Keyboardist: Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others)

Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.

There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.

Other

  • Reader: Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a Necromancer. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.
  • Butcher: The art of turning corpses into piles of delicious prepared brains and meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers. You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.
  • Wordsmith: It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.

Character appearance and preferences

As of 42.01 you are able to customise your adventurer's appearance, needs and preferences. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction.

As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed whilst playing, as one of the following: Focused Focused!

In the current version, some of these are unable to be fulfilled in adventurer mode.

Gameplay

Common UI concepts

About key symbols

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

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

Menu navigation and selection

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

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

Moving around

Local movement

An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.
8 2 4 6 7 9 1 3 Move
Move
Alt and a direction key Move carefully / Deliberately enter dangerous terrain
Shift+< or Shift+5 (num lock off) Ascend
Shift+> or Ctrl+5 (num lock off) Descend
. Wait for 10 instants
, Wait for 1 instant
s Stand or lie down
S Open Movement Speed/Sneak Menu

Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use Alt+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, and not the open space over the water, as in the later case, you will fall in, causing you to become stunned, which may lead to drowning. If you hit j, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Hitting . allows you to stay in one place and wait for other things to move. , does the same but with a tenth of the time it takes for ..

Use s to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit s to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.

Sneak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than yours, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak is also affected by a variety of other factors detailed on the Sneak screen, such as light level and weather.

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

Fast travel

Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.
T Fast Travel
d Exit fast travel mode
K Display detected tracks and odors
c Toggle display of clouds on region map
s Walk around in sneak mode. Exiting fast travel starts you in sneak mode.
m Cycle through maps and significant structures
Q View Quest Log
Z Bring up sleep menu
h Hide parts of the bottom bar
> and < Enter/exit tunnel

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

Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen, and will be more vulnerable to attack in general. If you are not near any sites, the m key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then m cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The c key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.

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

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

Status and information

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

Looking around

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

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

Messages

The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use Space to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing a.

Status screen

This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.

Saving the game

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

Searching and manipulating

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

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

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

Managing equipment

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

Inventory

Press i to display a list of what you are currently carrying. Press - + * / to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.

Getting/dropping things

You can drop items 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 the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use q to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.

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

Containers

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

Wearing

Items can be worn using w and removed using r (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try removing items in that location and then wear them again in order of priority.

Note that "large" or "small" clothing items are too big / small for your race (e.g. a large giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.

After acquiring armor from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then wear it, granted you don't already have too much on that equipment slot already. You can remove or drop inferior equipment as necessary.

See Armor for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.

Wielding

There is no command for wielding items such as weapons in specific hands. Instead, they are automatically equipped when you either get them from the ground or remove them from your backpack - provided the hand that would wield them is free. So in order to change weapons or shields you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the remove command and the put into container command.

While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.Bug:9817 This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.

Once equipped, weapons and shields can be quickly drawn and sheathed with q, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually removed for use, and stowed again without occupying other inventory containers.

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

During advanced combat interactions it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing a will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.

Advanced interaction

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

This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.

Advanced interaction can also be used to steal enemy equipment. Use wrestling to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.

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

Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well

Sheathing

The q key lets you strap your weapons to your back. This is useful, because you can't climb or wrestle with your hands, unless your hands are free. People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away everything you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to remove them manually to use them again.

Time and weather

D Date
P Temperature
W Weather/Time

The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the W command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain. Rain is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and Interact with your waterskin to heat it over the fire and melt the ice.

Sleep

Z Sleep

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

Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by Bogeymen. To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair. Enter a building, use k to talk to a human, and ask for permission to stay the night. Next press Z to sleep, d to sleep until dawn, then Enter to confirm. (NOTE: If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle. Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using advanced world generation and setting "Number of Bogeymen" to 0)

Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way. A way to avoid this is to travel with companions. If you have any companions with you then bogeymen won't attack you. You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night. You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by bogeymen when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.

If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to perform music, preferably playing guitar stand up and lie down s repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent bogeyman attacks, as well. This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ. This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire follower party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.

Food and drink