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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127455</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127455"/>
		<updated>2010-09-12T08:27:52Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Thoughts on Elf Adventurers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The lack of random encounters from savage creatures does shelter a starting elf, from unprepared attacks that can end a novice dwarf or human quickly, but also from developing skill that other races have to. You can pick your targets at leisure, but the interface gets tedious as you have to confirm each and every attack. Since you can pretty much ignore wildlife, in later stages you don't have to waste time on the zerg rushes from outleagued critters. If evil lands exist in your world, they're a decent place to farm weapon experience in low-to-mid levels, until you're ready for local questing.&lt;br /&gt;
:The early equipment problem is solved with hand-picked recruitment of dwarves eager for glorious death. Goblin civilizations populated with dwarves tend to have more dwarves with better overall gear, so they make good targets, and they're fitting enemies for your dwarven companions to die in battle with. Money is pretty much pointless for elves, so you can travel light with only the weapons you like, or are currently training. You can have full steel in short order with this method; better gear than human coin can buy.&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 08:27, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127454</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127454"/>
		<updated>2010-09-12T08:08:57Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* No attribute increase in adventure mode? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
: The article can't be accurate; attributes can increase with ranks in any skills. So far it appears to be random whether you get an increase and which attribute increases with each skill, but if you get enough to Legendary, you will notice some attributes climbing to Superhuman. [[User:DokEnkephalin|DokEnkephalin]] 08:08, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Companions  limited to 2? ==&lt;br /&gt;
&lt;br /&gt;
While in adventure mode I was playing as a human. I was able to convince a swordsman and a hammerman to join me. When trying to convince another hammerman to join me, he told me &lt;br /&gt;
&amp;quot;With a band so large, what share of the glory would I have?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Does this mean that the companion limit has been decreased? &lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/98.144.80.228|98.144.80.228]] 16:43, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127416</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127416"/>
		<updated>2010-09-11T07:05:36Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Temples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I did make a pilgrimage, visiting temples across borders. There are similarities that show up everywhere, and consistencies that show up within a given religion. Those consistencies were especially emphasized by the priests when talking about their temple. For example, a lot of temples had an opening to the sky and a pool at the bottom, but the ones dedicated to a god of rivers and nature always had those features, and priests would talk about meditating on him at the pool, while the ones dedicated to a god of craft and beauty and a god of craft and scribery would emphasize the art works. The ones dedicated to a god of deep earth and gems were sometimes open to the sky, but always natural earth underneath, and the priests would always suggest pondering on the cave-like atmosphere below. [[User:DokEnkephalin|DokEnkephalin]] 07:05, 11 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caravans/&amp;quot;creatures&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava pools in temples ==&lt;br /&gt;
&lt;br /&gt;
I heard on the forums that some religions with fire gods occasionally have magma filled pools in temples, though according to those seeking them they were exceedingly rare and couldn't be used like normal magma. [[User:KoboldInDisguise|KoboldInDisguise]] 05:03, 12 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== but is it a site? ==&lt;br /&gt;
&lt;br /&gt;
Tunnels and roads are saved in 'Feature' files, not 'Site' files, and they aren't defined as 'Sites' in any Legends entries.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure where caravans and immigrants are saved, but I have seen that in Adventure Mode, deleting the home site of any migrant will return them home, unless they're visiting another site. Migrants in transit must be saved somewhere else, since site data is only updated when that site is actively in play in either Fort or Adv modes, yet migrants still complete their trips. Some examples: ditched companions find their way homes, at their own speed, named creatures dislodged from their lairs travel to new caves, tourist NPC's come and go from distant locations, even wayward kings and queens can come home or take up a new home.&lt;br /&gt;
&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 05:57, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127413</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127413"/>
		<updated>2010-09-11T05:57:07Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* but is it a site? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Caravans/&amp;quot;creatures&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava pools in temples ==&lt;br /&gt;
&lt;br /&gt;
I heard on the forums that some religions with fire gods occasionally have magma filled pools in temples, though according to those seeking them they were exceedingly rare and couldn't be used like normal magma. [[User:KoboldInDisguise|KoboldInDisguise]] 05:03, 12 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== but is it a site? ==&lt;br /&gt;
&lt;br /&gt;
Tunnels and roads are saved in 'Feature' files, not 'Site' files, and they aren't defined as 'Sites' in any Legends entries.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure where caravans and immigrants are saved, but I have seen that in Adventure Mode, deleting the home site of any migrant will return them home, unless they're visiting another site. Migrants in transit must be saved somewhere else, since site data is only updated when that site is actively in play in either Fort or Adv modes, yet migrants still complete their trips. Some examples: ditched companions find their way homes, at their own speed, named creatures dislodged from their lairs travel to new caves, tourist NPC's come and go from distant locations, even wayward kings and queens can come home or take up a new home.&lt;br /&gt;
&lt;br /&gt;
[[User:DokEnkephalin|DokEnkephalin]] 05:57, 11 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127412</id>
		<title>40d Talk:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site&amp;diff=127412"/>
		<updated>2010-09-11T05:56:54Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* but is it a site? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So this is the most wanted page on the wiki... Do we even need it? I mean, since we already got &amp;quot;map tiles&amp;quot; which for me seems to be the same thing... Maybe have it redirect to map tiles? &lt;br /&gt;
-Uberubert&lt;br /&gt;
:I was under the impression that site actually referred to special areas in adventure mode like towns and stuff. --[[User:Karlito|Karlito]] 18:25, 7 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== To do ==&lt;br /&gt;
&lt;br /&gt;
Check for buildings in/around Human mountain hall sites.&lt;br /&gt;
&lt;br /&gt;
Check what tunnels in civs that use forest retreats, towns, etc look like&lt;br /&gt;
&lt;br /&gt;
Mod stuff - Goblin [i.e. LIKES_SITE:DARK_FORTRESS] forest retreats (do these have towers/temples just like human ones have town buildings?), Human [i.e. LIKES_SITE:CITY] dark fortresses, etc.&lt;br /&gt;
&lt;br /&gt;
Get a good look at caves, get pictures of stuff (I have a picture of one floor of a goblin tower)&lt;br /&gt;
[[User:Random832|Random832]] 13:17, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Temples ==&lt;br /&gt;
&lt;br /&gt;
Has it not been commented somewhere that temples often reflect the deity they have been built for?&lt;br /&gt;
&lt;br /&gt;
Town temples tend to be white in my experience, though that could just be the ones I've visited. Also, a goblin one was a nice vivid red.&lt;br /&gt;
&lt;br /&gt;
And is there any correlation between open-roofed temples and them being deities of air or whatever? I had a deity, one of whose spheres was the sun, and the roof was open, leading people to say something like &amp;quot;it is said the open roof of {NAME OF TEMPLE} allows one to experience the sun for the glory of {NAME OF GOD}.&lt;br /&gt;
&lt;br /&gt;
Maybe this kind of thing is worth research and a mention? I'd be happy to make a pilgrim adventurer if there's nothing been done previously. =D [[User:Emmanovi|Emmanovi]] 15:29, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Caravans/&amp;quot;creatures&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure their symbol isn't the wood log symbol. i have a graphic tileset installed and it still looks like a gray horizontal line, not like the log. [[User:Wagawaga|Wagawaga]] 17:17, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lava pools in temples ==&lt;br /&gt;
&lt;br /&gt;
I heard on the forums that some religions with fire gods occasionally have magma filled pools in temples, though according to those seeking them they were exceedingly rare and couldn't be used like normal magma. [[User:KoboldInDisguise|KoboldInDisguise]] 05:03, 12 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== but is it a site? ==&lt;br /&gt;
&lt;br /&gt;
Tunnels and roads are saved in 'Feature' files, not 'Site' files, and they aren't defined as 'Sites' in any Legends entries.&lt;br /&gt;
&lt;br /&gt;
I'm not exactly sure where caravans and immigrants are saved, but I have seen that in Adventure Mode, deleting the home site of any migrant will return them home, unless they're visiting another site. Migrants in transit must be saved somewhere else, since site data is only updated when that site is actively in play in either Fort or Adv modes, yet migrants still complete their trips. Some examples: ditched companions find their way homes, at their own speed, named creatures dislodged from their lairs travel to new caves, tourist NPC's come and go from distant locations, even wayward kings and queens can come home or take up a new home.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Site&amp;diff=127400</id>
		<title>v0.31:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Site&amp;diff=127400"/>
		<updated>2010-09-11T04:08:37Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: It's a start; most of the earlier version still applies.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Sites''' are inhabited locations found on regions tile adjacent to at least one non-mountain land {{L|biome}}. These include settlements of any civilization, and caves habitable by named creatures. The type of site will be represented on maps in any mode with a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a history that can be viewed in Legends mode.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortresses ==&lt;br /&gt;
&lt;br /&gt;
During the embark phase of Fortress Mode, sites can be seen in region and local views. Any site type can be included in the embark region except for mountainhomes, occupied or abandoned (though fortresses established in play may be reclaimed.) On embarking, the fortress becomes a site of the size and location chosen.&lt;br /&gt;
&lt;br /&gt;
Abandoned fortresses are displayed on the map as Ruins.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=127393</id>
		<title>v0.31:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=127393"/>
		<updated>2010-09-11T01:22:43Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Backpacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
You can currently read about this topic on the  '''{{L|Squads#Equipping_Soldiers|Squads Page}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outside of armour, clothing and weapons, there are only five equippable or otherwise usable items in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
* Picks allow your dwarves to mine.&lt;br /&gt;
* Flasks and waterskins allow your dwarves to carry water and alcohol.&lt;br /&gt;
* Backpacks allow your dwarves to carry rations.&lt;br /&gt;
* Quivers allow your dwarves to carry additional ammunition.&lt;br /&gt;
&lt;br /&gt;
==Picks==&lt;br /&gt;
&lt;br /&gt;
A pick is a digging implement that can be {{l|Metalsmith's forge|forged}} from most common metals like copper and iron.  It is required by {{l|miner}}s to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's {{l|Mining}} skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can be used as crude weapons in a pinch, though. They seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;br /&gt;
&lt;br /&gt;
==Waterskins and flasks==&lt;br /&gt;
&lt;br /&gt;
Flasks and waterskins are containers used by your dwarves to carry alcohol or water while on hunting or military duty. Flasks are made from metal bars {{l|Metalsmith's forge}} using the {{l|metalcrafting}} labor and waterskins are made at the {{l|leather works}} from any form of leather. They are identical in function, differing only in name. Three waterskins/flasks are created per unit of leather/metal bar, so don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total.&lt;br /&gt;
&lt;br /&gt;
Flasks and waterskins can hold up to three units of alcohol or water. Alcohol is preferable to water though, as it prevents unhappy thoughts and doesn't freeze in low temperatures. Soldiers can be ordered to fill their waterskins/flasks from their specific squad menu.&lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but doesn't quench thirst or melt from this action. &lt;br /&gt;
&lt;br /&gt;
Waterskins are stored in Finished Goods stockpiles as flasks.&lt;br /&gt;
&lt;br /&gt;
==Quivers==&lt;br /&gt;
&lt;br /&gt;
A Quiver is an item used to store bolts or arrows. It is worn on the body, like a backpack. &lt;br /&gt;
&lt;br /&gt;
Dwarves require a quiver to hold their {{L|ammo}} whenever engaging in any kind of shooting.  Therefore, you'll need at least one quiver for each {{L|hunter}} and each crossbowdwarf in your military.&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather at a {{l|Leather works}}.  Invaders, merchants, and migrants often have silk and cloth quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, arrows and bolts picked up from the ground will automatically be placed in the first quiver worn, which can hold any amount of these ammo types. If filled with the {{k|put}} command, it can hold up to an indeterminate limit of combined items. For examples: a quiver can hold 20 5lb raw or sharpened rocks, or 20 1lb bolts and arrows, but only two weapons or three articles of clothing of any combined weight.&lt;br /&gt;
&lt;br /&gt;
==Backpacks==&lt;br /&gt;
In {{L|fortress mode}}, {{L|soldier}}s who are ordered to carry food (from the military menu) will equip a backpack to carry the rations in it, which saves them from going to a {{L|food}} {{L|stockpile}} whenever they are hungry. This does not mean that they will eat or drink while on duty, it only means that they will save time on their breaks. To prevent extreme hunger and thirst while dwarves are on an active schedule, you must lower the amount of soldiers required for a scheduled task, so that soldiers can be free to eat and drink.&lt;br /&gt;
&lt;br /&gt;
Backpacks can be sewn from leather at the {{L|Leather works}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, a backpack is required if you want to carry more than you can hold in your hands. Any items taken from the ground will be automatically placed in the first backpack worn (unless a quiver is worn, which receives any arrow or bolt,) with no limit to amount or weight. A backpack can be filled with the {{k|put}} command up to limits too bizarre to be deciphered -- just fill it by taking from the ground, okay?&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=127392</id>
		<title>v0.31:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=127392"/>
		<updated>2010-09-11T01:04:12Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Quivers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
You can currently read about this topic on the  '''{{L|Squads#Equipping_Soldiers|Squads Page}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outside of armour, clothing and weapons, there are only five equippable or otherwise usable items in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
* Picks allow your dwarves to mine.&lt;br /&gt;
* Flasks and waterskins allow your dwarves to carry water and alcohol.&lt;br /&gt;
* Backpacks allow your dwarves to carry rations.&lt;br /&gt;
* Quivers allow your dwarves to carry additional ammunition.&lt;br /&gt;
&lt;br /&gt;
==Picks==&lt;br /&gt;
&lt;br /&gt;
A pick is a digging implement that can be {{l|Metalsmith's forge|forged}} from most common metals like copper and iron.  It is required by {{l|miner}}s to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's {{l|Mining}} skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can be used as crude weapons in a pinch, though. They seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;br /&gt;
&lt;br /&gt;
==Waterskins and flasks==&lt;br /&gt;
&lt;br /&gt;
Flasks and waterskins are containers used by your dwarves to carry alcohol or water while on hunting or military duty. Flasks are made from metal bars {{l|Metalsmith's forge}} using the {{l|metalcrafting}} labor and waterskins are made at the {{l|leather works}} from any form of leather. They are identical in function, differing only in name. Three waterskins/flasks are created per unit of leather/metal bar, so don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total.&lt;br /&gt;
&lt;br /&gt;
Flasks and waterskins can hold up to three units of alcohol or water. Alcohol is preferable to water though, as it prevents unhappy thoughts and doesn't freeze in low temperatures. Soldiers can be ordered to fill their waterskins/flasks from their specific squad menu.&lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but doesn't quench thirst or melt from this action. &lt;br /&gt;
&lt;br /&gt;
Waterskins are stored in Finished Goods stockpiles as flasks.&lt;br /&gt;
&lt;br /&gt;
==Quivers==&lt;br /&gt;
&lt;br /&gt;
A Quiver is an item used to store bolts or arrows. It is worn on the body, like a backpack. &lt;br /&gt;
&lt;br /&gt;
Dwarves require a quiver to hold their {{L|ammo}} whenever engaging in any kind of shooting.  Therefore, you'll need at least one quiver for each {{L|hunter}} and each crossbowdwarf in your military.&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather at a {{l|Leather works}}.  Invaders, merchants, and migrants often have silk and cloth quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, arrows and bolts picked up from the ground will automatically be placed in the first quiver worn, which can hold any amount of these ammo types. If filled with the {{k|put}} command, it can hold up to an indeterminate limit of combined items. For examples: a quiver can hold 20 5lb raw or sharpened rocks, or 20 1lb bolts and arrows, but only two weapons or three articles of clothing of any combined weight.&lt;br /&gt;
&lt;br /&gt;
==Backpacks==&lt;br /&gt;
In {{L|fortress mode}}, {{L|soldier}}s who are ordered to carry food (from the military menu) will equip a backpack to carry the rations in it, which saves them from going to a {{L|food}} {{L|stockpile}} whenever they are hungry. This does not mean that they will eat or drink while on duty, it only means that they will save time on their breaks. To prevent extreme hunger and thirst while dwarves are on an active schedule, you must lower the amount of soldiers required for a scheduled task, so that soldiers can be free to eat and drink.&lt;br /&gt;
&lt;br /&gt;
Backpacks can be sewn from leather at the {{L|Leather works}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, a backpack is required if you want to carry more than you can hold in your hands.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Priest&amp;diff=127366</id>
		<title>v0.31:Priest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Priest&amp;diff=127366"/>
		<updated>2010-09-09T21:56:26Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adventurer Mode==&lt;br /&gt;
Priests appear in many {{L|Human}} and {{L|Goblin}} settlements, even those captured by and incorporated into civilizations of other races. They will either worship the civilization's official object of worship, or one aligned with the civilization's pantheon or {{L|Sphere}}.&lt;br /&gt;
&lt;br /&gt;
High Priests are the leaders the local religious sect and have distinct idiosyncratic yet thematic titles. If no High Priest resides in the settlement, any Priests present, and most citizens, will be members of a neighboring religious sect. High Priests in Goblin fortresses are likely to be goblin even if the rest of the population is supplanted by other races.&lt;br /&gt;
&lt;br /&gt;
If a {{L|Temple}} is in the settlement, there will be a local sect, and a living High Priest at least at the end of worldgen. Priests will be found wandering inside during the day, though in Human towns some may wander to visit the feasthall or Keep, many return to their homes for lunch, and some may work as shopkeepers. In such towns, Priests will also return home to sleep, while in Goblin Fortresses Priests will sleep within the Temple.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Priests may be among the participants of {{l|ambush}}es and {{L|siege}}s.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127364</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127364"/>
		<updated>2010-09-09T21:21:34Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Priesthoods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Quests=&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
{{L|Priest}}s in are commonly referred to any offer of 'Service' and can be found in their {{L|Temple}}s, but do not currently offer quests. More details in their respective articles.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127363</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127363"/>
		<updated>2010-09-09T21:16:07Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Civilization governments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Quests=&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map, so long as they are not completely separated by mountain or ocean.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127362</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127362"/>
		<updated>2010-09-09T21:13:59Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Quests=&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate {{L|cave}}s, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127361</id>
		<title>v0.31:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Quest&amp;diff=127361"/>
		<updated>2010-09-09T21:12:53Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: Created page with '=Quests= Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of que…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Quests=&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
==Obtaining a quest==&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
===Site governments===&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
===Civilization governments===&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
===Priesthoods===&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127360</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127360"/>
		<updated>2010-09-09T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Quests */  moved to DF2010 Quest article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127359</id>
		<title>v0.31:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127359"/>
		<updated>2010-09-09T21:10:54Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into {{l|caverns}}; they may also be lacking any passages or, more rarely, the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the {{L|embark}} screen when you {{L|World generation|design}} the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as {{L|ettin}}s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature.) {{L|Dragon}}s are known to hoard jewelry, {{L|ettin}}s and {{L|giant}}s hoard jewelry, food and booze.&lt;br /&gt;
&lt;br /&gt;
Caves can be found by taking quests in {{L|adventure mode}}. The cave will then replace the region tile where it is located, and will become the default entry location when fast traveling there.  Caves separated entirely by mountain or ocean from a quest giver will never be targeted by their quests. They may still be located by scouting, and an announcement will be given when within the site's range, but it will not be mapped to the region tile.&lt;br /&gt;
&lt;br /&gt;
If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot. &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:DF2010:Fortress_mode]]&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127356</id>
		<title>v0.31:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127356"/>
		<updated>2010-09-09T21:07:14Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into {{l|caverns}}; they may also be lacking any passages or, more rarely, the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the {{L|embark}} screen when you {{L|World generation|design}} the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as {{L|ettin}}s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature.) {{L|Dragon}}s are known to hoard jewelry, {{L|ettin}}s and {{L|giant}}s hoard jewelry, food and booze.&lt;br /&gt;
&lt;br /&gt;
Caves can be found by taking quests in {{L|adventure mode}}. The cave will then replace the region tile where it is located, and will become the default entry location when fast traveling there.  Caves separated entirely by mountain or ocean from a quest giver will never be targeted by their quests. They may still be located by scouting, and an announcement will be given when within the site's range, but it will not be mapped to the region tile.&lt;br /&gt;
&lt;br /&gt;
If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot. &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:DF2010:Fortress Mode]]&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127354</id>
		<title>v0.31:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave&amp;diff=127354"/>
		<updated>2010-09-09T21:03:55Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: expanded, corrected, organized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|13:29, 10 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''cave''' is a natural formation that occurs in or adjacent to any non-mountain region tile, consisting of a 48x48 tile wide site within the non-mountain biome.  Caves most often feature a large rock mound several z-levels high with a downward passage beginning anywhere along the side of the mound. '''Caves''' often, but not always, have deep passages that lead down into {{l|caverns}}; they may also be lacking any passages or, more rarely, the mound itself.&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress Mode, you can can choose whether or not to make caves visible on the {{L|embark}} screen when you {{L|World generation|design}} the world you will play in. The default option for '''Make Caves Visible''' is set to No. Caves have the odd feature that the stone they are made of doesn't match the material left after it is dug out; for example, a rock wall will leave behind a clay floor.&lt;br /&gt;
&lt;br /&gt;
Caves are sometimes home to named creatures and semimegabeasts such as {{L|ettin}}s. If a cave is inhabited by creatures fond of stealing items from nearby sites, their hoard will be littered over the area. The distribution of plunder remains within the 48x48 site, from the upper z limit down to any z-levels reachable by walking (no more loot will be found beyond a rampless drop or a waterlogged passage, even if the hoard's owner is a flying creature.) {{L|Dragon}}s are known to hoard jewelry, {{L|ettin}}s and {{L|giant}}s hoard jewelry, food and booze.&lt;br /&gt;
&lt;br /&gt;
Caves can be found by taking quests in {{L|adventure mode}}. The cave will then replace the region tile where it is located, and will become the default entry location when fast traveling there.  Caves separated entirely by mountain or ocean from a quest giver will never be targeted by their quests. They may still be located by scouting, and an announcement will be given when within the site's range, but it will not be mapped to the region tile.&lt;br /&gt;
&lt;br /&gt;
If you're an adventurer looking to make some easy money, try visiting caves and filling your backpack with (twice) stolen crafts. Return to town and sell your loot. &lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress Mode]]&lt;br /&gt;
[[Category:Adventurer Mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=127350</id>
		<title>v0.31 Talk:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=127350"/>
		<updated>2010-09-09T20:33:40Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* titans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The number of megabeasts might be affected by the world gen params&lt;br /&gt;
&lt;br /&gt;
[MOUNTAIN_CAVE_MIN:25] and [NON_MOUNTAIN_CAVE_MIN:50]. I guess each cave must have a (semi-)megabeast.  --[[User:TomiTapio|TomiTapio]] 01:00, 4 July 2010 (UTC)&lt;br /&gt;
:In my experience, megabeasts (and kobolds) seem to only hang out in mountain caves, while all others (mountain or non) are populated by semimegabeasts. --[[User:Quietust|Quietust]] 01:03, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reading Legends mode... one quadruped marsh titan was killed by a sylvan elf! (Genesis mod) --[[User:TomiTapio|TomiTapio]] 01:43, 5 July 2010 (UTC)&lt;br /&gt;
: I can confirm that I have several titans were killed during worldgen, and none of them by other megabeasts. So the 'megabeasts are invincible during worldgen' info is incorrect. --[[User:Aequor|Aequor]] 17:45, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a bronze colossus visit me soon after saving. I reloaded that save and at about the same time a dragon showed up instead. What is the mechanism for megabeasts in fortress mode? --[[User:Peglegpenguin|Peglegpenguin]] 06:19, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pop Limit of Megabeasts ==&lt;br /&gt;
If I keep this hydra alive at the bottom of my pit, will it prevent future megabeasts/forgotten beasts from appearing? [[User:Aussiemon|Aussiemon]] 00:27, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== titans ==&lt;br /&gt;
&lt;br /&gt;
Titans don't seem to fall into the class of megabeasts as of 2010. After worldgen, they don't appear in the world until certain fortress-mode conditions are met, not all of them are hostile, and they may be slain in the course of history. Also, the Age of Heros can begin after slaying all dragons, hydra and colossi, without ever encountering a titan. [[User:DokEnkephalin|DokEnkephalin]] 20:32, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=127349</id>
		<title>v0.31 Talk:Megabeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Megabeast&amp;diff=127349"/>
		<updated>2010-09-09T20:32:49Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* titans */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* The number of megabeasts might be affected by the world gen params&lt;br /&gt;
&lt;br /&gt;
[MOUNTAIN_CAVE_MIN:25] and [NON_MOUNTAIN_CAVE_MIN:50]. I guess each cave must have a (semi-)megabeast.  --[[User:TomiTapio|TomiTapio]] 01:00, 4 July 2010 (UTC)&lt;br /&gt;
:In my experience, megabeasts (and kobolds) seem to only hang out in mountain caves, while all others (mountain or non) are populated by semimegabeasts. --[[User:Quietust|Quietust]] 01:03, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Reading Legends mode... one quadruped marsh titan was killed by a sylvan elf! (Genesis mod) --[[User:TomiTapio|TomiTapio]] 01:43, 5 July 2010 (UTC)&lt;br /&gt;
: I can confirm that I have several titans were killed during worldgen, and none of them by other megabeasts. So the 'megabeasts are invincible during worldgen' info is incorrect. --[[User:Aequor|Aequor]] 17:45, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a bronze colossus visit me soon after saving. I reloaded that save and at about the same time a dragon showed up instead. What is the mechanism for megabeasts in fortress mode? --[[User:Peglegpenguin|Peglegpenguin]] 06:19, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pop Limit of Megabeasts ==&lt;br /&gt;
If I keep this hydra alive at the bottom of my pit, will it prevent future megabeasts/forgotten beasts from appearing? [[User:Aussiemon|Aussiemon]] 00:27, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== titans ==&lt;br /&gt;
&lt;br /&gt;
Titans don't seem to fall into the class of megabeasts as of 2010. After worldgen, they don't appear in the world until certain fortress-mode conditions are met, not all of them are hostile, and they may be slain in the course of history. [[User:DokEnkephalin|DokEnkephalin]] 20:32, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=127347</id>
		<title>v0.31 Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=127347"/>
		<updated>2010-09-09T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* formation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do caves... ==&lt;br /&gt;
Always lead into underground caverns?&lt;br /&gt;
: I don't think they do, but caverns are so common now that they will probably nearly always lead in. --[[User:Waladil|Waladil]] 02:53, 8 June 2010 (UTC)&lt;br /&gt;
::They don't always lead to underground caverns, I just saw a cave that went nowhere, the last floor of it had no down ramp. --[[User:Overspeculated|Overspeculated]] 18:03, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I've seen one 'cave' that didn't even have the mound of rock, it was a perfectly flat site with no underground passage. Also home to 5 giants, so the clutter was pretty incredible. [[User:DokEnkephalin|DokEnkephalin]] 20:21, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple entities in one cave? ==&lt;br /&gt;
I've been adventuring today and encountered two different caves with multiple entities, though only the second has me puzzled; the first was a kobold cave under attack by a bronze colossus from another site (one I had encountered many times before, footless, handless, noseless, earless, it still wiped out all the kobolds.)&lt;br /&gt;
&lt;br /&gt;
The second seems to be a standard cave. There was a hydra patrolling out front and a giant on top of the little hill the cave forms in. Do hydras and giants raid each other, or do we have two named (semi-)megabeasts settling in one site? &lt;br /&gt;
v.0.31.8&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 19:38, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen many times where any named creature you didn't kill for whatever reason will, if given enough time, migrate to a cave you haven't yet discovered. [[User:DokEnkephalin|DokEnkephalin]] 21:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== formation ==&lt;br /&gt;
&lt;br /&gt;
Looks like they don't occur just anywhere; they have to be on the edge of at least one non-mountain biome, even if that's a diagonal direction buried into mountains. [[User:DokEnkephalin|DokEnkephalin]] 21:19, 2 September 2010 (UTC)&lt;br /&gt;
: It's pretty confirmed, every time I've hiked deep into mountain chains to find hidden caves, there's at least one region tile of non-mountain biome either under it or beside it. [[User:DokEnkephalin|DokEnkephalin]] 20:29, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=127343</id>
		<title>v0.31 Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=127343"/>
		<updated>2010-09-09T20:21:02Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Do caves... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do caves... ==&lt;br /&gt;
Always lead into underground caverns?&lt;br /&gt;
: I don't think they do, but caverns are so common now that they will probably nearly always lead in. --[[User:Waladil|Waladil]] 02:53, 8 June 2010 (UTC)&lt;br /&gt;
::They don't always lead to underground caverns, I just saw a cave that went nowhere, the last floor of it had no down ramp. --[[User:Overspeculated|Overspeculated]] 18:03, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I've seen one 'cave' that didn't even have the mound of rock, it was a perfectly flat site with no underground passage. Also home to 5 giants, so the clutter was pretty incredible. [[User:DokEnkephalin|DokEnkephalin]] 20:21, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple entities in one cave? ==&lt;br /&gt;
I've been adventuring today and encountered two different caves with multiple entities, though only the second has me puzzled; the first was a kobold cave under attack by a bronze colossus from another site (one I had encountered many times before, footless, handless, noseless, earless, it still wiped out all the kobolds.)&lt;br /&gt;
&lt;br /&gt;
The second seems to be a standard cave. There was a hydra patrolling out front and a giant on top of the little hill the cave forms in. Do hydras and giants raid each other, or do we have two named (semi-)megabeasts settling in one site? &lt;br /&gt;
v.0.31.8&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 19:38, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen many times where any named creature you didn't kill for whatever reason will, if given enough time, migrate to a cave you haven't yet discovered. [[User:DokEnkephalin|DokEnkephalin]] 21:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== formation ==&lt;br /&gt;
&lt;br /&gt;
Looks like they don't occur just anywhere; they have to be on the edge of at least one non-mountain biome, even if that's a diagonal direction buried into mountains. [[User:DokEnkephalin|DokEnkephalin]] 21:19, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127342</id>
		<title>v0.31:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127342"/>
		<updated>2010-09-09T20:17:19Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any {{L|Sphere}}-aligned being such as a {{L|deity}}, {{L|megabeast}}, or {{L|titan}}. They are located in {{L|Human}} towns and {{L|Goblin}} fortresses, and the object of worship will be consistent with the Sphere or Spheres the {{L|Civilization}} is aligned to.  {{L|Priest}}s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'object' to 'devoted' to 'ardent'.&lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=127341</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=127341"/>
		<updated>2010-09-09T20:14:49Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' is the object of worship chosen by a creature. Deities are randomly generated during [[DF2010:World generation|worldgen]], with the objects/creatures/concepts/etc. they are associated with. {{L|Dwarves}} worship multiple deities, most of which are often depicted as a dwarf, though on occasion they may worship a deity that is depicted as an {{L|animal}} or {{L|vermin}}. Worship and deities differ among races;  {{L|Human}}s and {{L|Goblin}}s also worship multiple deities, sometimes dwarven deities. {{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have a deity listed among their {{L|relationship}}s. {{L|Fortress mode}} does not currently include priests or temples, but does include {{L|idol}}s that may be representations of dwarven deities.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In {{L|Adventurer mode}}, Human and Goblin towns include {{L|temple}}s inhabited by {{L|Priest}}s that may be dedicated to a deity. If the conversation option 'Service' is used with any Priest, the deity will be added as an object of worship to the character's record,, and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;br /&gt;
[[Category:DF2010:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127339</id>
		<title>v0.31:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127339"/>
		<updated>2010-09-09T20:09:06Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, any {{L|Sphere}}-aligned being such as a {{L|deity}}, {{L|megabeast}}, or {{L|titan}}. They are located in {{L|Human}} towns and {{L|Goblin}} fortresses, and the object of worship will be consistent with the sphere or spheres the civilization is aligned to.  Priests can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'.&lt;br /&gt;
&lt;br /&gt;
On the first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'devoted' to 'ardent'.&lt;br /&gt;
&lt;br /&gt;
It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=127338</id>
		<title>v0.31 Talk:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=127338"/>
		<updated>2010-09-09T19:57:04Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've seen the human temples in DF2010 adventure mode, but I haven't been to a goblin tower temple yet.  Someone who has please verify. --[[User:StrongAxe|StrongAxe]] 13:15, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm, even strictly goblin nations can have temples, dedicated to any deity, even those of other races. I've even seen a goblin nation that worshiped one deity everywhere except the capital, where the human master and high priest both worshiped the deity of a neighboring enemy. And I've seen fortresses captured by dwarven nations where the temple is dedicated to the dwarves prime deity. [[User:DokEnkephalin|DokEnkephalin]] 19:53, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen state religions based on titans, and read in this wiki that they may be flagged BENIGN in the raws as of 2010, but has anyone spoken to a worshiped titan? [[User:DokEnkephalin|DokEnkephalin]] 19:57, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127337</id>
		<title>v0.31:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127337"/>
		<updated>2010-09-09T19:54:42Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to the worship of a {{L|deity}}.  They are located in {{L|Human}} towns and {{L|Goblin}} fortresses, regardless of race's civilization it belongs to.  Priests can be found in temples, and will allow you to join the local sect of their religion. Each religion is dedicated to one of various powerful beings as an object of worship, deity, titan, or megabeast, which may or may not be the official religion nationwide. On the first joining any sect with a particular object of worship, that entity will be added to the character's record.&lt;br /&gt;
&lt;br /&gt;
An adventurer can converse({{K|k}}) anywhere with a chosen deity, but no other objects of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'devoted' to 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127336</id>
		<title>v0.31:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Temple&amp;diff=127336"/>
		<updated>2010-09-09T19:53:59Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to the worship of a {{L|deity}}.  They are located in {{L|Human}} towns and {{L|Goblin}} fortresses, regardless of race's civilization it belongs to.  Priests can be found in temples, and will allow you to join the local sect of their religion. Each religion is dedicated to one of various powerful beings as an object of worship, deity, titan, or megabeast, which may or may not be the official religion nationwide. On the first joining any sect with a particular object of worship, that entity will be added to the character's record.&lt;br /&gt;
&lt;br /&gt;
An adventurer can converse({{K|k}}) anywhere with a chosen deity, but no other objects of worship. Though the deity's only response is silence, repeated conversations can change the deity's object of worship status from 'dubious' to 'devoted' to 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though Titans may be flagged 'benign'.&lt;br /&gt;
&lt;br /&gt;
[[Category:DF2010:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=127335</id>
		<title>v0.31 Talk:Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Temple&amp;diff=127335"/>
		<updated>2010-09-09T19:53:20Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've seen the human temples in DF2010 adventure mode, but I haven't been to a goblin tower temple yet.  Someone who has please verify. --[[User:StrongAxe|StrongAxe]] 13:15, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I can confirm, even strictly goblin nations can have temples, dedicated to any deity, even those of other races. I've even seen a goblin nation that worshiped one deity everywhere except the capital, where the human master and high priest both worshiped the deity of a neighboring enemy. And I've seen fortresses captured by dwarven nations where the temple is dedicated to the dwarves prime deity. [[User:DokEnkephalin|DokEnkephalin]] 19:53, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127332</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127332"/>
		<updated>2010-09-09T17:23:44Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Civilization governments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
===Obtaining a quest===&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
====Site governments====&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
====Civilization governments====&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.&lt;br /&gt;
* Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
* Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
* Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
&lt;br /&gt;
====Priesthoods====&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127331</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127331"/>
		<updated>2010-09-09T17:23:27Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Site governments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
===Obtaining a quest===&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
====Site governments====&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
* Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
* Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
* Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
&lt;br /&gt;
====Civilization governments====&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.&lt;br /&gt;
1. Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
2. Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
3. Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
4. Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
====Priesthoods====&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127330</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127330"/>
		<updated>2010-09-09T17:20:46Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Bleeding, wounds, combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
: That sounds more like a bug than how infection or burning work. You could keep a perpetual infection with no effect other than occasional puss drainage, and it doesn't spread unless you also have a syndrome. Another explanation for the melting is that you might have walked across items burning in the wake of the dragonfire and set your feet aflame; you don't get any message that your equipment is on fire until you feel the pain of the flames. [[User:DokEnkephalin|DokEnkephalin]] 17:20, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127329</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127329"/>
		<updated>2010-09-09T17:12:00Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Starting wars? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. Even better, if you bring companions from your allies into settlement that has declared you enemy, they will run completely amok. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127328</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127328"/>
		<updated>2010-09-09T17:09:29Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Starting wars? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
:Sort of. If the civilizations aren't already at war, they won't call it war. But if you're allied with one and cause trouble in another, they will name anyone you attack or who attacks you as an enemy, who will become a quest target. You could very easily make this snowball into a chain of aggressions from your allied nation on the ones that you're attacking. This could be any nations at any range, whether they have any good reason for war or not. [[User:DokEnkephalin|DokEnkephalin]] 17:09, 9 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127327</id>
		<title>v0.31 Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adventurer_mode&amp;diff=127327"/>
		<updated>2010-09-09T17:04:40Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* priesthood */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Bleeding, wounds, combat ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if bleeding can be stopped in adventurer mode? My adventurer got hit by an arrow and bled to death. I removed the arrow but couldn't do anything about THE BLOOD. [[User:Haruspex Pariah|Haruspex Pariah]] 02:13, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It looks like wounds can become infected (even after partial healing) in adventurer mode. My whole right leg is &amp;quot;swelling&amp;quot;, and I keep vomiting everywhere. I wonder if it'll become worse. [[User:Timst|Timst]] 13:27, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It might be worth pointing out and further testing that the combat in adventure mode seems to be much more detailed in DF2010. There are now nerves and layers of fat and muscle involved and it will tell you if you have served motor nerves etc. or just cut into fat. Also I must agree that hammers and other blunt weapons seem to be useless as in arena mode I used an adamantine hammer and couldn't do anything but bruise the heck out of people :P Switch to an axe and suddenly the same monster died on one hit (A dragon) Could use further testing of course, also to see if that weakness carries over to Fortress Mode so people can make informed choices when attempting to defend their fortress : --[[Special:Contributions/205.145.64.64|205.145.64.64]] 17:02, 7 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
* Adamantine blunt weapons are poor because they are very lightweight; use heavier metals for blunt weapons. --[[User:TomiTapio|TomiTapio]] 18:29, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm relatively certain it's relevant to my infection - after killing a dragon (all dragonfire blocked), I reported the victory thrice, and upon entering another town and thus leaving the travel, my feet spontaneously began melting. None of my equipment was on fire, so I'm assuming my infected finger (smashed apart of course) spread to my feet and the message was interpreted as melting, a half dozen times per movement. Very disconcerting. &lt;br /&gt;
(Another possible explanation is that the stairs of mead halls in a select few human capitals have faulty magma traps.)&lt;br /&gt;
&lt;br /&gt;
== Don't know where he lives ==&lt;br /&gt;
&lt;br /&gt;
Have been tasked, as my first quest, to kill an armadillo fiend that is the god of one of the two of the only civilization left's religions. He's in my town, but I've no clue where he is&lt;br /&gt;
&lt;br /&gt;
:The 'Q'uest Log should be useful for finding things.  I think it can also help pinpoint quest targets.  If you're in the same world map tile (e.g. you're in the same town), zooming in on something will show you the region map instead of the world map.  I was able to see a 3x3 town on the map this way (or maybe it was a cave;  I forget).  Region tiles represent a 48x48 space IIRC, so that should help you find the rascal. -[[Special:Contributions/128.211.250.173|128.211.250.173]] 06:11, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've encountered this as well; it's my (untested) assumption that the creature in question is somewhere in a cavern underneath the town. Also, the few times I've used the quest log to zoom in on a quest target, the most precise it gets is showing the 3x3 grid on the &amp;quot;local area&amp;quot; map where the Site in question is. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
:::If he's a demon, he's probably in one of the various houses and he's probably the town's Law-giver. If you actually attack him, the entire town will go hostile and try to kill you, including the guy who gave you the quest in the first place. --[[User:Quietust|Quietust]] 22:02, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mainspace redirect ==&lt;br /&gt;
Why does the mainspace Adventurer mode (and thereby the link on the main page) point to the 40d adventure mode?  --[[User:StrongAxe|StrongAxe]] 15:39, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No attribute increase in adventure mode? ==&lt;br /&gt;
On the page it said that the attributes don't increase, but I started a dwarven adventurer and looked at his stats and it said I had a very good focus. But later that changed to a great ability to focus. So not only attributes INCREASE but also soul attributes can increase with no apparent reason.--[[User:Niggy|Niggy]] 13:54, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Fortresses ==&lt;br /&gt;
I've seen a couple dwarven fortresses in adventure mode and in each case there's a large outer wall with a ring of stairs down to a &amp;quot;first&amp;quot; floor, in which there is a centered column of ramps down to the next level (all typical from ver. 40d).  The ramp leads to a &amp;quot;ramp room&amp;quot; which has another ramp (column) opposite the first, then this repeats down several more levels, until you reach a level where there is no 'next' ramp down.  Importantly, each ramp room is completely enclosed.  There appears to be no actual body to the fortress, no rooms, hallways, certainly no workshops, etc. [[User:Piwowk|Piwowk]] 22:54, 20 April 2010 (UTC)&lt;br /&gt;
:It's been reported in the bug tracker. I actually once discovered a fortress just like this in 40d, but it seems that something has broken and is causing '''all''' worldgen dwarf fortresses to turn out like this. --[[User:Quietust|Quietust]] 23:36, 20 April 2010 (UTC)&lt;br /&gt;
::I have discovered exactly one dwarf settlement in 31.04 that actually had halls and rooms in the underground layer. Just one. [[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Elf Adventurers ==&lt;br /&gt;
The current version of this page doesn't talk about the playable races so I thought this might be the best place to put my thoughts on elves:&lt;br /&gt;
:*Wood equipment makes them initially a poor choice as discussed on 40d page; however they can use the same size equipment as dwarfs (and goblins) which makes looting better gear a little easier than for a Human.&lt;br /&gt;
:*Elves seem to be friendly to most animals and non-evil creatures. They seem to lose this ability if they retire and then restart, though the loss might be caused by some other action (like killing Bambi) and the retire/restart correlation purely coincidental. Needs more testing.&lt;br /&gt;
:*If you lack the patience to reroll countless elf adventurers and send them to their deaths in search of a metal weapon, you could roll a dwarf character, put all it's starting steel and bronze gear in it's backpack, and drop the backpack somewhere like a human town, then retire the character. Revisiting that town with your elf, you should be able to find the backpack; this is more efficient than dropping the items individually as they all seem to stay in the backpack and only the backpack is &amp;quot;scattered.&amp;quot; Whether or not this method requires more or less patience than the endless stream of dead elf adventurers method requires further testing.&lt;br /&gt;
:*Based on reviews of the Legends logs, attacking (or being attacked by?) members of a given Entity seems to make that Entity an Enemy of any Entities your adventurer belongs to. While I haven't tested this, it would seem possible that this could cause your civilization in Fortress mode to be at War with someone on embark, if you made some enemies with a dwarf adventurer of the same civilization. Playing an elf would avoid this presumed problem as long as you don't retire in a dwarven town or anything. (After all, every dwarf knows that elves are no [[fun]].) I propose more testing for this.&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 21:59, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Starting wars? ==&lt;br /&gt;
Can an adventurer cause wars by traveling around and attacking peaceful civilizations? --[[User:TomiTapio|TomiTapio]] 18:27, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pools and swimming ==&lt;br /&gt;
Is the &amp;quot;climb out of pool&amp;quot; bugged in 31.08? Alt-move (and shift &amp;amp; ctrl) doesn't climb out. --[[User:TomiTapio|TomiTapio]] 19:02, 6 July 2010 (UTC)&lt;br /&gt;
:Once you issue the command, press Enter (or click the mouse) and you should actually be on the surface - there's some bugs with delayed input that have yet to be resolved. If Alt+Move isn't actually giving you a movement menu, then you're probably drowning and aren't physically capable of climbing out of the pool. --[[User:Quietust|Quietust]] 19:32, 6 July 2010 (UTC)&lt;br /&gt;
:: So an adventurer should invest in the swimming skill, because of charging attacks and dodging jumps. --[[User:TomiTapio|TomiTapio]] 23:30, 19 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bandages==&lt;br /&gt;
After getting cut up way more than is socially acceptable, I've concluded that you cannot use cloth to bandage a wound. If anyone can prove that they can, please, by all means revert my edit.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Combat==&lt;br /&gt;
&lt;br /&gt;
or how to kill everything.&lt;br /&gt;
&lt;br /&gt;
'''The Weapons'''&lt;br /&gt;
There are many types of weapons; not all can kill and maim at the same level.&lt;br /&gt;
&lt;br /&gt;
Swords are your jack of all trades weapon, doing reasonable slashing damage.&lt;br /&gt;
The size of the blade helps in making bigger wound and dismembering foes.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
*large dagger*&lt;br /&gt;
Short sword&lt;br /&gt;
long sword&lt;br /&gt;
scimitar&lt;br /&gt;
two-handed sword&lt;br /&gt;
&lt;br /&gt;
large dagger small weak shallow cuts and stabs, at best a fall back blade, at worst throw it at someone. NOTE uses dagger skill, not sword skill. &lt;br /&gt;
&lt;br /&gt;
Short swords are the weakest true sword, but are still good for use fighting wolfs and the like, just don't take it to fight a dragon.&lt;br /&gt;
&lt;br /&gt;
Long sword it's longer and so it cuts deeper and dismembers more.&lt;br /&gt;
&lt;br /&gt;
Scimitar, ok this is just as good as the short sword.&lt;br /&gt;
&lt;br /&gt;
Two-handed sword 5 times the cutting power of the short sword,it stabs go in 2 time as far, truly this is the king swords&lt;br /&gt;
&lt;br /&gt;
'''Axes'''&lt;br /&gt;
&lt;br /&gt;
ok a lot like swords but bigger and better when fighting armor.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
battle axe&lt;br /&gt;
great axe&lt;br /&gt;
halberd&lt;br /&gt;
&lt;br /&gt;
battle axe on par with the long sword a good weapon over all.&lt;br /&gt;
&lt;br /&gt;
great axe bigger and better.&lt;br /&gt;
&lt;br /&gt;
halberd the oddball it has a smaller edge but can stab as well as chop, think of the offspring of a Short sword and a spear.&lt;br /&gt;
&lt;br /&gt;
'''Spears'''&lt;br /&gt;
ok the spear ot as good or as bad as it was,yes no endless Stick-ins but no more stabbing every internal organs in one blow.&lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
spear&lt;br /&gt;
*pike*&lt;br /&gt;
&lt;br /&gt;
spear a poor anti-group weapon for the love of Armok use a different weapon.&lt;br /&gt;
&lt;br /&gt;
pike ok it stabs a little deeper and uses pike skill, still use a different weapon.&lt;br /&gt;
&lt;br /&gt;
'''Blunts'''&lt;br /&gt;
good at smashing stuff and fighting armor.&lt;br /&gt;
for blunt weapons there weight is the main factor. &lt;br /&gt;
&lt;br /&gt;
'''subtypes'''&lt;br /&gt;
war hammer&lt;br /&gt;
mace&lt;br /&gt;
maul&lt;br /&gt;
flail&lt;br /&gt;
morningstar&lt;br /&gt;
&lt;br /&gt;
war hammer with skill to can put nice holes in heads.&lt;br /&gt;
&lt;br /&gt;
mace has more weight than the warhammer, in skilled hands Goblins shatter like glass. In less skilled hands it's bruising. &lt;br /&gt;
&lt;br /&gt;
maul a bigger mace,now hit stuff harder.&lt;br /&gt;
&lt;br /&gt;
flail mace on a chain,hit them not you.&lt;br /&gt;
&lt;br /&gt;
morningstar spiked ball on a chain cuts as it smashes.&lt;br /&gt;
&lt;br /&gt;
'''other weapons'''&lt;br /&gt;
the odd one.&lt;br /&gt;
&lt;br /&gt;
whip&lt;br /&gt;
pick&lt;br /&gt;
scourge&lt;br /&gt;
&lt;br /&gt;
whip shatters the bone,bruise the flesh.&lt;br /&gt;
&lt;br /&gt;
pick goes in deep,rips organs ,shatters bones.fear the miners.&lt;br /&gt;
&lt;br /&gt;
scourge tears muscle,brakes bones.&lt;br /&gt;
--[[User:Funk|Funk]]&lt;br /&gt;
&lt;br /&gt;
== Worldgen for Adventurers ==&lt;br /&gt;
&lt;br /&gt;
It might be a good idea to have a section on worldgen parameters and settings that are useful to adventurers.&lt;br /&gt;
&lt;br /&gt;
For ex: I always set CAVERN_LAYER_OPENNESS_MIN and CAVERN_LAYER_PASSAGE_DENSITY_MIN to 15 instead of 0, this gives a much less maze-like feel to the underground, allowing you to travel with only occasional side-trips to get around an impassible region. It's not so hot for fortress mode, since it's harder to wall out the nasties, but still doable.&lt;br /&gt;
&lt;br /&gt;
I also set CAVERN_LAYER_WATER_MAX to 80 -- it costs a bit in framerate when you enter a region and the underground water begins to flow, but a 100% flooded region once prevented me from using the 'T'ravel trick to escape the underworld. It told me I couldn't fast travel because I was swimming, and the region square I was on had not a single tile of dry land. (A fairly common thing with this set to 100%) Wound up having to backtrack for hours. (This was before I tried the openness and passage density params, though.) This also seems to me to give slightly more natural-shaped underground pools.&lt;br /&gt;
&lt;br /&gt;
Maybe a mention of MOUNTAIN_CAVE_MIN and NON_MOUNTAIN_CAVE_MIN, which will get you more interesting stuff to kill, or ALL_CAVES_VISIBLE, which keeps you from having to talk to people to find caves.&lt;br /&gt;
&lt;br /&gt;
BEAST_END_YEAR is handy, too -- an adventurer probably doesn't care if the world still has a ton of megabeasts. Hey, they're not invading his house, right? It defaults to not ending worldgen until 80% of all megabeasts are dead, but I usually reduce that to 50 or less.&lt;br /&gt;
&lt;br /&gt;
You don't want to have worldgen end too early, though.  I find ending the worldgen early (like pre-500) leaves tons of megabeasts, but also gives you nearly empty cavern layers.&lt;br /&gt;
&lt;br /&gt;
Finally, I find boosting the SAVAGERY minimum to about 10 is a good idea for adventurers, since it means less time spent trudging through empty forest when you're hunting, while not going to the insane step-WOLFAMBUSH-step-WOLFAMBUSH-step extreme.&lt;br /&gt;
&lt;br /&gt;
--Anonymous July 30, 2010&lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
&lt;br /&gt;
I think it would be worth adding a paragraph or two describing the basics of Adventurer mode. What it is, and most importantly, how to start it. (Can it be started if a Fortress game is in progress?) -- Anonymous 2010-08-02&lt;br /&gt;
&lt;br /&gt;
== priesthood ==&lt;br /&gt;
&lt;br /&gt;
There's more to say on the subject, but most of it is better suited to a separate article on religion. It could be pared down to the basics dealing with quest finding, even though they don't currently give quests, the info could lay a foundation for it in future releases.[[User:DokEnkephalin|DokEnkephalin]] 17:04, 9 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127326</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=127326"/>
		<updated>2010-09-09T17:02:10Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Based on what civilizations are allied with humans you may be able to play Kobolds or Goblins, but only random names can be used.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Quests offer direction to adventure, and are the best way to locate caves, and learn their possible occupants before venturing in. Reporting successful completion of quests also improves the character's relationship with the organization offering the quest. &lt;br /&gt;
===Obtaining a quest===&lt;br /&gt;
A quest-giver will be highlighted similar to the adventurer and companions, though not all highlighted NPC's are quest-givers. Locating them varies with civilization type, but the best way to be sure a quest-giver resides in a settlement or civilization is to speak with any citizen about 'Service', which can save the effort of what may be a futile search. Citizens will refer you to a faction of site government, civilization or religion, but if they do not name the faction leader, then there will not be a quest-giver. If asked about 'Capital' the given answer is that 'There is no capital', then the civilization leader is either dead or in migration from any city of that civilization. If there is a religious sect in the settlement, citizens may persistently refer you to their priests, but children are much less likely to do this.&lt;br /&gt;
====Site governments====&lt;br /&gt;
These are the leaders of the particular settlement. Their quests will always be within range of the local faction's territory, and will concern historical threats on their settlement, the most recent named enemy first. If no named enemies exist within the territory, the leader will inform you that they are at peace. This can change in the future, as any aggressive creature who kills citizens and still lives can be given as a quest target. Creatures who escape tend to migrate to a nearby cave.&lt;br /&gt;
1. Warlords: The warlords govern human settlements (though the warlord may not necessarily be human.) They can typically be found in the town's feasthall during the day, though this can vary according to other factors, including pathing issues. If there is a Keep in the town and no civilization leader, the warlord will spend the afternoon there, and on occasion the warlord may also spend days as a shopkeeper. Locating their homes makes the search easier, as they always sleep there and return for midday meal, so they can be found either in route or at their table. &lt;br /&gt;
2. Mayors: Mayors are the local leaders of dwarven settlements. They're rarely within their mountainhome, but locating the mountainhome will display a minimap of the general size and directions they can be found. Their pathing is random per home, but limited to a few regular points, so once located they become easier to find on returning.&lt;br /&gt;
3. Druids: Druids govern forest retreats. They move along random routes according to a path established on first entering the retreat. Though they generally gravitate toward the center of the map, they are typically far from it at any time entering the retreat.&lt;br /&gt;
4. Other: Other highlighted nominal site governors exist who citizens can refer you to, but do not give quests. In retreats and dark fortresses occupied by human civilizations there may be an administrator. In retreats with or without a druid, there may be an acolyte. Goblins in general do not have site governors, even if there is a high priest present.&lt;br /&gt;
====Civilization governments====&lt;br /&gt;
Civilization leaders can give quest locations of any faction enemy at any range, or the head of a warring enemy faction. If there are none, they can also give directions to any megabeast anywhere on the world map.&lt;br /&gt;
1. Monarchs: Civilizations of any race can be led by monarchs. Whichever settlement they reside will be declared the capital, and they may also migrate to another city of the civilization, leaving their civilization temporarily without a capital. Human monarchs will often remain in the Keep, dwarven and elven follow paths similar to their site governors.&lt;br /&gt;
2. Masters: Goblins are ruled by a dictator called the Master, and may be of any race, or demonic origin. Similar to Monarchs, any city of their residence is the capital. Their path is less predictable, and they can spend extended periods on any rooftop, or in the darkness of any room. They all eventually appear along one of the more highly trafficked paths of the settlement, so one can opt to wait in the open or hunt around in the darkness to encounter one.&lt;br /&gt;
3. Law-Giver/War-Leader: Mid-size to larger nations may have one or both of these, and which of the two is the quest giver can always vary. Further, they're rarely in the declared capital, so some touring and interviewing will be necessary to locate them, and sometimes even more to locate the ''right'' one. In human settlements they may be on the roof of the Keep in the morning and inside during the afternoon, but like warlords will sleep and eat at home. In the rare case of their presence in dwarven or goblin civilizations, they will not be quest-givers. Elven War Leaders can wander and migrate like Monarchs, though will not be the quest giver if the Monarch lives.&lt;br /&gt;
4. Other: Princes and Princesses may exist in Monarchies, but will function as the site governor if the Monarch is not present, if they give quests at all. Generals do not as of this version give quests.&lt;br /&gt;
====Priesthoods====&lt;br /&gt;
High priests may have any idiosyncratic title unique to their local sect. They do not as of this version give quests, and simply add the character to their faction membership, as any given priest can do. If this is the first time the adventurer has joined a faction dedicated to this deity, the deity will be recorded as an object of worship in history. Priesthoods are most common to human and goblin civilizations and usually, but not always, represent the official statewide religion. Dwarven civilizations will not have a priesthood unless they have captured a city. Elvish civilizations tend to worship forces rather than distinct identities, and will never initiate new members.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=126977</id>
		<title>v0.31 Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=126977"/>
		<updated>2010-09-02T21:55:36Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Multiple entities in one cave? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do caves... ==&lt;br /&gt;
Always lead into underground caverns?&lt;br /&gt;
: I don't think they do, but caverns are so common now that they will probably nearly always lead in. --[[User:Waladil|Waladil]] 02:53, 8 June 2010 (UTC)&lt;br /&gt;
::They don't always lead to underground caverns, I just saw a cave that went nowhere, the last floor of it had no down ramp. --[[User:Overspeculated|Overspeculated]] 18:03, 2 September 2010 (UTC)&lt;br /&gt;
== Multiple entities in one cave? ==&lt;br /&gt;
I've been adventuring today and encountered two different caves with multiple entities, though only the second has me puzzled; the first was a kobold cave under attack by a bronze colossus from another site (one I had encountered many times before, footless, handless, noseless, earless, it still wiped out all the kobolds.)&lt;br /&gt;
&lt;br /&gt;
The second seems to be a standard cave. There was a hydra patrolling out front and a giant on top of the little hill the cave forms in. Do hydras and giants raid each other, or do we have two named (semi-)megabeasts settling in one site? &lt;br /&gt;
v.0.31.8&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 19:38, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen many times where any named creature you didn't kill for whatever reason will, if given enough time, migrate to a cave you haven't yet discovered. [[User:DokEnkephalin|DokEnkephalin]] 21:55, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== formation ==&lt;br /&gt;
&lt;br /&gt;
Looks like they don't occur just anywhere; they have to be on the edge of at least one non-mountain biome, even if that's a diagonal direction buried into mountains. [[User:DokEnkephalin|DokEnkephalin]] 21:19, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=126975</id>
		<title>v0.31 Talk:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave&amp;diff=126975"/>
		<updated>2010-09-02T21:19:37Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* formation */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do caves... ==&lt;br /&gt;
Always lead into underground caverns?&lt;br /&gt;
: I don't think they do, but caverns are so common now that they will probably nearly always lead in. --[[User:Waladil|Waladil]] 02:53, 8 June 2010 (UTC)&lt;br /&gt;
::They don't always lead to underground caverns, I just saw a cave that went nowhere, the last floor of it had no down ramp. --[[User:Overspeculated|Overspeculated]] 18:03, 2 September 2010 (UTC)&lt;br /&gt;
== Multiple entities in one cave? ==&lt;br /&gt;
I've been adventuring today and encountered two different caves with multiple entities, though only the second has me puzzled; the first was a kobold cave under attack by a bronze colossus from another site (one I had encountered many times before, footless, handless, noseless, earless, it still wiped out all the kobolds.)&lt;br /&gt;
&lt;br /&gt;
The second seems to be a standard cave. There was a hydra patrolling out front and a giant on top of the little hill the cave forms in. Do hydras and giants raid each other, or do we have two named (semi-)megabeasts settling in one site? &lt;br /&gt;
v.0.31.8&lt;br /&gt;
[[User:Anacrucis|Anacrucis]] 19:38, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== formation ==&lt;br /&gt;
&lt;br /&gt;
Looks like they don't occur just anywhere; they have to be on the edge of at least one non-mountain biome, even if that's a diagonal direction buried into mountains. [[User:DokEnkephalin|DokEnkephalin]] 21:19, 2 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Quietust&amp;diff=126440</id>
		<title>User:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Quietust&amp;diff=126440"/>
		<updated>2010-08-27T17:03:33Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==About==&lt;br /&gt;
He's just this guy, you know?&lt;br /&gt;
&lt;br /&gt;
==Fortresses==&lt;br /&gt;
===v0.28.181.40d===&lt;br /&gt;
* Urdimzatam, [http://mkv25.net/dfma/map-6857-towerclouted Towerclouted] - First successful fortress; no real megaprojects to speak of.&lt;br /&gt;
* Tathtakunib, [http://mkv25.net/dfma/map-7349-wasprag Wasprag] - First megaproject as monument (23 Z-level clear glass pyramid filled with magma), tower-cap farm, [[giant cave spider]] silk farm, automatic obsidian factory implementation (see below).&lt;br /&gt;
* Naniratîs, [http://mkv25.net/dfma/map-7538-rhymestakes Rhymestakes] - First megaproject as actual fortress (47x47x16 cast obsidian tower), complete with self-destruct button.&lt;br /&gt;
&lt;br /&gt;
===v0.31.12===&lt;br /&gt;
* Ashmônèrith, [http://mkv25.net/dfma/map-9435-shadelabors Shadelabors] - First fortress in version 0.31, currently in progress.&lt;br /&gt;
&lt;br /&gt;
==Wiki==&lt;br /&gt;
* Mostly casual editor, updating article content as well as fixing formatting&lt;br /&gt;
* Owner of the bot [[User:QuietBot|QuietBot]] - if you need to run a series of repetitive but predictable tasks, post a message [[User talk:Quietust#Bot Requests|here]].&lt;br /&gt;
&lt;br /&gt;
==Projects==&lt;br /&gt;
===Dwarf Manipulator===&lt;br /&gt;
Just like Dwarf Therapist, but using a text-based interface (based on [http://www.bay12forums.com/smf/index.php?topic=53113.0 Valdemar's prototype]), and it's for Dwarf Fortress [[23a:Main Page|v0.23.130.23a]]. The only other tool available, Dwarf Foreman, was incapable of assigning labors for individual dwarves unless you gave each dwarf its own custom profession. Download [http://dffd.wimbli.com/file.php?id=2248 here].&lt;br /&gt;
&lt;br /&gt;
===2D Forbidder===&lt;br /&gt;
A tool for Dwarf Fortress [[23a:Main Page|v0.23.130.23a]] which allows manually forbidding/reclaiming, chasming, or melting the currently viewed item, almost just like in the 3D version. Download [http://dffd.wimbli.com/file.php?id=2380 here].&lt;br /&gt;
&lt;br /&gt;
===2D Autoforbid===&lt;br /&gt;
A tool for Dwarf Fortress [[23a:Main Page|v0.23.130.23a]] which automatically forbids most items dropped by slain invaders/visitors (as well as a dwarf's original clothes when they are replaced). Download [http://dffd.wimbli.com/file.php?id=2848 here].&lt;br /&gt;
&lt;br /&gt;
How the game determines when items are equipped by foreigners (and appear red in Z-Stocks and should thus be eligible for forbidding on drop):&lt;br /&gt;
# Item object, DWORD offsets 0x002C is a vector of ownership properties (start = offset 0x4, end = offset 0x8)&lt;br /&gt;
# A property object with vtable pointer 0x00766120 indicates who is holding the item (it calls the 3rd function and expects a return value of 14); DWORD offset 0x0004 specifies the unit ID. (vtable pointer 0x007661A4 indicates who is the ''owner'' of the item)&lt;br /&gt;
# At 0x00ACB3D8 is a vector containing an alternative unit list, seems to contain a few more units than the main one at 0x00ACB3E8.&lt;br /&gt;
# Unit object, DWORD offset 0x00EC contains the unit ID. Do a reverse lookup to find the unit indicated from step 2. Maintain a cache for performing forward lookups so we don't have to iterate across the whole unit list for every item - run through the whole list on program startup, then augment it each time there's a miss.&lt;br /&gt;
# Unit object, DWORD offsets 0x00DC and 0x00E0 contain the [[Creature flags in DF memory|creature flags]] - main ones we probably want to monitor are 17 (approaching invader) and 19 (fleeing invader), though 6 (merchant), 7 (bodyguard), and 11 (diplomat) might also be beneficial. Z-Stocks displays items in red if they are held by a unit with any of the following properties (in order): 12/13 (zombie/skeleton), 17/19 (approaching/fleeing invader), 7 (&amp;quot;forest&amp;quot;, orphaned caravan guards), 11 (diplomat), 6 (merchant), '''not''' 26 (tame; if it ''is'' tame, it returns early), and 18b (underworld).&lt;br /&gt;
# Unit object, DWORD offset 0x00F8 contains the unit's civilization ID. At offset 0x00A90408 is your own civilization ID. If the unit's civ is 0xFF or is not equal to your own (and none of the above checks were tripped), Z-Stocks displays the item in red. This test can probably be skipped.&lt;br /&gt;
&lt;br /&gt;
===Forgotten Beast Extractor===&lt;br /&gt;
Run [[User:Quietust/beastextract.php|this PHP script]] in your regionX subfolder. Works with both compressed and uncompressed worlds, with or without active saves.&lt;br /&gt;
&lt;br /&gt;
===Automatic Obsidian Factory Plans===&lt;br /&gt;
See [[User:Quietust/Obsidian|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
===version discrepancy===&lt;br /&gt;
I really don't feel like doing the research to find out how accurate these pages are regarding the version they seem to be about, though the casualness of any adherence to objectivity leaves reason for doubt. So perhaps instead of giving me crap, ''you'' could move the relevant information to its appropriate version namespace? [[User:DokEnkephalin|DokEnkephalin]] 17:03, 27 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:DokEnkephalin&amp;diff=126438</id>
		<title>User talk:DokEnkephalin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:DokEnkephalin&amp;diff=126438"/>
		<updated>2010-08-27T16:13:27Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=126418</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=126418"/>
		<updated>2010-08-26T23:24:52Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Finding a Quest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
In '''adventurer mode''', you pick a race ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) and start out in either a {{L|Site|town}} of your race or in a previous {{L|fortress}} you played on. You can receive {{L|quest}}s, venture into the wilderness to find {{L|caves}}, abandoned towers and other {{L|Site|villages}}. You can even visit your old {{L|Fortress|fortresses}} and find whatever riches were left to be guarded by the {{L|creatures}} that sealed the fate of your {{L|fortress}}.&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from {{L|fortress mode}}; you may want to refer to the {{L|Adventure Mode quick reference|quick reference}} guide, or examine the detailed {{L|controls}} page. {{L|Site map}} may also prove useful.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in {{L|skills}}. {{L|Dwarves}} cannot wear {{L|human}} sized {{L|armor}}, and are somewhat limited in the {{L|weapons}} they can wield due to their size. {{L|Elves}} have a slightly different set of {{L|skills}}. {{L|Humans}} are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a {{L|weapon}}, you need to avoid having the most points spent in unarmored/{{L|wrestling}}. If you, for example, choose to start out with most points in {{L|swordsman}}, you will start out with a {{L|sword}}. When you have chosen your preferred set of {{L|skills}}, you can press {{key|Enter}} to embark. The weapon skill you choose will also determine what armor you start out with - swordsmen, macemen, axemen, hammermen, spearmen, and lashers start with chain armor and a shield, pikemen start with chain armor but no shield, bowmen and crossbowmen start with leather armor and no shield, and wrestlers start with no armor at all.&lt;br /&gt;
&lt;br /&gt;
All the {{L|skills}} you see CAN be improved through use in game, so don’t worry about spreading them out completely evenly. In general, pick the {{L|skills}} you think you’re going  to use. The {{L|skills}} are pretty self explanatory but its recommended that you put at least a few points into {{L|shield user}} and into a type of weapon. Be warned that {{L|weapon}} {{L|skills}} generally take a while to level up, so placing a good deal of points into a single weapon may be to your advantage. Also keep in mind that your skills determine what kind of equipment you have in the beginning, ie high sword skill means you’ll start with a sword. For information on the weapons and the other aspects of combat, please check the combat section. It is also a good idea to use a point or two for {{L|Swimming}}, otherwise you might end up drowning in a puddle.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mead hall. Up on the second floor, you will see a flashing Weapon Master who happens to be the local leader - press {{key|k}} and talk to him/her, then choose 'services' for a possible {{L|quest}}.  You can talk to the Citizens and recruit them to your party for some additional combat aid if they feel like it (note, people with no combat skills are unlikely to follow you, and the leader and town guards never will.)  If you choose dwarf, you start out in a region just outside the entrance to a given fortress.  There is a {{L|mayor}} or the {{L|king}} himself inside the fortress.&lt;br /&gt;
&lt;br /&gt;
Be sure to read the {{L|Adventure Mode quick reference}} or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
Congratulations, you’ve created a character and are now about to embark on your fantastic adventure! For now, lets focus on the bare bones of staying alive shall we? First things first, you need food and water. If you’re a human you start with some, but barring that you may need to find a waterskin. These can be bought in human towns, specifically at the shop. DO NOT STEAL THESE OR ANYTHING ELSE. Do not pick anything up and walk outside the store before you trade for it. Why? Because you are currently weak and your neck is currently arrow bait. After getting the water skin, simply find a water source and hit (Shift+I) to interact with the object. Press the letter of the Water skin and  you should be able to fill it from the water source. After it’s full press (e)to open the Eat menu and select the water. Food can be acquired from stores eaten in the same way. Beware, you won't be able to swim if you are hungry, thirsty or if you haven't slept for a day or two. If you get drowsy, just find a bed in a city or just find a good place to sleep. Avoid sleeping in an hostile place, if you don't want to have too much {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
Now that you know how to work your mouth we can move on to miscellaneous tips for survival. Firstly, you are very tasty and chances are (unless you’re an elf) the wildlife will soon be attempting to eat your face. A bear or cougar isn’t too much of a problem because there’s only one, the real problem will be wolf packs. &lt;br /&gt;
A single wolf is easy to dispatch, but a dozen or so can prove very problematic indeed. Beware large packs until you’ve gained a little experience. Secondly, do not piss off the towns folk, as they tend to have guards. Lastly, beware of taking quests or attempting things before you’re ready, as you will more than likely have tons of {{L|fun}}.&lt;br /&gt;
&lt;br /&gt;
=== The Food and Drink ===&lt;br /&gt;
Adventurers are not picky eaters but care to eat food and drink clean water or booze.&lt;br /&gt;
Uncooked meat counts as food. &lt;br /&gt;
An adventurer will drink and eat just about any thing:&lt;br /&gt;
blood, vomit, worms, bugs, rotting body parts, etc.&lt;br /&gt;
&lt;br /&gt;
=== Civilization? ===&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and are marked with an &amp;quot;H&amp;quot; on the town auto-map.  Medium buildings are stores, marked with a symbol that indicates what they sell - weapons, armor, food, clothing, trinkets.  As of the current version, you start in the mead hall which is marked with an &amp;quot;M&amp;quot; on the automap.  There are one or two apartment buildings which are two stories, with six rooms a story; they are also marked with an &amp;quot;H.&amp;quot;  There are two really large buildings - the &amp;quot;T&amp;quot;emple and the a fort-like building that is marked with &amp;quot;K.&amp;quot;  Temples tend to have two or three levels, and a pool of water, while the &amp;quot;K&amp;quot; buildings are three or four floors high and are almost entirely empty (they will occationally contain random smatterings of clothing though, if you're looking for things to sell.)&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress Mode}}!&lt;br /&gt;
&lt;br /&gt;
Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human  town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
==== Selling ====&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{L|Weapons}} and {{L|Armor#Shields and Bucklers|shields}} are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapons}} or {{L|Armor#Shields and Bucklers|Shields}} you would need to {{k|p}}ut your equipped weapon into your {{L|backpack}} and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a {{L|Site|town}} or group of {{L|creatures}} on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off {{L|Cliff|cliffs}} is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off {{L|Cliff|cliffs}}, depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding a Quest ===&lt;br /&gt;
At this present point Quests can only be taken from people of leadership in an organization.&lt;br /&gt;
&lt;br /&gt;
Human Weapon Masters: No matter what time of the day, human weapon masters will be in the mead hall, where you appear. However, if it is late they will immediately head for their homes so you may need to intercept them before they reach the door. The human capitals are not very different from the normal towns; humans have no central leadership so each weapon master is only a local leader of their own town, even at the capital the weapon master only rules the capital itself and not the other towns. Ignore the keeps; unless you're playing with a mod like LL no leaders hang out in the Keeps.&lt;br /&gt;
&lt;br /&gt;
High Priests: Humans and Goblins will often suggest you ask the High Priest for quests but in all my times of doing this all this will do is allow you to join their religion. If you want to join the religion, the High Priest, as long as it is a reasonable time of day, should be wandering around the temple. Worth a visit at least as Temples are often the most interesting parts of a town/dark fortress because there are so many different kinds.&lt;br /&gt;
&lt;br /&gt;
Dwarven Mayors/Kings/Queens: Hit and miss finding them, you'll generally find them on the outside of the fort but sometimes they move around; some have been known to run out of the fort and become a migrant unable to give out quests. Both Mayors and Kings/Queens can be found and both will assign Quests, which is nice. If you can't find them outside the fort you shouldn't really bother as mountainhomes take forever to search. As one might imagine the Kings/Queens can only be found at the Capital.&lt;br /&gt;
&lt;br /&gt;
Elven Druids: Druids, who look like flashing peasants, are generally found in the middle of their Forest Retreats but it can be a bit hit and miss as well. Just keep looking; they don't usually seem to move and hopefully will be in the same place once the Quest is completed. Probably the 2nd easiest to find as you just look around the Forest. Despite people saying they dislike the Elves, in adventure mode they invariably give out the best Quests because Elves are not attacked by normal animals, so the only targets for your Quests will be Mega/Semi-Megabeasts or the leaders of enemy factions. Kings and queens may be found at a capital if any exist.&lt;br /&gt;
&lt;br /&gt;
Goblin Weaponmasters/Demons: Probably the hardest to find; most Dark Fortresses are multitowered making it very difficult to find the leaders as there are several multifloored towers with twisty passages. Generally they will be in the tallest tower but this is not a definite fact. Sadly, they move around sometimes and are very difficult to find. The Demons are only in the Capital while weaponmasters exist in every Dark Fortress as local leaders. The goblins often have fun Quests as they generally seem to be at war with other civs.&lt;br /&gt;
&lt;br /&gt;
Kobold Weaponmasters: Often hanging around the middle of a kobold cave camp; however, these guys cannot talk to you and as a result cannot give you a Quest (although you can use them to train your Sword skill)&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a {{L|quest}}, you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the {{L|Site map|local map}}. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned {{L|Fortress|fortresses}}, you can take your adventurer to see the sites of your previous endeavors. When you find one of your old {{L|Fortress|fortresses}}, you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old {{L|Fortress|fortresses}} might prove to be rewarding, since you can find {{L|armor}} and {{L|weapons}} you made (if you made any). The best thing to be found in your {{L|fortress}} would probably be any left behind {{L|Legendary artifact|artifact}} {{L|weapon}} or {{L|armor}}. This is also the only way to get {{L|Legendary artifact|artifact-quality}} {{L|weapons}} and {{L|armor}}.&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any {{L|Engraving#Engravings|engravings}} you made while in {{L|fortress mode}}. When checking out {{L|Engraving#Engravings|engravings}} in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
=== The Weapons ===&lt;br /&gt;
Weapons are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.  Swords are your jack of all trades weapon, doing reasonable slashing damage. They come in short, long and two handed varieties, with the two handed doing the most damage and the short doing the least. Axes are similar to swords and do slashing damage as well. They come in 3 types, battle axe, great axe and halberd.  The battle axe does slightly less damage than the long sword while the halberd does the same damage as a two-handed sword. The Great axe is generally too large to use, but it does slightly more than the halberd in damage. The spear does piercing damage and is ideal for damaging internal organs and causing heavy bleeding and unconsciousness. It has no variations. The spear is much more likely to become stuck in its target, which can be a great benefit if used right and a curse if not. The Pike is, for all intents and purposes, the same as a spear. The mace and the hammer are generally the same thing, simply a big metal thing to club your enemies over the head.  As expected, they do high damage but their bludgeoning attacks tend to be slower and less effective , if more hilarious, ways to dispatch your foes. The Maul, a hammer, is the highest damaging weapon in the game. The last weapon is the whip, which does gore damage. Its relatively weak but has its uses. The bow throws arrows, which act as tiny spears. Basically, a bow and crossbow is like having a very slow, long range spear.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Tactics ===&lt;br /&gt;
* Sword: Once again, your general fall back weapon. It’s good against almost everything, if not being that great against almost anything. Works well against both living and non-living enemies as it actively dismembers them. &lt;br /&gt;
* Axe: Pretty much the same as a sword, though some people believe it hacks off limbs more commonly. Good against organics, acceptable against anything else. &lt;br /&gt;
* Spear/Pike: Ok, here’s where we get a little bit more advanced. The spear is most effective against organic creatures because of two abilities, pierce damage and stick ins. Piercing damage does major harm to internal organs, causing pain, bleeding, vomiting, unconsciousness and death. Stick-ins are when the weapon becomes stuck in the target, allowing it to be twisted. Twisting increases bleeding and causes extreme pain. Because of these two factors spears and pikes are ideal for single combat against organic targets. The are less effective against multiple enemies (because of the stick-ins lowering kill-to-turn ratios) and are even less effective against non-organic enemies (ie bronze colossus).&lt;br /&gt;
* Mace/hammer: These weapons rely on their ability to turn your opponent into a tasty pulp through repeated wacking. They break bones and bruise flesh, meaning that aside from a critical hit they generally are less likely to mortal wounds quickly. They are great for crippling organics and non-organics alike, but when it comes to a swift, efficient death they are generally less than perfect. The exception to this is high strength and mace/hammer skill which allows for instant head crushing.  &lt;br /&gt;
* Whip: The whip uses gore damage, which is similar to a cross between slash and pierce. It can cut off limbs but is more likely to slice up organs and cause extreme pain and bleeding. A few hits will generally render an opponent unconscious and perhaps even badly injured enough to eventually bleed to death. However, the whip is a slow outright killer, sometimes needing dozens of blows to actually finish its target.&lt;br /&gt;
* Bow (and arrows): Arrows are much like spears, because of their piercing damage and all the benefits it has. The benefits it has however are its range and its ability to target multiple enemies.  They are most effective against organic targets. You, unfortunately, are organic, which makes archers one of your biggest problems.&lt;br /&gt;
&lt;br /&gt;
=== Non-weapon tactics ===&lt;br /&gt;
&lt;br /&gt;
Besides your weapons you have two other major forms of attack: Wrestling and throwing.&lt;br /&gt;
&lt;br /&gt;
Wrestling: Wrestling can be performed by standing next to an enemy and pressing (Shift+a) and then (enter) to switch to wrestling. You can wrestle any enemy, however things such as wolves, bears and big cats do not allow you to perform the more advanced moves. After catching hold of a body part you can perform a lock, which allows you to further sprain, break or cripple an opponent. With a free hand you can perform even more advanced moves, such as gouging out eyes and stealing weapons. To gouge eyes, grab a head with an open hand, and to steal a weapon, grab the weapon and then check your inventory with (Shift+I), press the button corresponding to the weapon, and finally press 'a' to gain possession of it. &lt;br /&gt;
&lt;br /&gt;
One of the best tactics for fighting high level weapon masters is to either break his weapon hand or to steal his weapon, essentially making him no more dangerous than a normal peasant.&lt;br /&gt;
&lt;br /&gt;
Throwing: Throwing is the skill of... well, basically throwing stuff. And vomit. And bugs and spears and rocks so on. Just about anything can be thrown, sometimes with devastating results. While it seems like weapons (and arrows) tend to be more reliable in their damage causing abilities when thrown, just about anything can potentially be lethal. Picking up a worm and hucking it right through a dragon’s skull is not only possible, but has been done on multiple occasions. A warrior with a high throw skill is often times more dangerous with an arrow than a trained archer is.&lt;br /&gt;
&lt;br /&gt;
It is worth mentioning that a thrown arrow or bolt does not break upon impact with the ground the way that the same ammunition fired from a bow or crossbow would. Meaning that those masterwork adamantine arrows you picked up can be thrown and recovered ad infinitum.&lt;br /&gt;
&lt;br /&gt;
== Wounds ==&lt;br /&gt;
You or your enemy are going to get hurt in the course of your adventures and its pretty useful to know exactly what’s happening when you are. Here’s a quick guide to the various aspects of wounds.&lt;br /&gt;
&lt;br /&gt;
=== Wound indicators ===&lt;br /&gt;
Wounds come in several colors and are indicated on the status screen (press z to see your own status screen while pressing (l) to look at your enemy’s). The status screen will list your body parts in different colors to indicate how damaged they are.&lt;br /&gt;
&lt;br /&gt;
White-unhurt and feeling fine&lt;br /&gt;
&lt;br /&gt;
Light gray-slightly damaged, think a nasty scrape or cut.&lt;br /&gt;
&lt;br /&gt;
Brownish yellow-moderately damaged, such as a mild sprain or the like&lt;br /&gt;
&lt;br /&gt;
Yellow-Broken. Applied to joints it means literally broken, while applied to upper and lower body it generally means organ damage.&lt;br /&gt;
&lt;br /&gt;
Red-Badly damaged. If you got this then chances are you’re in bad shape. Severely broken bones or ruptured organs. If this status is affecting anything even remotely vital you’re more than likely on your way to the grave.&lt;br /&gt;
&lt;br /&gt;
Gray-lopped off or cut out. This is when you completely lose a body part. Effects include massive pain and bleeding along with ruining your promising juggling career. For some body parts (Noticeably the eye) it will not recover - if not a very long time - and will cause constant pain and unconsciousness, if so then consider restarting in a previous save or completely because fast travelling will not heal it.&lt;br /&gt;
&lt;br /&gt;
=== Wound effects ===   &lt;br /&gt;
Hands: Damage to the fingers or wrists can cause you to drop your held items, but usually only with yellow level damage. Losing a hand entirely gives you a serious '''hand'''icap, which will more than likely lead to {{L|fun}} in the future.&lt;br /&gt;
&lt;br /&gt;
Feet: Causes slowed movement and falling. If removed can cause permanent slowed movement. Removing both can cause a continuous on ground effect.&lt;br /&gt;
&lt;br /&gt;
Legs: Similar to feet, though often has increased bleeding and pain effects. Loss of one will usually result in death by bleed out. Even if you survive, you’re more than likely on your way to death. Severed legs do make a lovely club though. &lt;br /&gt;
&lt;br /&gt;
Arms: Damage to almost any part of the arm can cause items to be dropped. Loss of an arm is perhaps even worse than the loss of a leg, due to the loss of weapon and wrestling capabilities. Loss of both arms is both tragic and hilarious. &lt;br /&gt;
&lt;br /&gt;
Head: Contains the brain, ears, mouth, nose, eyes and throat. Ears, nose and mouth are officially useless and can be cut off in an effort to appear cool. The brain, eyes and throat are however less disposable. Damage to the eyes results in loss of vision, permanent if the eyes are removed, and terrible pain. It's usually not possible to bleed to death from eye loss, though. The throat is highly sensitive and damage causes both extreme bleeding and suffocation effects. The brain is the most important thing you’ve got, and damage to it is an almost instant death. Any wound it receives will more than likely cause instant unconsciousness and severe bleeding. &lt;br /&gt;
&lt;br /&gt;
Upper body: Contains the heart, lungs, upper spine, liver and kidneys. Both the kidneys and liver have similar effects; namely, heavy bleeding and pain upon injury. The spine causes nervous system damage, which can have several, sometimes permanent effects. The lungs control breathing, so piercing them can cause suffocation. The heart is the main organ of the circulatory system and damage to it is almost always fatal through bleeding. &lt;br /&gt;
&lt;br /&gt;
Lower body: Contains various organs like the stomach and spleen, all of which have the same effect of bleeding, pain and nausea. Nausea leads to vomiting, which makes the wounded creature unable to attack. There is also the lower spine, which has similar effects to the upper spine.&lt;br /&gt;
&lt;br /&gt;
=== Attack types and their wounds ===&lt;br /&gt;
Pierce-dangerous to organic creatures, you included. Often times objects with the pierce effect will become lodged in their target. Removing the weapon from its lodged position causes both increased pain and bleeding but often times can alleviate certain symptoms the piercing has caused.&lt;br /&gt;
&lt;br /&gt;
Bludgeon: Breaks bones and cripples joints. Generally less dangerous to the internal organs than other damage. The danger comes from its ability to incapacitate you and then turn your head to mush.&lt;br /&gt;
&lt;br /&gt;
Slash: Dangerous for its ability to sever limbs and cause bleeding. Beware its habit of decapitation.&lt;br /&gt;
&lt;br /&gt;
Gore: Shreds internal organs, causing all sorts of nasty side effects. Almost worthless on non-organic enemies but can cause severe problems for you living sorts.&lt;br /&gt;
&lt;br /&gt;
=== Dealing with wounds ===&lt;br /&gt;
In adventure mode your wounds will heal if you travel (shift + t) and they’ll recover just about anything except a lopped off limb. If you can’t travel the best thing to do is try and run from battle if you’re badly wounded, since running will give you time to stop bleeding and suppress the pain. Beware dropping your weapon and make sure to pick it up before you make a run for it. If an arrow strikes you in the chest its best to leave it there while an arrow to the extremities can be removed. &lt;br /&gt;
&lt;br /&gt;
== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ==&lt;br /&gt;
&lt;br /&gt;
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!&lt;br /&gt;
&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks. They are found in human towns inside the {{L|tavern}} with the {{L|Mayor}} (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill {{L|wrestling}} and (mostly) damage-less punches. Don't expect them to last long when you meet that {{L|Giant}} you are supposed to kill. Drunks are much rarer in the current version of the game, so it's unlikely that you'll find one.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. {{L|Children}}, the Mayor, and {{L|Guard}}s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ({{L|Maceman}}, {{L|Swordsman}}, {{L|Spearman}} and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
Some otherwise eligible companions may rebuff your offer of becoming a living shield for one of the following reasons:&lt;br /&gt;
&lt;br /&gt;
If the prospective meat shield considers himself more skilled than you are, he may rebuff you with, &amp;quot;Ha! Such enthusiasm from one such as yourself.&amp;quot;&lt;br /&gt;
This can be remedied by training your skills until he judges you a bit more skillful than he is.&lt;br /&gt;
&lt;br /&gt;
Another reason for someone to refuse to die protecting you is that you already have the maximum of 12 companions, and they will rebuff you by asking, &amp;quot;With a band so large, what share of the glory would I have?&amp;quot;&lt;br /&gt;
But look at it this way, at least your total party size is 13 when you count yourself! Now that's lucky!&lt;br /&gt;
&lt;br /&gt;
Another possibility is to ask your old, retired adventurers for help. They'll never say no unless your party is too big. They should be pretty capable since you trained them. &lt;br /&gt;
&lt;br /&gt;
You can ask the Prisoners of goblins to join you, and they will always say yes, regardless of the size of your party. Being nothing more than children, they have less fighting ability than drunks. However, if you have no moral reservations, they make excellent distractions for that particularly troublesome wolf pack that you come across on your travels. (Note: Elven prisoners will not attack any &amp;quot;normal&amp;quot; creatures or ones that do not attack them. That includes wolves.)&lt;br /&gt;
&lt;br /&gt;
== The Perils of the Wild ==&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
You’ll face many creatures on your travels, several mega and semi-mega beasts included if you’re taking quests. Here's a quick look at the more dangerous beasts (sentient or not)  that you’ll meet.&lt;br /&gt;
&lt;br /&gt;
=== The Mega and Semi-mega beasts and the sentient races ===&lt;br /&gt;
&lt;br /&gt;
* Bronze Colossus: Probably one of the hardest beasts to combat due to its massive strength, impressive natural armor and complete ignorance of pain, fear and bleeding.  Bronze Colossuses are basically walking, dwarf crushing statues that will never stop unless beheaded or outright obliterated. They have no organs and do not bleed, making them impossible to knock unconscious. Their immense strength makes them unlikely to give in to wrestling moves (though if you can manage to lock and break a limb it will snap off rather than just becoming useless.) Because of these resistances all you can really do is hack / shoot and hope that it dies before you do.  However, their secret weakness is live thrown Fluffy Wamblers.&lt;br /&gt;
* Dragon: The main danger of these beasts is their massive fire breath, which can consume dozens of spaces. A high block skill is recommended before you fight them. A spear is a great weapon here, as it allows you to potentially knock them unconscious within a few turns by piercing their heart and lungs in one strike, mangling and thus, dooming them. Arrows are also good, though staying at a distance can be dangerous because of the fire breath. Beware their bite, as it can cause major damage. &lt;br /&gt;
* Hydra: a joke really, as It seems to lack the regenerative powers of its mythological cousin. It has 7 heads, but damage to one is as serious as damaging the head of a one headed beast. More than likely you’ll have it unconscious in a few turns regardless of what you use due to the high probability of targetting one of it's many heads. Beware though, as once the new version comes out, this is most likely to change and the hydra may become that much tougher to kill.&lt;br /&gt;
* Titan: basically an organic bronze colossus. It is essentially a larger, stronger human, with all the weaknesses being the same.  Piercing and goring damage can quickly weaken and incapacitate these beasts, but keep an eye out for its wrestling, which can cause some bad joint damage. &lt;br /&gt;
* Cyclops: A weaker, smaller titan with one eye. Eye+arrow=No-clops. They are very often given as quests to beginners. This leads to foolish adventurers thinking they're easy and trying to take him/her on without &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; party members. This is inevitably followed by {{L|Fun}}, in the form of explosive gore.&lt;br /&gt;
* Ettin: A two headed giant. Basically a stronger human, usually unarmed. Just hack it until it dies.&lt;br /&gt;
* Giant: Just a giant human like thing. Stab it in the neck or break its limbs for massive damage.&lt;br /&gt;
* Minotaur: Only thing really dangerous about this guy is his horns. Pretty good wrestler but nothing that should give a reasonably prepared adventurer any problems.&lt;br /&gt;
* Humans: Should you wander into battle against a human force its in your best interest to disable their archers first. The only real danger humans have is their numbers and their use of items. Disarming or crippling dangerous guards or weapon masters is highly recommended, since as soon as they are weaponless they are essentially as good as dead.&lt;br /&gt;
* Elves: They have wooden equipment, making them laughable most of the time. Once again, the only real threat is their archers and even then they are less dangerous than humans. Elves are generally known for being annoying dicks so it's recommended that you slaughter the lot. If you are an elf it's recommended that you have tons of {{L|fun}}. &lt;br /&gt;
* Dwarves: Their advantage is their steel weaponry and crossbows. Their disadvantage is that their mountain homes are generally so large that you’ll only rarely fight more than one or two. Disable their weapon masters and archers then throw their own axes at them. Juggle their heads in front of their children.&lt;br /&gt;
* Goblins: Like weaker dwarves, with less armor and less skill. They have a feeble sense of morals, meaning that they will only sometimes attack you after you hurt one of their friends. You can basically cleave right through them with somewhat relative ease as they still have weaponmasters as well, including master archers and crossbowgoblins.&lt;br /&gt;
&lt;br /&gt;
=== Other Humanoids ===&lt;br /&gt;
&lt;br /&gt;
These are creatures that in shape resemble something human, but have no society. &lt;br /&gt;
&lt;br /&gt;
* Antman: A half man half ant hybrid which lives in chasms. They have higher natural armor than a man, but rarely use tools. As long as you’re armed they should pose no problem.&lt;br /&gt;
* Batman: Half man, half bat that lives in caves and chasms. They can fly and use weapons, though they rarely do. Attacks with punches, and bites, and sometimes boomerangs; the bites are the most potentially damaging because they cause gore damage. He is the night.&lt;br /&gt;
* Blizzard man: Frosty’s asshole brother. Blizzard men are creatures of pure ice that strangely still have organs. They can bite and punch, with biting doing the most damage. They will melt in normal temperatures so they are only found in freezing areas.&lt;br /&gt;
* Dark gnome: Mischievous mountain folk who enjoy hard liquor. They‘re basically dwarfs but smaller and no where near as dangerous. Its rare that you’ll even find them, but if you do they should pose no threat to you. They usually come in packs and make a beeline toward your alcohol reserves in order to drink as much as they can. They get scared off easily enough though, and their punch and bite attacks are rather weak. More annoying and a potential drain on resources than truly dangerous. &lt;br /&gt;
* Fire Imp: Little gremlin like things that are either constantly on fire or made of fire. They’re found only in subterranean lava pits, meaning that you’ll have to go searching for them if you’re ever gonna see one. They only bite (does burn damage rather than gore), but their real danger comes from their ability to set you on fire. Ranged  combat is recommended, though darting forward, attacking and then jumping away might be effective if you have no other choice. They like to throw fireballs at you from a distance, which can be a big problem if you're fighting in a grassy environment&lt;br /&gt;
* Firemen: Like the fire imps, but better. They have the bronze colossus syndrome of having no organs, not bleeding, feeling pain or being able to have weapons stuck in them. They too can set you ablaze, but they’re much harder to kill before they do it. Bludgeoning can break and hence sever their limbs. Recommended that you fight from a distance. Luckily these things only live in underground lava, so you’ll never find them without going into very specific places. &lt;br /&gt;
* Frogman: Half-man half-frogs that live in underground water. They can’t equip weapons and are very small, making them almost completely non-threatening. &lt;br /&gt;
* Iron man: They are basically smaller, less dangerous Bronze Colossuses. When killed they leave a valuable iron statue. They appear only in chasms.&lt;br /&gt;
* Leechman: Half man, half leech. They have no bones, but curiously do have arms (but no legs). They can suck blood, but considering they have no bones and every blow will almost always strike a vital organ its a lot more likely that blood will be coming out of it than you.&lt;br /&gt;
* Lizardman: A staple creature of virtually every adventure type or RPG type game ever. Half man, half lizard; lives in underground water. Punches and bites along with the ability to use items. &lt;br /&gt;
* Magma man: A man made of pure magma. Everything about this guy is the exact same as the fire man, with the exception that he can’t breathe fire. This makes him less dangerous at a distance. Stay back and throw stuff at him.&lt;br /&gt;
* Merpersons: Tiny little mermaids and mermen. Not dangerous at all, and relatively rare to boot. They can equip items but you’ll probably never see one anyway. Their bones are extremely valuable.[http://www.bay12games.com/forum/index.php?topic=25967.0]&lt;br /&gt;
* Mountain Gnome: The same as a Dark Gnome, but less evil. Same things apply here.&lt;br /&gt;
* Mud man: Like Ironman but made of mud. Can’t equip items and only has a weak punch as a form of attack, making it about as threatening as a mudpie. Lives in underground water.&lt;br /&gt;
* Ogre: The middle ground between giant and human. Their punches and bites do a surprisingly small amount of damage, though they can use weapons. As with any big, organic moron its recommended to try and damage their organs to quickly incapacitate and kill them. Piercing damage is very useful. &lt;br /&gt;
* Olmman: Half man, half blind cave salamander. Their bites are surprisingly strong. Found only in subterranean water and even then only rarely.&lt;br /&gt;
* Ratman: These guys tend to come in packs and are capable of biting and punching moves, despite the group mentality, they tend to be rather substandard on the threat scale.&lt;br /&gt;
* Slugman: Do I even have to say? it’s a damn slug man, do you think its dangerous? It's not. Just stab it in its deformed face. &lt;br /&gt;
* Snail man: Think slug man, but with a shell that doesn’t actually offer any protection.    &lt;br /&gt;
* Snakemen: The only real threat these guys pose is their ability to inject poison by biting. If it does bite you, your best bet to try and quickly kill the snake man before the poison takes effect. But even then it's easily cured by [T]raveling. If you're going to be on the local map for some time though don't worry too much, all it will do is temporarily render you stunned.&lt;br /&gt;
* Troglodyte: Your stereotypical caveman. Not dangerous unless they attack in swarms and even then they are easily beaten. Use organic combating techniques to deal with them. &lt;br /&gt;
* Troll: There’s no real difference between this thing and an ogre. Kill them both the same way. &lt;br /&gt;
* Werewolf: Or wolfman. Attacks alone and only bites with a goring attack. Bite can be dangerous but the fact that there is only one of him makes it a lot easier to fight. Fun to wrestle for experience.&lt;br /&gt;
&lt;br /&gt;
=== Wildlife ===&lt;br /&gt;
&lt;br /&gt;
Here’s the rundown of all the mundane beasties that you’ll run into &lt;br /&gt;
&lt;br /&gt;
* Beak dog: Basically what happens when parrot gets combined with Velociraptors. They’re a little smaller than a man but quick and use their beaks and claws effectively. Try not to get caught in the center of a group of them, backpedal and cut them down as they give chase.&lt;br /&gt;
* Black Bear: These will only ambush you one on one, and given their relative small size and forgettable strength they should pose little threat unless you’re completely unskilled and unarmed. Because there’s only one they can be useful for wrestling practice since you can focus all your attention on them.&lt;br /&gt;
* Bonobo: I’ve never seen one myself, though I’ve been told they’re ape like things. Considering their squishy organs it would be best to stab them in the groin.&lt;br /&gt;
* Camel: Its…a camel. You’ll probably never see one. &lt;br /&gt;
* Carp: Carp aren’t too dangerous in adventure mode. They are often found in the river and the only way they have a real chance of killing you is if you have not trained in swimming and you wind up dodging one of their attacks and land in the river, which can not be climbed back out&lt;br /&gt;
* Cougar: Like a kitty, but bigger. Cougars are good wrestling practice and good shield training as well, what with the fact that Cougars suck so hard. If you get killed by this thing it was either insanely lucky or you have no arms.&lt;br /&gt;
* Deer: You might see these running away from you in the woods. They’re harmless but good wrestling practice if you feel like strangling a defenseless animal. &lt;br /&gt;
* Donkey: Pulls wagons and things like that. You might see one but its not really worth attacking them. &lt;br /&gt;
* Elephants: In prior versions elephants were murderous berserkers, but thankfully they’ve been made a little more realistic. They’re just as big and strong as you’d expect, but won’t bother you unless you walk up and stab’em a few times. Reasonably dangerous, so don’t poke them unless you’re ready.&lt;br /&gt;
* Elk: Much like deer, though a little bigger and usually solitary&lt;br /&gt;
* Fox: Another small animal that you’ll most likely never see.&lt;br /&gt;
* Giant bat: Bigger than a minotaur and more dangerous at times. Often encountered in low visibility areas where they can take you by surprise. Its best to avoid caves until you’re confident in your blocking and combat skills. &lt;br /&gt;
* Giant Cave Spiders: You’ll only rarely encounter these, because of their limited environment. You’ll know they’re near from the webs which hang around their homes. They are NOT to be meddled with. First and foremost, they do not feel pain and will never stop unless killed. Their high number of legs makes it likely that you’ll pointlessly hack away at the limbs while the mouth bites your head in half. Beyond these aspects the spider uses poison and sticky webs to ensnare you. Your best bet is to throw/shoot at it from a distance. If you can’t do that, use other piercing or goring weapons to damage its organs. Despite  its ignorance toward pain, it still bleeds like any other animal, so a pierced heart is very effective. &lt;br /&gt;
* Giant cave swallow: Like the giant cave bat, they can be deceptively dangerous, so try and knock it out of the air via throwing so it'll suffer falling damage before you close the distance.&lt;br /&gt;
* Giant Desert Scorpion: These great beasts are an especial terror, not only because of their chitinous exoskeleton and poison sting, but also for their ability to pull a stuck battle axe from their own bodies, and begin hacking you to death with it.&lt;br /&gt;
* Giant Eagle: A major problem in fortress mode is little more than a pesky annoyance in adventure mode. If they are giving you trouble though, attempt to wrestle and break one of their wings. This should ground them and make them a much easier target. &lt;br /&gt;
* Grizzly Bear: A little bigger than the Black Bear, though basically the same. Good for both wrestle and shield points. If they’re really giving you a hard time try catching both hands and its throat. This should not only make it impossible for it to attack, but also give you wrestle points. &lt;br /&gt;
* Groundhog: Little rodent thingies. Zombie ground hogs are useful to strangle for wrestling experience. Besides that they’re only really good as golf balls for your putter (read Morningstar)&lt;br /&gt;
* Hippo: Fairly large beasts who like to gather near rivers to eat fish. They are not too hostile, but are thick-skinned. Be wary about getting your weapon stuck in them, as they might flee with it across the river, never to return. &lt;br /&gt;
* Hoary Marmot: A tiny forest dwelling creature. As harmless as it is delicious.&lt;br /&gt;
* Horse: A beast of burden sometimes seen in human towns. They have an odd habit of going rogue and kicking children to death. Not to mention they’re some how smart enough to pull crossbow bolts out of their own legs. May cause random insanity if they attack a influential citizen. &lt;br /&gt;
* Naked mole dog: Think enormous naked mole rat. They are capable of landing a lucky blow and causing serious damage, but otherwise, easy to fight off.&lt;br /&gt;
* Mountain Goat: It’s a goat, that lives in the mountains.&lt;br /&gt;
* Pike: The fish, not the weapon. They’re nothing close to the carp and should be little more than particularly squishy speed bumps to you.&lt;br /&gt;
* Rhesus Macaque: A nettlesome trickster in fortress mode, they are almost never seen in adventure mode. Even if you see them they’re very skittish and a single blow will send them running. Give’em a good strangle if you can catch one.&lt;br /&gt;
* Unicorn: The random homicidal tendencies of the horse mixed with a dash of magic and a horn. They’re very aggressive for some reason, though not too hard to bring down. Watch out for that horn and stay away until you’re at least competent. &lt;br /&gt;
* Whale: Big aquatic beast. Not dangerous unless in skeletal mode. &lt;br /&gt;
* Wolf: And last but not least, the humble and numerous wolf. This is an all too common ambush predator and you'll ALWAYS fight them by the pack. They can be dangerous in the first few ambushes if you let them surround you, however, with a few brothers-in-arms and personal experience they can quickly become trivial. Great for training up armor and shield, as they attack in packs and hence hit you many times, often with no effect. Early on, just be careful not to get caught in the middle of a pack and you’ll be fine.  They have a random chance to rip your throat out. The most dangerous aspect about them is that when they ambush you, you have a fairly decent chance of being caught in the middle of the pack.&lt;br /&gt;
&lt;br /&gt;
=== Modifiers ===&lt;br /&gt;
* Zombie: Zombie animals are just like their normal counterparts, with a few major exceptions. Firstly, they are no longer affected by pain or bleeding and their organs no longer matter. They are also much slower. This combination of increased difficulty in killing and decreased speed about evens out their threat level. Not too dangerous, unless the creature they’re based on is already strong. (Note: Since they do not perish by strangling, breaking all of the limbs of a zombie and throttling it constantly is a great way to gain wrestling experience.)&lt;br /&gt;
* Skeletal: All of the advantages of Zombie with none of the bad effects. Skeletal creatures are all immune to pain and do not bleed, but they remain just as quick as their living counterparts. Large skeletal beasts, such as dragons or whales are truly a terror to face.&lt;br /&gt;
&lt;br /&gt;
== Avoid the impossible ==&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
=== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ===&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy {{L|Fun}})!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient {{L|shield}} user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
=== Arrows ===&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
Another solid solution is to get behind something as quickly as possible and try sneaking. Even when caught in the open cover as flimsy as a single tree may be sufficient to begin sneaking. Sneaking around trees can also sometimes act as a compass for determining the direction of the shooter. By checking when and where sneaking is possible, the approach vector of any given observer or close cluster of observers can be extrapolated.&lt;br /&gt;
&lt;br /&gt;
Finally, since archers are generally sentient, most (besides mayors) can be killed in their sleep.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
== Training yourself ==&lt;br /&gt;
Gaining stats ({{L|Attributes|strength, agility, toughness}}) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. {{L|limestone}}) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with {{L|pebbles}}, pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
&lt;br /&gt;
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or {{L|sand}}. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. {{L|iron_man|Iron men}} are fun, because they leave behind a nice {{L|statue}} for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a {{L|Giant Cave Spider}} that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and {{L|spear}}s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
=== Bow/Crossbow-skill ===&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
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Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
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Metal bolts are quite heavy and expensive, so if you wish to train in this skill it would probably be a good idea to raid an old fortress of yours first and get all the wooden/bone bolts there.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling ===&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your {{L|wrestling}}? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie {{L|elephants}}. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.&lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. &lt;br /&gt;
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When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
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Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
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Yet another alternative is presented by fish.  No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming.  Avoid hippopotamus infested waters.&lt;br /&gt;
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A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your &amp;lt;s&amp;gt;toy's&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;victim's&amp;lt;/s&amp;gt; opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.&lt;br /&gt;
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=== Swimming ===&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or {{L|river}} you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start &amp;quot;drowning&amp;quot;. However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.&lt;br /&gt;
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All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
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It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
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You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below. You can also crosstrain melee skills with swimming by picking a river and swimming down it, training Ambush when it's quiet and training melee when it's not. Some rivers have very high densities of fish, giving you lots of targets to hit. They will tend to gather up, bumping into and slowing each other down ahead of you for you to kill and an adventurer will be all but invincible against non-sturgeons after a few statgains. Just remember that Hippos have the right of way.&lt;br /&gt;
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NOTE: Water does NOT currently cleanse fire, if you are burning, jumping into a pool of water will not save you&lt;br /&gt;
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=== Ambushing ===&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
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Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
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Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
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If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
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The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
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The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
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=== Armor and Shield Use ===&lt;br /&gt;
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Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
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Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
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Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie {{L|groundhog}}) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal. Another option is to beat an (preferrably weak) opponent up with your shield. I.e. a troglodyte can be clobbered for ages, and can bring you 2-3 levels.&lt;br /&gt;
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Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
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It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
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It's also best to train with creatures that attack with their fists, rather than their teeth.  A zombie antman or ratman could pound on you all day and never take you past a yellow wound; a groundhog, however, will eventually get lucky and tear out your throat if you wait long enough.&lt;br /&gt;
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== Exploration ==&lt;br /&gt;
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=== Basic exploration tips ===&lt;br /&gt;
When traveling it’s a good idea to avoid evil areas until you’re reasonably powerful, as they tend to contain stronger enemies. Also avoid caves for this same reason, you never know when a dragon is lurking in the shadows. Remember that only human towns have shops, so don’t die of hunger wandering the dwarves mountain homes looking for that elusive Applebees. Water can be had from rivers and stagnant pools, though fast traveling (shift + t) makes thirst and hunger go away.  If you are exploring caves, make sure to have some water and food with you, as some can be quite deep.&lt;br /&gt;
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When you explore a mountain home you may come across a long, underground passage.  Turn back.  Unless you are wanting to level up your ambush skill and have brought plenty of food and water, these passages are probably not for you.  They go on for a very long ways, occasionally across impassable mountain tiles, and there's a very good chance that you will die of hunger or thirst before you find the exit.  You can not enter travel mode while traveling underground, so you do not have that as an escape possibility.  On the other hand, they tend to be free of monsters (feel free to sleep on the ground) and if you have managed to kill several critters prior to your adventure you can always drink the blood that is soaking your equipment (but only if dehydrated).&lt;br /&gt;
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Just a side note, these passages could also contain hidden fun and stuff too, instead of just ending up somewhere else, where you will die.&lt;br /&gt;
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=== Fortress exploration tips === &lt;br /&gt;
If you’ve abandoned a fortress in the world and you’re now adventuring, you can find that same fortress on the map. Ask townsfolk about the surroundings and eventually they’ll mention the fortress and its direction. From there you need only to follow the directions till the fortress shows up on your map. &lt;br /&gt;
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==== The perils of fortress exploration ====&lt;br /&gt;
If your fortress was abandoned or destroyed there’s more than likely a reason why. Be it magma overflows, flooding, goblin sieges or perhaps digging a little too greedily and too deep there are likely to be remnants of your downfall somewhere in the remains. Wild beasts and sentient invaders alike will more than likely be slugging it out in your once grand halls. Beyond this there is the danger of forgetting what lever does what and accidentally flooding the room with lava or collapsing the entrance.&lt;br /&gt;
&lt;br /&gt;
==== The advantages of Fortress exploration ====&lt;br /&gt;
Depending on how advanced your fortress was it may contain extremely rare, powerful or valuables items. Raiding fortresses is the only way to get adamantine items and wafers, as well as the only way to get artifact weapons. Beyond this, you can read the engravings on the walls in order to fill your legends list. &lt;br /&gt;
&lt;br /&gt;
==== Preparation ====&lt;br /&gt;
Whatever destroyed your fortress is what is going to be squatting in it now.  If a goblin siege took you down, then prepare to fight some gobbies. If the horrors of the deep beat your little dwarven ass then prepare to fight those. If they drowned then find some waterwings etc. Make sure you’re fully stocked on arrows (if you use them) as well as water and food. Leaving anything you don’t need back in the tavern in town is a good idea too, as it lets you carry more loot.&lt;br /&gt;
&lt;br /&gt;
==== Plumbing the Deep ====&lt;br /&gt;
&lt;br /&gt;
While wandering the halls of your old fortress its best to secure each floor one by one, to avoid being ambushed. Explore one entire floor then move on to the next. This isn’t a requirement but it can help in finding the best loot as well as insuring against surprise attacks from that hidden monster or monsters you managed to overlook. If you start to get overburdened with all the loot, climb to a secure floor and dump it in a pile. You can come back for it after you’ve finished exploring. Also note that, while traps no longer work, their components (giants blades, spiked balls etc) remain just as lethal in your hands. Also note that you can pick up and throw ballista arrows.&lt;br /&gt;
&lt;br /&gt;
==== What to do with all your newly acquired wealth ====&lt;br /&gt;
&lt;br /&gt;
Not much I’m afraid. While masterwork adamantine weapons are very useful and  the raw chunks of adamantine are extremely valuable there’s nothing to really buy with them. The adamantine weapons you find are the strongest in the game and shops will never sell anything above iron so once you’ve got the weapons there’s pretty much nothing more you need. This will most likely be fixed in up coming versions (perhaps paying a blacksmith to make you weapons).&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=126406</id>
		<title>v0.31:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Adventurer_mode&amp;diff=126406"/>
		<updated>2010-08-26T18:46:13Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Adventure Mode Skills */  in your hand is still in your inventory, it's just not in your backpack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}} &lt;br /&gt;
&lt;br /&gt;
Placeholder list of relevant changes to/or greatly affect DF2010 adventure mode: (Feel free to merge with old adventure mode information or clean up)&lt;br /&gt;
==Changes from 40d==&lt;br /&gt;
&lt;br /&gt;
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '&amp;gt;' symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.&lt;br /&gt;
&lt;br /&gt;
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.&lt;br /&gt;
- But if you can return to the general area where you entered the cave, you can fast &amp;quot;T&amp;quot;ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.&lt;br /&gt;
&lt;br /&gt;
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat nerfed.&lt;br /&gt;
&lt;br /&gt;
As of the current release, adventurers start out more powerful than they had in 40d, with certain builds granting super-----ly tough/strong/agile at start.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stuck-in&amp;quot; weapons no longer are endlessly twisted in the wound until the creature bleeds to death, or the weapon is yanked out. There is now a roll to see who controls the stuck-in weapon on the turn following the &amp;quot;stuck-in&amp;quot; attack.&lt;br /&gt;
&lt;br /&gt;
Human towns have only bronze weapons and armor, and large clothing.&lt;br /&gt;
&lt;br /&gt;
Swimming, sneaking, fighting, etc. seem to improve the associated skills only. Attributes (strength, etc.) remain the same even after a long and active period of adventuring.&lt;br /&gt;
&lt;br /&gt;
Combat is much more forgiving than in 40d. Bolts and arrows are less deadly, because they can be blocked with a shield. Armor protects you much better versus bolts and arrows -- when wearing plate, it's rare for one to get through. Don't assume you're arrow proof, but you can take a bit more punishment now. {{verify}} Also, no metal armor can protect one's throat. {{verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
In towns you can find merchants inside some {{L|building|buildings}}.  These merchants have the {{L|Shopkeeper}} profession and will trade only when they are in their respective shops. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.  Due to these limitations, there are only &amp;quot;human town&amp;quot; {{L|shopkeeper}}s in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
=== Selling ===&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. You can also sell prepared animal parts produced by butchery (see below). In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Skills==&lt;br /&gt;
Adventurers can now perform buildingless reactions. To access the reaction menu, press {{k|x}}. Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.&lt;br /&gt;
&lt;br /&gt;
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Goblin&amp;diff=126402</id>
		<title>23a:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Goblin&amp;diff=126402"/>
		<updated>2010-08-26T17:09:49Z</updated>

		<summary type="html">&lt;p&gt;DokEnkephalin: /* Goblins in Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{CreatureInfo|name=Goblin|symbol=g|color=7:0:0|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=In their towers and dark fortresses}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A vile force of darkness has arrived!''&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' view {{l|dwarf|dwarves}} as a scourge on the world and vice versa. When a {{l|fortress}} becomes large enough to attract their attention (after the acquisition of a {{l|mayor}} or a {{l|trade minister}}), nearby goblin civilizations will send {{l|siege}} after siege in an effort to stamp it out. Various goblin childsnatchers will also attempt to take stray dwarven children home to fatten them up. The biggest threat to your fortress (after {{l|demon}}s and poor planning) is a goblin siege.&lt;br /&gt;
&lt;br /&gt;
A classic goblin tactic is to rush the front gate. This is often suicidal but can startle the fortress ruler into triggering untested defensive systems, pulling levers in a panic and flooding his/her entire fortress with {{l|magma}}, thus ending the dwarf problem.&lt;br /&gt;
&lt;br /&gt;
==Why we love goblins==&lt;br /&gt;
Siege aftermath. 30 dead, drowned, or trapped goblins will get you:&lt;br /&gt;
*Heaps of {{l|experience}} for your surviving {{l|military}}&lt;br /&gt;
*30 sets of narrow {{l|clothing}} to sell to the {{l|human}} caravans&lt;br /&gt;
*30 sets of {{l|iron}} {{l|weapon}}s, most of them wieldable by dwarves, and {{l|ammo}}&lt;br /&gt;
*30 sets of narrow iron {{l|armor}}, {{l|melt}}able at the {{l|smelter}} (with {{l|bookkeeper}})&lt;br /&gt;
*30 stacks of goblin bone bolts for training your {{l|marksdwarf|marksdwarves}} (with {{l|Craftdwarf's workshop}})&lt;br /&gt;
&lt;br /&gt;
This has led some to describe such sieges as [[goblin christmas]].&lt;br /&gt;
&lt;br /&gt;
==Goblins in Adventure Mode==&lt;br /&gt;
Many a goblin child has been hushed quiet by the tales of the dwarven stranglers that creep into the rooms of bad little goblin boys and girls.&lt;br /&gt;
&lt;br /&gt;
You cannot play as a goblin in adventure mode (unless you mod it in). Goblins live in &amp;quot;dark fortresses&amp;quot; and will attack dwarven adventurers and companions on sight. They function as any other settlement to non-dwarves, though there's rarely any trade, quests can be obtained from the leader, and their churches can be joined by adventurers. Goblins are a good source of combat experience and equipment, with quality on par with dwarven settlements. If you're not experienced though, just one goblin soldier is enough to kill you. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>DokEnkephalin</name></author>
	</entry>
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