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{{Quality|Unrated}}
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{{Quality|Exceptional|14:28, 17 May 2015 (UTC)}}
 
{{av}}
 
{{av}}
: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
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{{Translation
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| dwarven = zoluth
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| elvish  = moÿira
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| goblin  = nur
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| human  = thec
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}}
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: ''(This page ''will'' cover the mechanics of combat - as they're all figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] and/or [[Weapon]]s) for specific information on those aspoects. The effects of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page.
  
 
: For a  "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
 
: For a  "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
  
[[File:combat_preview_anim.gif|thumb|290px|right|Animation of an armored [[dwarf]] and an armored [[human]] in a fight to the death.]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. [[Wound|Damage]] to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.
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[[File:dwarf_fight.jpg|thumb|250px|right|{{DFtext|Urist McSwingdeath felt|7:0}}{{DFtext| satisfied|2:0:1}}{{DFtext| striking his enemies with perfect poise.|7:0}}]]'''Combat''' in ''Dwarf Fortress'' is unlike that in most strategy and role-playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub-parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains, eyes, noses, mouths, teeth and tongues; and torsos have internal organs. Damage to these parts and sub-parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.
  
 
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
 
Although [[creature]]s and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they [[Battle axe|axes]] or [[Short sword|swords]] or [[backpack]]s. You will often see creatures attacked with impaling weapons such as [[spear]]s or [[crossbow]] bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed.  
  
{{Translation
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Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.
| dwarven = zoluth
 
| elvish  = moÿira
 
| goblin  = nur
 
| human  = thec}}Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that, while most natural creatures have the same sorts of vulnerabilities due to their similar collections of body parts, procedurally-generated creatures such as [[bogeymen]], [[forgotten beast]]s and [[titan]]s may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.
 
  
 
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
 
As in real life, combat in ''Dwarf Fortress'' is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult, even for a decent fighter. Your warriors will not suffer loss of generic hit points, and cannot simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.
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*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.
 
*Example: A goblin might suffer fatal upper spine injury from a blunt attack, rendering everything below their head useless - however, the dwarves will fail to recognise this and can continue to attack their body. This can result in dwarves becoming tired needlessly, increasing their own chances of death, especially in sieges.
 
The AI also sometimes forget to retrieve their weapon after it becomes lodged in a target's wound. While they can still block attacks with their weapon, they will stop using it to make an attack, unless they receive intervention, such as another dwarf killing their target or a tackle displacing them. This means even legendary weapon users can suddenly become useless mid-battle, and dispatching a small number of dwarves can be prone to reliability issues, especially if their weapon type becomes lodged often.
 
  
 
==General terms==
 
==General terms==
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* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.
 
* Movement speed plays an important role in melee combat, as it determines both dodging efficiency and opponent's accuracy. Creatures that are either prone or naturally slow (such as [[giant snail]]s) will have a hard time dodging attacks, so breaking one of the opponent's legs is worth the effort.
 
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.
 
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hit with greater force, though whether this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.
* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example, if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.
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* As of update 0.43.04 shakes and strong attacks will translate to other bodyparts. For example if you hit an enemy in the head with a blunt weapon, the force from that attack may also hurt the neck of the enemy. Even if the attack is blocked by armor, the force of the blow can still damage other bodyparts.
 
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.
 
* Attacks can have modifiers that affect their speed and properties: heavy attacks increase the prepare and recover time, but have a higher velocity; precise attacks nearly double the prepare time, but have much higher accuracy; quick attacks reduce prepare and recover to about 2/3, but have lower velocity; wild attacks are slightly faster in preparation and have higher velocity, but lower accuracy and take significantly longer to recover.
 
* Only wild attacks are usable by berserk creatures.
 
* Only wild attacks are usable by berserk creatures.
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{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}/ {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
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| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Attack adjacent hostile creature
 
| Attack adjacent hostile creature
 
|-
 
|-
|  
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| {{k|↑}} {{k|↓}} {{k|←}} {{k|}}
|-
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| Attack adjacent hostile creature
| {{k|5}}
 
| Attack hostile creature on same tile
 
 
|-
 
|-
 
| {{k|A}}
 
| {{k|A}}
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| {{k|t}}
 
| {{k|t}}
 
| Throw an item
 
| Throw an item
|-
 
| {{k|x}}
 
| Use ability or power
 
|-
 
| {{k|j}}
 
| Jump
 
 
|-
 
|-
 
| {{k|C}}
 
| {{k|C}}
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[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.
 
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.
  
See [[Adventurer mode gameplay#Party members]] for information on switching characters and using tactical mode.
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=== Melee/ranged attacks ===
  
=== Defense ===
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Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or doing a complex interaction with the weapon.
  
Defense is very important in ''Dwarf Fortress''. Lucky attacks can kill instantly, and the only way to heal is to pass time (which can be done with fast travel, sleeping, or actual waiting) and some damage can not be healed. The main methods of defense are armor, dodging, shields, and parrying attacks.
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Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
  
Defense can happen either automatically, or manually using the {{k|A}}im attack menu. Manual defense is more likely to succeed, but prevents you from attacking (except for multi-attacks, but defense is tricky with those). The relative skill levels of attacker and target also affect the chances of success  - a master swordsman is more likely to hit a novice dodger than a master dodger, for example. Also, see the [[Combat#Combat_preferences|Combat preferences]] section below for information on how those can affect defense.
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After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.
  
[[Armor]] has a chance to automatically deflect an attack that targets a body part covered by it. So, getting as much [[Armor#Coverage|coverage]] as possible is important, as is having more [[Armor#Layers|layers]] of protection. The [[armor user]] skill is also very important as otherwise worn armor will greatly slow the wearer down.
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Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions.  
  
Each attack on you has a chance of being dodged automatically depending on your [[dodger]] skill level. You can also dodge manually in the {{k|A}}im attack menu by selecting any creature and choosing dodge. You then pick a direction, and your character will move one tile in that direction, possibly avoiding any number of attacks. Tiles that have a creature standing in them or some other blocking object cannot be dodged into. It is not clear whether choosing a specific creature increases the chance to dodge their attack or if choosing any creature will result in the same chance to dodge all attacks.
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Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.
 
 
Each held shield has a chance to block most attacks, including breath attacks, and each held weapon has a chance to parry other weapon attacks, including projectile attacks (very rarely). Blocking and parrying can also be attempted manually in the {{k|A}}im attack menu. There you can see adjacent creatures and any attacks they are attempting. This may include how soon the attack will happen depending on [[observer]] skill level. You can then pick a creature and choose to attempt to parry or block their attack. If several attacks are incoming, you can either manually defend against the soonest attack hoping for time to defend against the others or against the most dangerous hoping the other attacks are defended automatically.
 
 
 
The defensive options in the {{k|A}}im attack menu do not have fixed keys because their position can change if one or more is impossible. You can't block without a shield, parry without a free weapon, or dodge while in a wrestling hold.
 
 
 
Offense can also sometimes be used defensively. Using [[Wrestling]] grabs, incoming attacks can be [[Wrestling#Interrupting|interrupted]] and opponents [[Wrestling#Disarming|disarmed]].
 
 
 
Note that you can dodge even if you are not being attacked. Also, despite being in an attack menu the defensive options will not escalate the conflict level. So, you can dodge away from a friendly creature without it counting as an attack.
 
 
 
=== Weapons ===
 
 
 
[[Weapon]]s are divided into specific [[Combat_skill#Weapon_skills|weapon skill]]s. Also, any item held in a grasp (usually a hand) can be used as a weapon and will use the [[Miscellaneous object user]] skill. This includes shields. Mining [[pick]]s are an exception in that they use the [[Miner]] skill.
 
 
 
Weapons can become stuck in wounds after an attack - this will make the weapon unavailable for aimed attacks. There are multiple ways to free them. The most reliable is by {{k|I}}nteracting with the weapon in inventory, choosing the weapon, and choosing the {{DFtext|Gain possession}} option. Other ways include; doing a non-aimed attack can free up a stuck weapon (but if you're holding multiple weapons this isn't certain to work); moving from your current tile (exposing your back or flank to the enemy is not recommended); moving the enemy from their ''own'' tile by wrestling throw or charging attack; or jumping into the enemy.
 
 
 
Most creatures have body parts that can be used as weapons; hands, nails, feet, and mouths are common. These allow the creature to punch, scratch, kick, and bite, which use the Striker, Kicker, and Biter [[combat skill]]s. Creatures with other body parts may have an added attack with those; horns or tusks add gore attacks, for example. Creatures may also have attacks as natural abilities or acquired powers which can be used with {{k|x}} then {{k|a}} or {{k|p}}. {{DFtext|Spit}} is a common ability, but is not very effective.
 
 
 
The entire body can also be used as a weapon by {{k|j}}umping into or through the tile a creature is in. Usually they will dodge, but that might be useful around dangerous terrain. If it does hit, they may be sent flying depending on your relative masses. This can be useful for crowd control or knocking enemies into pits. Having your weapon stuck in them seems to increase the chance of hitting them.
 
 
 
=== Melee attacks ===
 
  
Hostile creatures can be attacked using a non-aimed attack by simply moving towards your enemy using the movement keys. A hostile creature in the same tile as you can be attacked with {{k|5}}. The specific type of attack can be influenced by the [[Combat#Combat_preferences|combat preferences]] and may be influenced by the character's skill level for each type of attack.{{verify}}
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There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.
  
Any visible creature can be attacked by standing next to it and pressing {{k|A}}. Attacking some creatures will require a confirmation, given using {{k|alt}}+{{k|y}}. This can be because they're friendly (which includes wild animals for elves), unconscious, or have yielded. This menu also has [[Combat#Wrestling|wrestling]] and [[Combat#Defense|defensive]] options.
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In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys, because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move one step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it, if several attacks are incoming, the remaining attacks will not be affected.
  
The first option {{k|a}} is to make an '''aimed attack'''. You first select the body part that you want to attack, then the type of attack. There are several options below the attack type menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.
 
 
Some options may be marked with a {{DFtext|!|3:1}}, this indicates an attack of opportunity which has a greatly increased chance of effectiveness, but only applies to a specific attack type. Selecting a body part with one of these will then show which type of attack it is. A {{DFtext|↑|3:1}} or {{DFtext|↓|3:1}} indicates that there is a {{DFtext|!|3:1}} on another page. The keys to change the page are shown above the list, {{k|/}} and {{k|*}} by default. Even if one of these doesn't target an important body part or uses a weaker attack, if successful they can cause significant pain which may give you an advantage.
 
 
Some options may also be marked with one of {{DFtext|+|2:0}}, {{DFtext|+|2:1}}, {{DFtext|-|4:0}}, or {{DFtext|-|4:1}}, these indicate normal attacks that are better ({{DFtext|+|2:0}}{{DFtext|+|2:1}}) or worse ({{DFtext|-|4:0}}{{DFtext|-|4:1}}) than average.
 
 
Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.
 
 
When your target is unconscious all attacks will be {{DFtext|Simple strike, direct hit}}.
 
 
Attacks aimed at an unarmored head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions. Damage to the lower body can cause nausea on most mundane creatures which is a major debuff for them. (They can also rarely [[Gelder|geld]] male creatures, but that has no other combat effect.)
 
 
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.
 
 
=== Ranged attacks ===
 
  
 
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
 
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
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{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.
 
{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.
  
=== Wrestling ===
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=== Wrestling and unarmed attacks ===
  
 
:''Main article: [[Wrestling]]''
 
:''Main article: [[Wrestling]]''
  
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]].
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'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.
  
=== Wounds ===
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=== Weapons ===
  
If you get wounded during combat, you can try to yield or flee - or both - before you get more wounded.
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[[Weapon]]s are basically divided into [[axe]], [[sword]], [[spear]], [[pike]], [[mace]], [[whip]], [[bow]] and [[hammer]], with various versions of these taking up the gray area.
  
To yield, press {{k|y}}. This will be less effective if you continue to hold a weapon, so drop any with {{k|d}}. Putting them away with {{k|q}} or {{k|p}} may also work. You can also ask them to cease hostilities with {{k|k}}. However, depending on the hostility level of the conflict and possibly the personality of your enemy, they may continue to attack you.
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=== Wounds ===
 
 
If you choose to flee, you can increase your movement speed with {{k|S}}. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows. If you are next to a creature, manually dodging using the {{k|A}}im attack menu may be faster than using the movement keys and will likely avoid more attacks.
 
 
 
Your wounds will heal over time, so just fast travel or sleep in a safe place. Some wounds may never heal, however, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, you can get bitten by a werebeast during full moon, which will heal all injuries once per month. Rolling [[die|divination dice]] can also result in a transformation or direct healing, though such magical healing seems to also have limits.
 
  
If you have some bolts or arrows stuck in your body, they can be removed by using the complex {{k|I}}nteraction menu. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}}. You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.
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If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.
  
 
=== Combat preferences ===
 
=== Combat preferences ===

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