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Difference between revisions of "v0.31:Adventurer mode"

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{{quality|Fine|02:18, 28 November 2010 (UTC)}}{{av}}  
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{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}}  
  
  
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the {{L|Adventure mode quick start|Adventure Mode Quickstart Guide}}.
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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].
:''See {{L|Adventure Mode quick reference}} to quickly look up key commands.
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:''See [[Adventure Mode quick reference]] to quickly look up key commands.
  
  
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in a {{L|Site|town}} of your race. You can receive {{L|quest}}s, venture into the wilderness to find {{L|cave}}s, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|fortress}}es and find whatever riches were left to be guarded by the {{L|creature}}s that sealed their fate.
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In '''adventurer mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
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Unlike [[fortress mode]], adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
  
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide.
 
  
 
=World Selection=
 
=World Selection=
  
You can play Adventurer mode in any world that has a civilization with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival.
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You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."
  
 
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.
 
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.
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==Race and Civilization==
 
==Race and Civilization==
  
Any race with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token is playable in adventure mode. In an unmodded game this means {{L|Dwarves}}, {{L|Elves}}, and {{L|Human|Humans}}. All three races can complete the same quests.
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Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
  
 
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
 
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the {{L|Entity_token#Gameplay|INDIV_CONTROLLABLE}} token to the race's entity definition.  
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*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
  
*'''Dwarves''' Have the advantage of being able to go into a {{L|Martial trance}} when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human weapons must be wielded two-handed by dwarves, due to their size.
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*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) 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. If they have any advantages over other races then it certainly isn't very obvious. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.
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*'''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. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.
  
 
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}
 
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}
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== Starting Attributes ==
 
== Starting Attributes ==
  
{{L|Attribute|Attributes}} are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
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[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
  
 
=== Body ===
 
=== Body ===
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*'''Focus''' - Affects Archer, Ambusher, Observer.
 
*'''Focus''' - Affects Archer, Ambusher, Observer.
 
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.
 
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.
*'''Creativity''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.
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*'''''Creativity''''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.
 
*'''Intuition''' - Only helps with Observer.
 
*'''Intuition''' - Only helps with Observer.
*'''Patience''' - Currently useless.
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*'''''Patience''''' - Currently useless.
*'''Memory''' - Appears to be useless.
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*'''''Memory''''' - Records more of previously traveled areas when you return to them. Deletes all memory when you travel.
*'''Linguistic Ability''' - Currently useless because adventurers don't have social skills.
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*'''''Linguistic Ability''''' - Currently useless because adventurers don't have social skills.  
*'''Spatial Sense''' - Important. Effects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
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*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
*'''Musicality''' - Completely useless as of yet.
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*'''''Musicality''''' - Completely useless as of yet.
 
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping,  
 
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping,  
 
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}
 
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}
 
*'''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.
 
*'''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.
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=== Attribute advancement cap ===
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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 their strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their 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, demi-god adventurers will always have a much higher potential for advancement than mere peasants and heroes.
  
 
== Starting Skills ==
 
== Starting Skills ==
  
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting {{L|skill}}s, as well as ones not available at character creation, can be improved through use in game.
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Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game.
  
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see {{L|Combat skill}}. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.
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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 ===
 
=== 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 of these.
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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.
  
 
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.
 
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.
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Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).
 
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).
  
*'''Swordsman''' - Using swords.
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*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.
*'''Maceman''' - Using maces (not hammers).
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*'''Bowman''' - skill allows characters to use bows more effectively.
*'''Axeman''' - Using axes.
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*'''Crossbowman''' - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.
*'''Hammerman''' - Using hammers/mauls.
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*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.
*'''Pikeman''' - Using pikes (not spears).
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*'''Knife User''' - allows characters to use large daggers and knives more effectively.
*'''Bowman''' - Using bows (not crossbows).
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*'''Lasher''' - allows characters to use whips and scourges more effectively.
*'''Crossbowman''' - Using crossbows.
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*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.
*'''Spearman''' - Using spears.
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*'''Pikeman''' - allows characters to use pikes more effectively.
*'''Lasher''' - Using whips.
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*'''Spearman''' - allows characters to use spears more effectively.
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*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.
  
 
=== General Combat ===
 
=== General Combat ===
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*'''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.
 
*'''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.
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*'''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 castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.
  
 
=== Defensive ===
 
=== Defensive ===
  
These skills are critical for survival. Starting out with good ability in one if not all is strongly advised.
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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 things with shields.
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*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.
*'''Armor User''' - Affects the ability of armor to block attacks. How this is supposed to work exactly is unknown, but armor is much less effective when worn by someone with a low Armor User skill.
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*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.
 
*'''Dodger''' - Ability to dodge out of the way of attacks.
 
*'''Dodger''' - Ability to dodge out of the way of attacks.
  
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While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
 
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, "takedown", throw opponents, etc. Can be raised very easily in game.
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*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.
 
*'''Striker''' - Punching ability.
 
*'''Striker''' - Punching ability.
 
*'''Kicker''' - Kicking ability.
 
*'''Kicker''' - Kicking ability.
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=== Movement and Awareness ===
 
=== Movement and Awareness ===
  
*'''{{L|Observer}}''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.
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*'''[[Observer]]''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.
*'''{{L|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. 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.
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*'''[[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. 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.
*'''{{L|Ambusher}}''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.
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*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.
  
 
=== Crafting ===
 
=== Crafting ===
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= Gameplay =
 
= Gameplay =
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== Common UI Concepts ==
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{{KeyConventions|3}}
  
 
== Moving Around ==
 
== Moving Around ==
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|}
 
|}
  
You will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.   
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Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.   
  
 
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
 
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
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=== Fast Travel ===
 
=== Fast Travel ===
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a hamlet is on the east side of the map. The regional map is displayed on the far right.]]  
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[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
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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.
 
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.
  
See the {{L|Map legend}} for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.
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See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.
  
 
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X".  When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).
 
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X".  When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).
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Other commands are not available until you exit fast travel with {{k|>}}.
 
Other commands are not available until you exit fast travel with {{k|>}}.
 
  
 
== Status and Information ==
 
== Status and Information ==
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If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.
 
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.
  
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of site) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.
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Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.
  
 
=== Messages ===
 
=== Messages ===
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|-
 
|-
 
| {{k|g}}
 
| {{k|g}}
| Get (pickup) an item off the ground
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| Get (pick up) an item off the ground
 
|-
 
|-
 
| {{k|p}}
 
| {{k|p}}
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Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
 
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
  
After acquiring {{L|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.
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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.
  
See {{L|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.
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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.
  
 
=== Wielding ===
 
=== Wielding ===
  
There is no command for wielding items such as {{L|Weapon}}s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapon}}s or {{L|shield}}s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
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There is no command for wielding items such as [[Weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
  
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 {{L|Armor#Shields and Bucklers|shield}} with the right hand. (actually, it's common for right-handers to hold shields in their right hand as shields tend to be rather heavy and also need to absorb a lot of force when struck){{verify}}
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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.
  
 
=== Advanced Interaction ===
 
=== Advanced Interaction ===
  
 
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.
 
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.
 
  
 
== Time and Weather ==
 
== Time and Weather ==
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|}
 
|}
  
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|D}} command.
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The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.
  
 
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day.   
 
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; further to the right of the screen is earlier in the day and further to the left is later in the day.   
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Weather can also reduce visibility.
 
Weather can also reduce visibility.
 
  
 
== Sleep ==
 
== Sleep ==
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Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep.  
 
Eventually your character will become {{DFtext|Drowsy|3:1}} 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|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)
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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|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by going into advanced world builder and setting "Number of Night creatures" 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 human habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best 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 time. You can make up for lost sleep once you've found your way to safety.
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Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best 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 time. You can make up for lost sleep once you've found your way to safety.
  
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Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.
  
 
== Food and Drink ==
 
== Food and Drink ==
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'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.
 
'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.
  
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.
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The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.
 
 
  
 
== Combat ==
 
== Combat ==
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|}
 
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{{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.
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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.
  
 
=== Melee Attacks ===
 
=== Melee Attacks ===
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Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{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}}.
 
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{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}}.
  
Attacking a creature with {{k|A}} will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. 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.
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Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.
  
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. Depending on the situation, it may be worth trying to take even a "Difficult" shot at the head. Severing limbs can also be effective even if not fatal, so if you have any Easy and Square attacks against limbs it may be worth taking them because, if a limb is chopped off, it will stun the opponent possibly making a followup shot to the head much easier. Removing a weapon arm can leave an opponent with no offensive ability, and removing a leg or foot can make it very difficult for them to escape or chase after you.
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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 also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions.  
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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. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.
  
 
=== Ranged Attacks ===
 
=== Ranged Attacks ===
  
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. 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.
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To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. 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 affect similar to firing them, although less powerful.
  
It is not possible to aim ranged or thrown attacks.
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It is not possible to aim for specific body parts with ranged or thrown attacks.
  
 
=== Wrestling and Unarmed Attacks ===
 
=== Wrestling and Unarmed Attacks ===
  
'''Wrestling''' (grappling) can be performe