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		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165200</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165200"/>
		<updated>2012-02-28T12:30:58Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Finding Your Target */  adding a bit more info to how the directional box works at the end of the subject.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.  Finally, while this is of limited benefit, they are at peace with the wilderness and therefore will never be attacked by wild animals.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill. this wont work if your target is in the sewers unless you are in the sewers and standing on a ramp, but it will lead you to a lair entrance or the middle of a bandit camp.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
'''Enemies behind you get a higher hit chance.''' you want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}}.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165199</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165199"/>
		<updated>2012-02-28T12:23:11Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Attacking Effectively */ added the hit chance bonus info for enemies that are behind you.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.  Finally, while this is of limited benefit, they are at peace with the wilderness and therefore will never be attacked by wild animals.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
'''Enemies behind you get a higher hit chance.''' you want to stay facing most of your enemies if you can, but you should never back into a corner.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}}.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165198</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=165198"/>
		<updated>2012-02-28T12:14:07Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Trading */ the tip box wasn't really needed anymore and was full of incorrect stuff i missed last time i edited.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.  Finally, while this is of limited benefit, they are at peace with the wilderness and therefore will never be attacked by wild animals.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
You can tell at a glance which [[town]]s have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}}.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Windmill&amp;diff=164541</id>
		<title>v0.34:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Windmill&amp;diff=164541"/>
		<updated>2012-02-21T15:58:28Z</updated>

		<summary type="html">&lt;p&gt;Xotano: architecture and machinery links work now as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[wood|Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Building designer|Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via wind on the surface of a fortress map. In order for the windmill to generate power, its center tile must have the &amp;quot;outside&amp;quot; [[Tile_attributes|attribute]]. The power produced by each windmill depends on your fortress location.  The power generated by a windmill is transmitted downward through its center tile, so you must [[channel]] out the central tile and build the windmill on top of an existing [[axle|vertical axle]] or [[gear assembly]] (or the actual machine you wish to power).&lt;br /&gt;
&lt;br /&gt;
When building a windmill on top of an existing axle or assembly, you might get a &amp;quot;no access&amp;quot; message even if your dwarves can reach the center space of the windmill. You'll need to build a floor so that there's a place to stand adjacent to one of the nine windmill squares (i.e. one space between the standing platform and the windmill axle). Spaces adjacent to the windmill's axle (i.e. within the 3x3 building area) aren't sufficient for construction access.&lt;br /&gt;
&lt;br /&gt;
Due to what is assumed to be a bug, it is sometimes possible for windmills to transmit their power through a solid floor without channeling. They only have this effect if the windmill is built ''first'', and whatever it's powering ''second''; however, this does not always work reliably.&lt;br /&gt;
&lt;br /&gt;
As with other machines, windmills freeze if the floor under them is natural ice.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[Machine component|machinery]].''&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Windmill&amp;diff=164540</id>
		<title>v0.34:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Windmill&amp;diff=164540"/>
		<updated>2012-02-21T15:56:29Z</updated>

		<summary type="html">&lt;p&gt;Xotano: fixed the logs link will likely fix more.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Machine_component|name=Windmill|key=m&lt;br /&gt;
|construction=&lt;br /&gt;
* 4 [[wood|Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpentry]]&lt;br /&gt;
|power=Generates 40, 20, or 0 power, depending on wind level&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''windmill''' is a [[machine component]] that provides [[power]] via wind on the surface of a fortress map. In order for the windmill to generate power, its center tile must have the &amp;quot;outside&amp;quot; [[Tile_attributes|attribute]]. The power produced by each windmill depends on your fortress location.  The power generated by a windmill is transmitted downward through its center tile, so you must [[channel]] out the central tile and build the windmill on top of an existing [[axle|vertical axle]] or [[gear assembly]] (or the actual machine you wish to power).&lt;br /&gt;
&lt;br /&gt;
When building a windmill on top of an existing axle or assembly, you might get a &amp;quot;no access&amp;quot; message even if your dwarves can reach the center space of the windmill. You'll need to build a floor so that there's a place to stand adjacent to one of the nine windmill squares (i.e. one space between the standing platform and the windmill axle). Spaces adjacent to the windmill's axle (i.e. within the 3x3 building area) aren't sufficient for construction access.&lt;br /&gt;
&lt;br /&gt;
Due to what is assumed to be a bug, it is sometimes possible for windmills to transmit their power through a solid floor without channeling. They only have this effect if the windmill is built ''first'', and whatever it's powering ''second''; however, this does not always work reliably.&lt;br /&gt;
&lt;br /&gt;
As with other machines, windmills freeze if the floor under them is natural ice.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164538</id>
		<title>v0.34:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164538"/>
		<updated>2012-02-21T15:28:56Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Skills first introduced in version 0.31.19 */  would have ended up being the same thing as the one above, removed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types, {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s, or remove the designation on those diamond or native aluminum clusters if your [[blacksmith]] or [[miner]] is famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Alchemy|Alchemist]]&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Attributes and Traits==&lt;br /&gt;
*'''Skills''': &lt;br /&gt;
**are trained by being used in some activity.&lt;br /&gt;
**train '''[[attribute]]s'''.&lt;br /&gt;
**the same [[attribute]] can be trained by various skills.&lt;br /&gt;
**it's assumed that the skills also use some of the [[attribute]]s that they train.&lt;br /&gt;
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.&lt;br /&gt;
**certain professions require several skills.&lt;br /&gt;
**the same skill can be used by various professions.&lt;br /&gt;
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**cannot be modified in-game.{{verify}}&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**have other in-game effects that can be useful for certain professions.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
&lt;br /&gt;
To summarize it goes like this:&lt;br /&gt;
 Trait --&amp;gt; Skill &amp;lt;--&amp;gt; Attribute&lt;br /&gt;
   |         ^&lt;br /&gt;
   v         |&lt;br /&gt;
 effect      |&lt;br /&gt;
   |         v&lt;br /&gt;
   '--&amp;gt;  Profession&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.&lt;br /&gt;
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
The solution comes in the form of a nice sortable reference table:&lt;br /&gt;
&lt;br /&gt;
coming soon! work in progress... please don't delete hidden comments... ;)&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:&lt;br /&gt;
&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.&lt;br /&gt;
&lt;br /&gt;
Token Trait&lt;br /&gt;
ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare&lt;br /&gt;
ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
ANXIETY                - Nervousness    - military?&lt;br /&gt;
ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues?&lt;br /&gt;
ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
DEPRESSION             - Depression     - ??&lt;br /&gt;
DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
IMAGINATION            - Imagination    - ?&lt;br /&gt;
IMMODERATION           - Urge           - stops work??&lt;br /&gt;
INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
MODESTY                - Modesty        -&lt;br /&gt;
ORDERLINESS            - Organization   - bookkeeper? military?&lt;br /&gt;
SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar&lt;br /&gt;
SYMPATHY               - Compassion     - healthcare?/?&lt;br /&gt;
TRUST                  - Trusting       - ?&lt;br /&gt;
VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!                                           | Profession&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Broker)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Appraiser&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                                             Memory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot;                   | Social - Broker&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Comedian&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:5em&amp;quot; | Self-consciousness&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:1em&amp;quot; | &amp;lt; 76&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Agility&lt;br /&gt;
|                Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|                Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Conversationalist&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Gregariousness (Reserved)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flatterer&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liar&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Creativity&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Intimidator&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Agility&lt;br /&gt;
|               Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Judge of intent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Negotiator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Assertiveness&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
| Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.34.01==&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
[[Reader]]&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.34.01==&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164537</id>
		<title>v0.34:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164537"/>
		<updated>2012-02-21T15:27:50Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Skills first observed in version 0.31.14 */  changed as well as emptyed the old stuff, helpin out like a boss.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types, {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s, or remove the designation on those diamond or native aluminum clusters if your [[blacksmith]] or [[miner]] is famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Alchemy|Alchemist]]&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Attributes and Traits==&lt;br /&gt;
*'''Skills''': &lt;br /&gt;
**are trained by being used in some activity.&lt;br /&gt;
**train '''[[attribute]]s'''.&lt;br /&gt;
**the same [[attribute]] can be trained by various skills.&lt;br /&gt;
**it's assumed that the skills also use some of the [[attribute]]s that they train.&lt;br /&gt;
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.&lt;br /&gt;
**certain professions require several skills.&lt;br /&gt;
**the same skill can be used by various professions.&lt;br /&gt;
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**cannot be modified in-game.{{verify}}&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**have other in-game effects that can be useful for certain professions.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
&lt;br /&gt;
To summarize it goes like this:&lt;br /&gt;
 Trait --&amp;gt; Skill &amp;lt;--&amp;gt; Attribute&lt;br /&gt;
   |         ^&lt;br /&gt;
   v         |&lt;br /&gt;
 effect      |&lt;br /&gt;
   |         v&lt;br /&gt;
   '--&amp;gt;  Profession&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.&lt;br /&gt;
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
The solution comes in the form of a nice sortable reference table:&lt;br /&gt;
&lt;br /&gt;
coming soon! work in progress... please don't delete hidden comments... ;)&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:&lt;br /&gt;
&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.&lt;br /&gt;
&lt;br /&gt;
Token Trait&lt;br /&gt;
ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare&lt;br /&gt;
ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
ANXIETY                - Nervousness    - military?&lt;br /&gt;
ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues?&lt;br /&gt;
ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
DEPRESSION             - Depression     - ??&lt;br /&gt;
DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
IMAGINATION            - Imagination    - ?&lt;br /&gt;
IMMODERATION           - Urge           - stops work??&lt;br /&gt;
INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
MODESTY                - Modesty        -&lt;br /&gt;
ORDERLINESS            - Organization   - bookkeeper? military?&lt;br /&gt;
SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar&lt;br /&gt;
SYMPATHY               - Compassion     - healthcare?/?&lt;br /&gt;
TRUST                  - Trusting       - ?&lt;br /&gt;
VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!                                           | Profession&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Broker)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Appraiser&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                                             Memory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot;                   | Social - Broker&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Comedian&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:5em&amp;quot; | Self-consciousness&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:1em&amp;quot; | &amp;lt; 76&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Agility&lt;br /&gt;
|                Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|                Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Conversationalist&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Gregariousness (Reserved)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flatterer&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liar&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Creativity&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Intimidator&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Agility&lt;br /&gt;
|               Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Judge of intent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Negotiator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Assertiveness&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
| Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.34.01==&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
[[Reader]]&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.34.01==&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.19==&lt;br /&gt;
&lt;br /&gt;
Farming:&lt;br /&gt;
&lt;br /&gt;
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]]&lt;br /&gt;
&lt;br /&gt;
Crafting:&lt;br /&gt;
&lt;br /&gt;
[[Potter]], [[Glazer]], [[Wax worker]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164536</id>
		<title>v0.34:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Skill&amp;diff=164536"/>
		<updated>2012-02-21T15:24:21Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Skills first introduced in version 0.31.01 */  changed it to the current version and changed the skills listed to show the new skill, not sure if reactions would count as skills or have skills that are connected to them due to not playing much.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplish almost every task.  Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.&lt;br /&gt;
&lt;br /&gt;
Skills now become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at &amp;quot;very rusty&amp;quot; for prolonged periods of time will gradually suffer '''permanent''' experience loss.&lt;br /&gt;
&lt;br /&gt;
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types, {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.&lt;br /&gt;
&lt;br /&gt;
Skill levels are as follows:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skill penalties==&lt;br /&gt;
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s, or remove the designation on those diamond or native aluminum clusters if your [[blacksmith]] or [[miner]] is famished and hollow-eyed from lack of sleep.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|7:0|7:0|&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Woodworker]]|6:1|6:1|&lt;br /&gt;
* [[Bowyer]]&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Stoneworker]]|7:1|7:1|&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Ranger]]|2:0|2:0|&lt;br /&gt;
* [[Ambusher]]&lt;br /&gt;
* [[Animal caretaker]]&lt;br /&gt;
* [[Animal dissector]]&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Trapper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Doctor]]|5:0|5:0|&lt;br /&gt;
* [[Bone doctor]]&lt;br /&gt;
* [[Crutch-walker]]&lt;br /&gt;
* [[Diagnostician]]&lt;br /&gt;
* [[Surgeon]]&lt;br /&gt;
* [[Suturer]]&lt;br /&gt;
* [[Wound dresser]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Farmer]]|6:0|6:0|&lt;br /&gt;
* [[Beekeeper]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]&lt;br /&gt;
* [[Cheese maker]]&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]&lt;br /&gt;
* [[Lye maker]]&lt;br /&gt;
* [[Milker]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]&lt;br /&gt;
* [[Presser]]&lt;br /&gt;
* [[Shearer]]&lt;br /&gt;
* [[Soaper]]&lt;br /&gt;
* [[Spinner]]&lt;br /&gt;
* [[Tanner]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Fishery worker]]|1:0|1:0|&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|&lt;br /&gt;
* [[Armorsmith]]&lt;br /&gt;
* [[Furnace operator]]&lt;br /&gt;
* [[Metal crafter]]&lt;br /&gt;
* [[Blacksmith|Metalsmith]]&lt;br /&gt;
* [[Weaponsmith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Jeweler]]|2:1|2:1|&lt;br /&gt;
* [[Gem cutter]]&lt;br /&gt;
* [[Gem setter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
* [[Clothier]]&lt;br /&gt;
* [[Glassmaker]]&lt;br /&gt;
* [[Glazer]]&lt;br /&gt;
* [[Leatherworker]]&lt;br /&gt;
* [[Potter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Strand extractor]]&lt;br /&gt;
* [[Wax worker]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Engineer]]|4:1|4:1|&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Other Jobs|3:0|3:0|&lt;br /&gt;
* [[Alchemy|Alchemist]]&lt;br /&gt;
* [[Knapper]]&lt;br /&gt;
* [[Swimmer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Administrator]]|5:0|5:0|&lt;br /&gt;
* [[Appraiser]]&lt;br /&gt;
* [[Building designer]]&lt;br /&gt;
* [[Organizer]]&lt;br /&gt;
* [[Record keeper]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Military]]|0:1|0:0|&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Armor user]]&lt;br /&gt;
* [[Axeman]]&lt;br /&gt;
* [[Biter]]&lt;br /&gt;
* [[Blowgunner]]&lt;br /&gt;
* [[Bowman]]&lt;br /&gt;
* [[Crossbowman]]&lt;br /&gt;
* [[Dodger]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
* [[Hammerman]]&lt;br /&gt;
* [[Kicker]]&lt;br /&gt;
* [[Knife user]]&lt;br /&gt;
* [[Lasher]]&lt;br /&gt;
* [[Maceman]]&lt;br /&gt;
* [[Misc. object user]]&lt;br /&gt;
* [[Pikeman]]&lt;br /&gt;
* [[Shield user]]&lt;br /&gt;
* [[Spearman]]&lt;br /&gt;
* [[Striker]]&lt;br /&gt;
* [[Swordsman]]&lt;br /&gt;
* [[Thrower]]&lt;br /&gt;
* [[Wrestler]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|[[Broker]]|3:0|3:0|&lt;br /&gt;
* [[Comedian]]&lt;br /&gt;
* [[Conversationalist]]&lt;br /&gt;
* [[Flatterer]]&lt;br /&gt;
* [[Intimidator]]&lt;br /&gt;
* [[Judge of intent]]&lt;br /&gt;
* [[Liar]]&lt;br /&gt;
* [[Negotiator]]&lt;br /&gt;
* [[Persuader]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miscellaneous|3:0|3:0|&lt;br /&gt;
* [[Concentration]]&lt;br /&gt;
* [[Consoler]]&lt;br /&gt;
* [[Leader]]&lt;br /&gt;
* [[Observer]]&lt;br /&gt;
* [[Pacifier]]&lt;br /&gt;
* [[Student]]&lt;br /&gt;
* [[Teacher]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Unused|3:0|3:0|&lt;br /&gt;
* [[Balance]]&lt;br /&gt;
* [[Coordination]]&lt;br /&gt;
* [[Discipline]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
* [[Poet]]&lt;br /&gt;
* [[Military tactics]]&lt;br /&gt;
* [[Reader]]&lt;br /&gt;
* [[Speaker]]&lt;br /&gt;
* [[Tracker]]&lt;br /&gt;
* [[Wordsmith]]&lt;br /&gt;
* [[Writer]]&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills, Attributes and Traits==&lt;br /&gt;
*'''Skills''': &lt;br /&gt;
**are trained by being used in some activity.&lt;br /&gt;
**train '''[[attribute]]s'''.&lt;br /&gt;
**the same [[attribute]] can be trained by various skills.&lt;br /&gt;
**it's assumed that the skills also use some of the [[attribute]]s that they train.&lt;br /&gt;
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.&lt;br /&gt;
**certain professions require several skills.&lt;br /&gt;
**the same skill can be used by various professions.&lt;br /&gt;
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.&lt;br /&gt;
&lt;br /&gt;
*'''[[Personality trait|Traits]]''':&lt;br /&gt;
**cannot be modified in-game.{{verify}}&lt;br /&gt;
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.&lt;br /&gt;
**have other in-game effects that can be useful for certain professions.&lt;br /&gt;
**give [[thought]]s when performing certain activities.&lt;br /&gt;
&lt;br /&gt;
To summarize it goes like this:&lt;br /&gt;
 Trait --&amp;gt; Skill &amp;lt;--&amp;gt; Attribute&lt;br /&gt;
   |         ^&lt;br /&gt;
   v         |&lt;br /&gt;
 effect      |&lt;br /&gt;
   |         v&lt;br /&gt;
   '--&amp;gt;  Profession&lt;br /&gt;
&lt;br /&gt;
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].&lt;br /&gt;
&lt;br /&gt;
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:&lt;br /&gt;
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:&lt;br /&gt;
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.&lt;br /&gt;
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:&lt;br /&gt;
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.&lt;br /&gt;
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.&lt;br /&gt;
&lt;br /&gt;
The solution comes in the form of a nice sortable reference table:&lt;br /&gt;
&lt;br /&gt;
coming soon! work in progress... please don't delete hidden comments... ;)&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:&lt;br /&gt;
&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.&lt;br /&gt;
&lt;br /&gt;
Token Trait&lt;br /&gt;
ACHIEVEMENT_STRIVING   - Excellence / Mediocrity  - quality levels?&lt;br /&gt;
ACTIVITY_LEVEL         - Activeness / Relaxedness - slack, sleep, party?&lt;br /&gt;
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?&lt;br /&gt;
ALTRUISM               - Helpfulness    - help wounded/? &amp;gt;healthcare&lt;br /&gt;
ANGER                  - Rage           - enraged/? &amp;gt;military&lt;br /&gt;
ANXIETY                - Nervousness    - military?&lt;br /&gt;
ARTISTIC_INTEREST      - Artistic       - noticing furniture, statues?&lt;br /&gt;
ASSERTIVENESS          - Leadership     - persuader/? &amp;gt;manager, military, leader?&lt;br /&gt;
CAUTIOUSNESS           - Cautiousness   - leader, manager, military?&lt;br /&gt;
CHEERFULNESS           - Optimism       - ??&lt;br /&gt;
COOPERATION            - Compromising   - pacifier/intimidator&lt;br /&gt;
DEPRESSION             - Depression     - ??&lt;br /&gt;
DUTIFULNESS            - Lawfulness     - justice??&lt;br /&gt;
EMOTIONALITY           - Emotion        - ??&lt;br /&gt;
EXCITEMENT_SEEKING     - Thrillseeking  - adv. mode, military?/&lt;br /&gt;
FRIENDLINESS           - Company        - party?, social?/working?&lt;br /&gt;
GREGARIOUSNESS         - Friendly       - Conversationalist/??&lt;br /&gt;
IMAGINATION            - Imagination    - ?&lt;br /&gt;
IMMODERATION           - Urge           - stops work??&lt;br /&gt;
INTELLECTUAL_CURIOSITY - Thinking       - ??&lt;br /&gt;
LIBERALISM             - Rebelliousness - ?&lt;br /&gt;
MODESTY                - Modesty        -&lt;br /&gt;
ORDERLINESS            - Organization   - bookkeeper? military?&lt;br /&gt;
SELF_CONSCIOUSNESS     - Neurosis       - ?/comedian&lt;br /&gt;
SELF_DISCIPLINE        - Perseverance   - on_break&lt;br /&gt;
SELF_EFFICACY          - Confidence     - ?&lt;br /&gt;
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar&lt;br /&gt;
SYMPATHY               - Compassion     - healthcare?/?&lt;br /&gt;
TRUST                  - Trusting       - ?&lt;br /&gt;
VULNERABILITY          - Stress         - ?/military??&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!                                           | Profession&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Broker)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Appraiser&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                                             Memory&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;23&amp;quot;                   | Social - Broker&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Comedian&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:5em&amp;quot; | Self-consciousness&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot; style=&amp;quot;width:1em&amp;quot; | &amp;lt; 76&lt;br /&gt;
| rowspan= &amp;quot;3&amp;quot;                   | Agility&lt;br /&gt;
|                Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|                Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Conversationalist&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Gregariousness (Reserved)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Flatterer&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Straightforwardess&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Liar&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;lt; 40&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Creativity&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Intimidator&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Cooperation&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt; 61&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Agility&lt;br /&gt;
|               Kinesthetic Sense&lt;br /&gt;
|-&lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Judge of intent&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Intuition&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | Negotiator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             | &lt;br /&gt;
|                           Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|                           Empathy&lt;br /&gt;
|-&lt;br /&gt;
|                           Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Persuader&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Assertiveness&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
| Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
| Empathy&lt;br /&gt;
|-&lt;br /&gt;
| Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.34.01==&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
[[Reader]]&lt;br /&gt;
&lt;br /&gt;
==Skills first observed in version 0.31.14==&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
[[Military tactics]]&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.19==&lt;br /&gt;
&lt;br /&gt;
Farming:&lt;br /&gt;
&lt;br /&gt;
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]]&lt;br /&gt;
&lt;br /&gt;
Crafting:&lt;br /&gt;
&lt;br /&gt;
[[Potter]], [[Glazer]], [[Wax worker]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164535</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164535"/>
		<updated>2012-02-21T15:20:21Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Trading */ minor edits to fix the copy pasted stuff from v31. as was the last save, sorry bout that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and towns have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|&amp;quot;Don't forget your stuff!&amp;quot;|Read the section on [[Adventure_mode#Trading_.28barter.29|Adventure Mode Trading]] because how trading works is not entirely obvious, especially the fact that you must manually pick up your change and whatever you buy.}}&lt;br /&gt;
Next you will probably want to sell of a bunch of junk you don't need and ideally buy some armor. To do this you'll need to find a shop.&lt;br /&gt;
&lt;br /&gt;
You can tell at a glance which towns have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}}.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164534</id>
		<title>v0.34:Adventure mode quick start</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventure_mode_quick_start&amp;diff=164534"/>
		<updated>2012-02-21T15:17:14Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|15:23, 17 April 2011 (UTC)}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:1.5em&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.&lt;br /&gt;
&lt;br /&gt;
Read the full [[adventure mode]] documentation for additional detail.&lt;br /&gt;
&lt;br /&gt;
= Common UI Concepts =&lt;br /&gt;
&lt;br /&gt;
{{KeyConventions}}&lt;br /&gt;
&lt;br /&gt;
= World Generation =&lt;br /&gt;
&lt;br /&gt;
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and towns have been abandoned.&lt;br /&gt;
&lt;br /&gt;
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.&lt;br /&gt;
&lt;br /&gt;
See [[World generation]] if you need help with world generation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''&lt;br /&gt;
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|History}} is {{DFtext|Short|3:1}}&lt;br /&gt;
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}&lt;br /&gt;
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}&lt;br /&gt;
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}&lt;br /&gt;
These settings should help avoid the aforementioned problems.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Character Creation =&lt;br /&gt;
&lt;br /&gt;
== Race and Civilization==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}&lt;br /&gt;
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills. This is probably the best race to use when starting out.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing.&lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will probably die anyway.}}&lt;br /&gt;
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick &amp;quot;demigod&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.&lt;br /&gt;
&lt;br /&gt;
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.&lt;br /&gt;
&lt;br /&gt;
Some attributes like Musicality are currently completely useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''&lt;br /&gt;
&lt;br /&gt;
* High '''Strength'''&lt;br /&gt;
* Superior '''Agility'''&lt;br /&gt;
* Superior '''Toughness'''&lt;br /&gt;
* High '''Endurance'''&lt;br /&gt;
* Above Average '''Social Awareness'''&lt;br /&gt;
&lt;br /&gt;
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.&lt;br /&gt;
&lt;br /&gt;
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Attribute|attributes]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.&lt;br /&gt;
&lt;br /&gt;
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''&lt;br /&gt;
&lt;br /&gt;
* Skilled '''Swordsman''' (feel free to substitute a different melee weapon skill for this)&lt;br /&gt;
* Competent '''Observer'''&lt;br /&gt;
* Adequate '''Swimmer'''&lt;br /&gt;
* Proficient '''Shield User'''&lt;br /&gt;
* Proficient '''Armor User'''&lt;br /&gt;
* Proficient '''Dodger'''&lt;br /&gt;
&lt;br /&gt;
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.&lt;br /&gt;
&lt;br /&gt;
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}&lt;br /&gt;
&lt;br /&gt;
Read up on [[Skill|skills]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}&lt;br /&gt;
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
== Setting Off ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone.]]&lt;br /&gt;
&lt;br /&gt;
You will usually start your adventure near a peasant hut. You can ask nearby commoners, using the {{k|k}} key, if you may be of any {{DFtext|Service|3:1}}. They will then inform you of any problems their locality is suffering from, giving you a quest. In the beginning this usually means killing a nearby bandit.&lt;br /&gt;
&lt;br /&gt;
'''Walk into a hut, talk to a commoner, and get a quest.''' Feel free to ask some commoners to {{DFtext|Join|3:1}} you if you want though most of them will refuse. Soldiers will make better companions anyway.&lt;br /&gt;
&lt;br /&gt;
== Fast Travel ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]&lt;br /&gt;
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.&lt;br /&gt;
&lt;br /&gt;
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.&lt;br /&gt;
&lt;br /&gt;
Use {{k|m}} to open a zoomed-out overview map to further help you navigate.&lt;br /&gt;
&lt;br /&gt;
== Finding Some Muscle ==&lt;br /&gt;
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a fortress. When in the fast-travel screen, press {{k|m}} to bring up the region map. Fortresses on the region map appear as small circles (marked as O on the map) and look like large buildings on the fast travel map.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind.}}&lt;br /&gt;
Move next to the entrance of a fortress and hit {{k|&amp;gt;}} to exit fast travel. Now move toward the fortress and you'll soon encounter the wall. You may need to walk around a bit to find the entrance. Once inside, if the fortress is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and ask them to {{DFtext|Join|3:1}} you. At first you will only be able to get three followers but this is enough for now.&lt;br /&gt;
&lt;br /&gt;
If the fortress is abandoned, leave and try another one.&lt;br /&gt;
&lt;br /&gt;
Walk some distance away from the fort and go back to the fast travel screen with {{key|T}}.&lt;br /&gt;
&lt;br /&gt;
== Getting Some Rest ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be better to travel drowsy until you reach a fort or town where it's safe to sleep.}}&lt;br /&gt;
At this point you may have traveled enough that your character is tired. When your adventurer becomes tired, as indicated by the {{DFtext|Drowsy|3:0}} attribute, it's time for some sleep. Move to a settlement of some sort, go into a building, and use the {{k|Z}} key to bring up the sleep menu. &lt;br /&gt;
&lt;br /&gt;
If you are in a private house, you must first ask the owner for permission before you can sleep. If a commoner is blocking you from entering his home, use the {{k|s}} key to crawl under his legs, and then the same key to stand back up.&lt;br /&gt;
&lt;br /&gt;
== Finding Your Target ==&lt;br /&gt;
Use {{k|Q}} to bring up the quest screen. Using the {{k|+}} and {{k|-}} keys, you can scroll through the quests displayed on the right. Pressing {{k|z}} will zoom in on the current quest target, showing you the quickest path to reach it. The quest menu can also be used to pinpoint the location of many other useful sites and entities.&lt;br /&gt;
&lt;br /&gt;
Fast travel toward the location where your target is. When you get close, go back to the quest screen, hit {{k|z}} and you should get a more detailed map of exactly where to go. Once you are in the right spot, hit {{k|&amp;gt;}} to exit fast travel mode.&lt;br /&gt;
&lt;br /&gt;
In the upper-left corner of the screen you will now see a box with a list of icons and an abbreviation for a direction such as {{DFtext|NNE}} (north northeast). One of these will be marked with {{DFtext|TSK|3:1}} and that is your target. Continue to move in the indicated direction until you find the target that you're supposed to kill.&lt;br /&gt;
&lt;br /&gt;
== Fighting ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|Bandits|Note that the target of your first quest may be in a camp (looks like {{Tile|{{DB}}|6:0:1}}) surrounded by henchmen. Make sure to approach carefully and when you see one of them, let them come to you and let your companions attack first.}}&lt;br /&gt;
'''If you attempt to kill the target(s) of your first quest with neither companions nor armor then you are very likely to die.''' Therefore, before proceeding make sure you have friends with you. If you do, you shouldn't need armor if you let them do most of the fighting.&lt;br /&gt;
&lt;br /&gt;
As you may have noticed by now, combat in Dwarf Fortress is quite complex compared to other games, so this section is kind of long. Please read it carefully though.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Positioning ===&lt;br /&gt;
When approaching a target it's usually best to wait using {{k|.}} to skip turns once you get close and let your target come to you so you can get the first shot on them. Positioning can be important because you don't want to let enemies attack you from the side or behind (!) and you should also try to move so that you're never fighting more than one opponent at a time.&lt;br /&gt;
&lt;br /&gt;
If you find yourself being shot at with ranged weapons, put a tree, hill, or other terrain feature between you and the archer and wait for some melee equipped opponents to come to you. Your followers will probably not be so smart though.&lt;br /&gt;
&lt;br /&gt;
For your first fight, you may want to let your companions take the lead anyway though as you won't have any decent armor yet. Press {{k|.}} to skip turns if you want to wait in one spot and let your friends advance and soften up some enemies first. If one of your companions dies, no big deal. You can just take his stuff by pressing {{k|g}} then get another follower later. If they die and you're outnumbered, just run away and come back later with new companions.&lt;br /&gt;
&lt;br /&gt;
If you want to be useful while sitting back and letting your friends charge in first, use {{k|t}} to throw objects such as rocks (freely available on many outdoor tiles by pressing {{k|g}}) at your opponent.&lt;br /&gt;
&lt;br /&gt;
=== Attacking Effectively ===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Don't expect it to be easy...|If you're finding your first quest too difficult, and you manage to escape with your life, you can ignore the quest for a while, replace any dead followers, go ask NPCs about Surroundings, and try to find an easier camp or lair to attack. When you kill whatever &amp;quot;boss&amp;quot; is there, even if it not part of a quest, you can still go brag about it, raise your fame, get more followers, and then go back to the original quest. You can also just ask different people in different towns for different quests and perhaps find an easy one like killing a leopard.}}&lt;br /&gt;
To attack, you can simply use a directional key to move your character as if to collide with your target. More effective though is pressing {{k|Shift}}+{{key|A}} when directly adjacent to a target in order to target specific body parts.&lt;br /&gt;
&lt;br /&gt;
At first your skills obviously won't be that great, so it's important to make targeted shots using {{k|Shift}}+{{k|A}}. Take the '''Easy''' strikes that are also '''Solid''' even if they target arms or legs. At first you're going to want to target limbs anyway because you're much less likely to be able to one-shot enemies with a blow to the head and you want to render them harmless as quickly as possible. If you get an '''Easy''' or '''Tricky''' shot to the head that is also relatively '''Solid''', you might want to take it though. If every shot is difficult except for a body shot, take the body shot.&lt;br /&gt;
&lt;br /&gt;
Taking out an arm or hand can disarm your foe, cutting off a foot or leg will knock the opponent down and severely limit their movement, and anything causing severe pain can cause the opponent to lose consciousness making a followup headshot very easy. Cutting off weapon arms and a leg means they're almost as good as dead, so take note of what will most easily neutralize the threat before killing it. You may want to ignore such disabled opponents for a while and help your companions disable uninjured enemies.&lt;br /&gt;
&lt;br /&gt;
For armored areas, either avoid attacking them or attempt stabbing or blunt force rather than slashing.&lt;br /&gt;
&lt;br /&gt;
'''Frequently your weapon will get &amp;quot;lodged in the wound&amp;quot; making it unavailable for another attack until you free it.''' To free the weapon, use the directional keys to move either toward your opponent or step away/sideways.&lt;br /&gt;
&lt;br /&gt;
'''When your weapon is lodged in an opponent, they are unable to dodge.''' If you have another weapon, then getting 1 weapon lodged is extremely beneficial as you can then proceed to kill/neutralise your opponent without worrying about them dodging. However, they are still able to parry, and you are still able to miss. Remember - counterattacks are the most deadly attacks. If you want to attack an opponent in a diffuclt place, then don't - it's not worth the risk.&lt;br /&gt;
&lt;br /&gt;
== Looting ==&lt;br /&gt;
Once your targets are dead, take their stuff using the {{k|g}} key. Immediately use {{k|w}} to wear any armor or clothing you gain. Decapitated heads can be left behind.&lt;br /&gt;
&lt;br /&gt;
When walking around, use the {{k|g}} key to pick up any equipment or item lying on the ground. These will then be added to your inventory {{k|i}}. Items may be sold later on to a shop at a nearby town (not hamlet).&lt;br /&gt;
&lt;br /&gt;
== Completing Quests ==&lt;br /&gt;
Once you complete your first quest, you can talk to any hamlet, town or fortress dweller to spread the news of your success. Though your quest log will direct you there, it is not necessary to return to the individual who gave you the quest to report your success.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Small army...|For now, always recruit the maximum number of companions. Later you may find that you don't need as many, though you'll usually need at least a few.}}&lt;br /&gt;
Each time you report your success, your level of fame will increase. Once your fame has risen, more mighty warriors may want to join you on your way to glory. They can be recruited at fortresses or among the common peasants. Your companions will greatly increase your chances of survival and adventurers who care about such things should drop by the nearest fortress as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
== Checking Things Out ==&lt;br /&gt;
At any time, use the {{k|z}} key to display your status. This can be used to look for any scratches, bruises or missing limbs.&lt;br /&gt;
&lt;br /&gt;
To check on the status of your companions, use the {{k|c}} key to get a list of them (specifically, the ones within visual range) and a summary of their conditions, then press the key corresponding to the one you want to view up close. Alternatively, you can use the {{K|l}} key, which can also be used to look at any other item or creature within your range of vision.&lt;br /&gt;
&lt;br /&gt;
You may equip any items that you find or buy using the {{k|w}} key. If you are wearing too many items in an existing location, items must first be removed using the {{k|r}} key. To swap weapons you should {{k|d}}rop the equipped weapon first, or {{k|p}}ut it in your backpack, then {{k|g}}et the new equipment from the ground or {{k|r}}remove it from your backpack.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{TipBox2|titlebg=#a00|float=right|&amp;quot;Don't forget your stuff!&amp;quot;|Read the section on [[Adventure_mode#Trading_.28barter.29|Adventure Mode Trading]] because how trading works is not entirely obvious, especially the fact that you must manually pick up your change and whatever you buy.}}&lt;br /&gt;
Next you will probably want to sell of a bunch of junk you don't need and ideally buy some armor. To do this you'll need to find a shop.&lt;br /&gt;
&lt;br /&gt;
You can tell at a glance which towns have shops by looking for white roads in towns (rather than the yellow roads that are houses most of the time) on the travel map.&lt;br /&gt;
&lt;br /&gt;
To find shops, go stand on a white road tile on the fast travel screen then press {{k|&amp;gt;}}. Walk around a bit and you should find some huts with signs outside. These are shops. You can walk inside and talk to the residents just like anyone else, except that residents in shops will be willing to {{DFtext|Trade|3:1}} with you. Armor shops have a sign that looks like {{Tile|[|0:6:0}} armor.&lt;br /&gt;
&lt;br /&gt;
== What Next ==&lt;br /&gt;
The next thing you should do is work on getting a full set of armor unless you have been lucky enough to have already obtained one. You may want to go tromping around in the woods looking for animals to kill. Killing animals can be profitable because you can butcher their corpses with {{k|x}} and sell the products. Butcher and sell all animal corpses until you've managed to obtain a full set of metal armor. Meat is surprisingly valuable.&lt;br /&gt;
&lt;br /&gt;
You may need to visit several armor shops to find all the armor pieces you need.&lt;br /&gt;
&lt;br /&gt;
Somewhat more dangerous, but much more profitable, is attacking bandit camps. Just let followers do most of the fighting and concentrate on picking off severely wounded enemies until you get at least a helmet, body, and leg armor. And if some followers die, all the better. You can take their stuff and use or sell it.&lt;br /&gt;
&lt;br /&gt;
After you've armored up a bit, it's probably safe to go on the next quest. Get as many companions as you can and set off for your next target. You can also ask commoners about {{DFtext|Surroundings|3:1}} which can reveal lairs and other hidden sites on the map, but you should probably avoid any non-quest lairs in the beginning as lairs and such can have creatures that you won't be able to handle at this point.&lt;br /&gt;
&lt;br /&gt;
== After That ==&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|More Tips|See the [[Adventurer_mode#FAQ|Adventure mode FAQ]] for lots of tips and suggestions on how to avoid death and increase your skills.}}&lt;br /&gt;
Congratulations, you have graduated from adventurer school. You can now keep doing quests, explore random sites, go find and explore an old fort of yours in one of your existing worlds, get lost in the underworld, or whatever you feel like.&lt;br /&gt;
&lt;br /&gt;
You may want to read though the full [[adventure mode]] documentation to learn about things that weren't covered here.&lt;br /&gt;
&lt;br /&gt;
= Feedback =&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=80637.0 Thread about this tutorial on the Bay12 Forums]&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=153029</id>
		<title>v0.31:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Exploratory_mining&amp;diff=153029"/>
		<updated>2011-09-13T09:59:52Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Rows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once you've had enough {{L|Losing|fun}} to have a basic fortress working, it becomes necessary to dig down in search of ores, gems, water, etc. Exploratory mining attempts to dig out as little as possible in order to see as much as is possible, using clever digging patterns.&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Minerals are quite common (as of v0.31.01), reducing the need for extensive exploratory mining to find raw materials.  Instead, the goal of most exploratory mining will be finding special features like {{L|Caverns}} and {{L|Magma}}.&lt;br /&gt;
One might want to dig down to the caverns to find drinkable water, if the surface is all saltwater or winter-frozen ponds.&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
Potential dangers include:&lt;br /&gt;
*hostile creatures which inhabit underground areas&lt;br /&gt;
*large pools of liquids ({{L|Water}}, {{L|Magma}})&lt;br /&gt;
*Dehydration - dwarves are quite task oriented and may forget to break for a drink! (Consider giving miners waterskins)&lt;br /&gt;
*{{L|Hidden Fun Stuff|Fun}}&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
All of the interesting stuff is below you when you start - digging straight down may be the fastest (though not the safest) way to find points of interest.&lt;br /&gt;
&lt;br /&gt;
Those interested in *safely* exploring the depths may wish to create a level every so often where the stairway is broken so you can create barriers (like doors or lever-controlled floodgates) or garrison military squads to deal with any discovered hostiles.&lt;br /&gt;
&lt;br /&gt;
== Exploratory Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
 x = Mined (shaft)&lt;br /&gt;
 ░ = Visible, not mined (wall)&lt;br /&gt;
 ▓ = Not mined, not visible&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': '''100%''' of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero, except for mass storage. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Easy to designate, but miners tend to be a bit chaotic in their approach to the task.  Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, or need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░ &lt;br /&gt;
......&lt;br /&gt;
░░░░░░&lt;br /&gt;
░░░░░░&lt;br /&gt;
......&lt;br /&gt;
░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1 per every 3 tiles (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors. with the right use of walls you can make plenty of 3x3 rooms.&lt;br /&gt;
* ''Bottom line'': Easy to designate, and a single miner will focus on one tunnel to the end or they take a {{L|break}}. This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, it is more efficient than a 3×3 design.&lt;br /&gt;
&lt;br /&gt;
Larger &amp;quot;tunnel&amp;quot; patterns are suggested to be dug in multiples of &amp;quot;3&amp;quot; to allow for later complete revealing with minimum effort.&lt;br /&gt;
&lt;br /&gt;
=== Ladder Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░░ &lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
░░░░░░░░░░░░&lt;br /&gt;
░░░░.░░░░░.░&lt;br /&gt;
.░..░..░..░.&lt;br /&gt;
░.░░░░░.░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 25% of the tiles are excavated (1 in 4).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate. Alternating corridors can be mined out to create 5 tile wide rooms of any length... if the extra doors aren't a concern.&lt;br /&gt;
* ''Bottom line'': A little more tedious to designate, but the increased re-usability and efficiency make this an attractive alternative.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal every 5 ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░.░░░░.░░&lt;br /&gt;
░.░░░░.░░░&lt;br /&gt;
.░░░░.░░░░&lt;br /&gt;
░░░░.░░░░.&lt;br /&gt;
░░░.░░░░.░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated (1 per 5).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is moderately efficient among those with 100% visibility. This one doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
A variation would put diagonals every 10 or 20, laying the groundwork to fill them in later for higher visibility if desired.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts, grid of every 3 tiles ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░░░░░░░░░&lt;br /&gt;
░X░░X░░X░&lt;br /&gt;
░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer to get the shafts started up or down (use one of the other methods to cover the area), but for one shaft at a time this method is, tile for tile, the most efficient for those with 100% visibility, and has a great reuse value.  In practice, however, if you have more than one shaft being dug at one time, up/down-mining can cause miners to jump around between shafts, wasting time.&lt;br /&gt;
&lt;br /&gt;
:It takes a lot of keypressing to designate, although you can save some effort by designating every third row (as in the rows method, except with stairways) and then removing the designations ({{k|d}}-{{k|x}}) on all but every third column.  Alternately, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers. Or, you could hold down the left mouse button (designating your staircases) whilst changing Z-levels. You'll still need to do it for each shaft individually, but it can be very time-saving.&lt;br /&gt;
&lt;br /&gt;
''For a discussion on optimizing travel times through mineshafts, see {{L|Mineshaft stitching}}.''&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ramps ===&lt;br /&gt;
&lt;br /&gt;
The pattern as shown is 1 up-ramp every 7 tiles vertically, or 1/14 horizontally, though this could be turned 90 degrees.  The downramps are shown, but are only designated on the next level down.  (Be ''sure'' you know how {{L|ramp}}s work before trying this one!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&lt;br /&gt;
░░░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░&lt;br /&gt;
░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░&lt;br /&gt;
░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░░░&lt;br /&gt;
▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲░░&lt;br /&gt;
░░░░░░░▲░░▼░░░░░░░░░░▲░░▼░░░&lt;br /&gt;
░░░▲░░▼░░░░░░░░░░▲░░▼░░░░░░░&lt;br /&gt;
░░▼░░░░░░░░░░▲░░▼░░░░░░░░░░▲&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 14.3% of the tiles are excavated (1/7).&lt;br /&gt;
* ''Target'': Any size. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': '''100%'''.&lt;br /&gt;
* ''Reusability'': Moderate.  3x3 spaces cannot be created until at least one up-ramp is removed or a down-ramp floored over.  {{L|Ramp}}s are less convenient than stairs for many purposes (for example, digging out the wrong tiles around a ramp can make it unusable).  &lt;br /&gt;
* ''Bottom line'': In some ways the most efficient method of all, but difficult to designate and somewhat inconvenient (especially around the edges of the map).  Awkward to stitch together.&lt;br /&gt;
&lt;br /&gt;
=== Pinwheel Shafts===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;░░░░░░░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░X░░XXX░░X░&lt;br /&gt;
░X░░░░░░░X░&lt;br /&gt;
░░░▓░░░▓░░░&lt;br /&gt;
░░░░░X░░░░░&lt;br /&gt;
░XX░░X░░XX░&lt;br /&gt;
░░░░░░░░░░░&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': In this example about 17.3% of the tiles are being excavated.&lt;br /&gt;
* ''Target'': All except single-tile targets are guaranteed to be found, and those will only rarely be missed.&lt;br /&gt;
* ''Visibility'': '''96.6%'''.&lt;br /&gt;
* ''Reusability'': Workshops can be easily fitted into the unmined 3x3 areas.&lt;br /&gt;
* ''Bottom line'': Very similar to Mine Shafts, but you can replace the up/down stairways with alternating up stairs and down stairs on different levels, eliminating the chance that one of your dwarves will slip and fall all the way down the shaft to their deaths.&lt;br /&gt;
&lt;br /&gt;
=== 7×7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
................&lt;br /&gt;
░░░░.░░░░░░░.░░░&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&lt;br /&gt;
▓▓▓░.░▓▓▓▓▓░.░▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster. Small clusters will be found perhaps half the time.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7×7 blocks can easily be converted into 5×5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7×7 rooms, if you center each room on a crossroad; or similarly into a grid of 3x3 rooms, good for workshops, etc. Easily converted into a more thorough 3×3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
If you think you may wish to later use the &amp;quot;rows&amp;quot; method (above) for 100% visibility, this could be based on a spacing of 6, 9, or 12.  Wider spacing starts to risk missing even veins.&lt;br /&gt;
&lt;br /&gt;
=== 15×15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
................................&lt;br /&gt;
░░░░░.░░░░░░░░░░░░░░░.░░░░░░░░░░&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓░.░▓▓▓▓▓▓▓▓▓▓▓▓▓░.░▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Target'': Large clusters are guaranteed, and unless you have particularly bad luck you should also find all veins, but there is no guarantee. Veins would only rarely be hidden in the large 13×13 space left.  The large 13×13 space left in each unit tile can easily conceal quite a lot. &lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15×15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7×7 block design, which may be further converted into a 3×3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.  A 12×12 or 18×18 version are also valid options, with obvious (dis)advantages.&lt;br /&gt;
&lt;br /&gt;
=== Mine Shafts on a 6-, 9-, 12-, or 15-grid ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░X░▓▓▓▓▓▓▓▓▓▓▓▓▓░X░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓░░░▓▓▓▓▓▓▓▓▓▓▓▓▓░░░▓▓▓▓&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': from under 3% (1/36) for the 6-grid to less than 0.5% for the 15-grid (1/225).&lt;br /&gt;
* ''Target'': Large clusters and up (as above) and underground features.&lt;br /&gt;
* ''Visibility'': from 25% for the 6-grid to 4% for the 15-grid.&lt;br /&gt;
* ''Reusability'': High. Any area often needs a set of stairs (or more than one) leading up/down, and these would be the start of them.&lt;br /&gt;
* ''Bottom line'': This method should be used when you are looking for {{L|caverns}}, or getting a feel for the various rock layers, or just hoping to get lucky with little effort.  Grids larger than 15 may start to miss even large features such as large clusters, but can be used for identifying stone layers, and can always be filled back in later with shafts on a tighter grid.&lt;br /&gt;
&lt;br /&gt;
With any grid pattern, a (much) wider version could be used to start and to locate specific stone layers/areas, and then filled in later in a tighter pattern where you want if you're not lucky the first pass.  If you plan to use the 3-grid pattern (for a 100% tile reveal) later, create your grid with intervals that are a multiple of &amp;quot;3&amp;quot;.  If you are only looking for veins, features or just don't care, then do as you will and play it by ear later.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152937</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152937"/>
		<updated>2011-09-08T19:38:04Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Foreign weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists, horns and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do we really need to use top-level headings? --&amp;gt;&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. For notes on how to create weapons see {{L|Metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|armor}}, for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute (item being rarer than Common in the entity file) must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
*Training weapons are all wooden, and all made at the {{L|Carpenter's workshop|carpenter's workshop}}. &amp;lt;s&amp;gt;All&amp;lt;/s&amp;gt; Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
*The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Bowyer|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Obsidian}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Multigrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Weapons==&lt;br /&gt;
&lt;br /&gt;
All training weapons must be made of {{L|Wood|wood}} at the {{L|Carpenter's workshop|carpenter's workshop}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a {{L|Strange mood|strange mood}}, out of any material. They may also be acquired from other races through trade or looting. {{L|Elf|Elves}} construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make. &lt;br /&gt;
&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| {{L|Elf}}, Goblin, Human, {{L|Kobold}}&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quality Level==&lt;br /&gt;
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.&lt;br /&gt;
{{DF2010:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
==Arena Testing==&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the {{L|silver}} war hammer.&lt;br /&gt;
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a {{L|bronze colossus}} (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed {{L|gold}} and {{L|platinum}} (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s, sometimes in quivers. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGE&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ({{L|Weaponsmith|metal}}, {{L|Wood crafter|wood}}, {{L|Bone carver|bone}})&lt;br /&gt;
| {{L|Dwarf}}, {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| {{L|Elf}}, {{L|Goblin}}, {{L|Human}}, {{L|Kobold}}&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon-Dwarf Relationships==&lt;br /&gt;
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later.  &lt;br /&gt;
&lt;br /&gt;
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152936</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152936"/>
		<updated>2011-09-08T19:35:38Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Dwarf-manufactured weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists, horns and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do we really need to use top-level headings? --&amp;gt;&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. For notes on how to create weapons see {{L|Metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|armor}}, for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute (item being rarer than Common in the entity file) must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
*Training weapons are all wooden, and all made at the {{L|Carpenter's workshop|carpenter's workshop}}. &amp;lt;s&amp;gt;All&amp;lt;/s&amp;gt; Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
*The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Bowyer|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Obsidian}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Multigrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Weapons==&lt;br /&gt;
&lt;br /&gt;
All training weapons must be made of {{L|Wood|wood}} at the {{L|Carpenter's workshop|carpenter's workshop}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a {{L|Strange mood|strange mood}}, out of any material. They may also be acquired from other races through trade or looting. {{L|Elf|Elves}} construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make. &lt;br /&gt;
&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| {{L|Elf}}, Goblin, Human, {{L|Kobold}}&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quality Level==&lt;br /&gt;
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.&lt;br /&gt;
{{DF2010:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
==Arena Testing==&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the {{L|silver}} war hammer.&lt;br /&gt;
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a {{L|bronze colossus}} (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed {{L|gold}} and {{L|platinum}} (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s, sometimes in quivers. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGE&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ({{L|Weaponsmith|metal}}, {{L|Wood crafter|wood}}, {{L|Bone carver|bone}})&lt;br /&gt;
| {{L|Dwarf}}, {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| {{L|Elf}}, {{L|Goblin}}, {{L|Human}}, {{L|Kobold}}&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon-Dwarf Relationships==&lt;br /&gt;
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later.  &lt;br /&gt;
&lt;br /&gt;
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152935</id>
		<title>v0.31:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Weapon&amp;diff=152935"/>
		<updated>2011-09-08T19:34:46Z</updated>

		<summary type="html">&lt;p&gt;Xotano: /* Foreign weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|00:05, 23 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Weapon&amp;quot; can refer to either the manufactured weapons used by dwarves and other creatures for either {{l|combat}} or specific {{L|labor}}s, or natural weapons like fists, horns and {{L|syndrome|breath attacks}} used for creature-specific methods of combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Do we really need to use top-level headings? --&amp;gt;&lt;br /&gt;
=Manufactured weapons=&lt;br /&gt;
These weapons are constructed by dwarves or other intelligent races. There are many types of weapons, but not all may be manufactured in {{L|Dwarf fortress mode|Fortress Mode}}. For notes on how to create weapons see {{L|Metalsmith's forge}}.&lt;br /&gt;
&lt;br /&gt;
==Notes about manufactured weapons==&lt;br /&gt;
*If you find your dwarves wearing more than one weapon -- or any unwanted {{l|armor}}, for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
*Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an {{l|iron}} weapon can defeat a grand master {{l|wrestler}}, provided neither is wearing armor. &lt;br /&gt;
**Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.&lt;br /&gt;
*Weapons and ammunition with the &amp;quot;foreign&amp;quot; attribute (item being rarer than Common in the entity file) must be either imported by either {{L|trade}}rs or {{L|invader}}s, or acquired from {{L|strange mood}}s. &lt;br /&gt;
*Weapons originating from strange moods can be made from almost any material: while it is never normally possible to manufacture a {{L|bone}} spear, for example, a fey {{L|bone carver}} may produce one from a single {{L|rainbow trout}} bone.&lt;br /&gt;
*Training weapons are all wooden, and all made at the {{L|Carpenter's workshop|carpenter's workshop}}. &amp;lt;s&amp;gt;All&amp;lt;/s&amp;gt; Battle axe, Spear, and Short Sword training weapons can be constructed in dwarf fortress mode.&lt;br /&gt;
*Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a {{L|weaponsmith}} at a {{L|forge}}, while wood and bone crossbows are made by a {{L|bowyer}} at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core {{L|item quality|quality}} of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a {{L|experience|legendary}} bowyer is a better choice than a proficient weaponsmith. &lt;br /&gt;
&lt;br /&gt;
*The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
*Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
*The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.&lt;br /&gt;
*The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
&lt;br /&gt;
===Weapons as tools===&lt;br /&gt;
{{l|hunter|Hunters}}, {{l|wood cutter|Woodcutters}} and {{l|miner|Miners}} use weapons for their {{l|labor|work}} and if need be will also {{l|combat|fight}} using them. Hunters seem to be limited to {{l|crossbow|crossbows}} while miners and woodcutters use {{l|pick|picks}} and {{l|battle axe|axes}} respectively.&lt;br /&gt;
&lt;br /&gt;
==Dwarf-manufactured weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands Used&lt;br /&gt;
! {{L|Weaponsmith|Metal}}&lt;br /&gt;
! {{L|Bowyer|Wood}}&lt;br /&gt;
! {{L|Bowyer|Bone}}&lt;br /&gt;
! {{L|Stone crafter|Obsidian}}&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Battle Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp?&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1x&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow (Melee)&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Hammer&lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Mace&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0x&lt;br /&gt;
| Mace&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Pick&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0x&lt;br /&gt;
| Mining&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Short Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| War Hammer&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Multigrasp&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Training Weapons==&lt;br /&gt;
&lt;br /&gt;
All training weapons must be made of {{L|Wood|wood}} at the {{L|Carpenter's workshop|carpenter's workshop}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Foreign weapons==&lt;br /&gt;
In fortress mode, foreign weapons can only be constructed by a dwarf experiencing a {{L|Strange mood|strange mood}}, out of any material. They may also be acquired from other races through trade or looting. {{L|Elf|Elves}} construct these out of wood, while other races construct them out of metal. Many dwarf-made weapons can be made by foreign civilizations as well, the ''Used by'' column is in no way all the weapons that race can make. &lt;br /&gt;
&lt;br /&gt;
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! {{L|Attack type}}&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 2H Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Blowgun (Melee)&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean animal peoples&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Bow (Melee)&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25x&lt;br /&gt;
| Sword&lt;br /&gt;
| {{L|Elf}}, Goblin, Human, {{L|Kobold}}&lt;br /&gt;
| Singlegrasp?&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Flail&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5x&lt;br /&gt;
| Mace&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Great Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Halberd&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Goblin, Kobold&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Long Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Elf, Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Maul&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0x&lt;br /&gt;
| Hammer&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Multigrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Morningstar&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0x&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Scimitar&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25x&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Goblin, Human&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Singlegrasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0x&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25x&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0x&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Scourge&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Whip&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0x&lt;br /&gt;
| Whip&lt;br /&gt;
| Goblin, Human&lt;br /&gt;
| Singlegrasp&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Quality Level==&lt;br /&gt;
Weapons have a to-hit bonus based on quality, however there is no bonus for any quality level under masterwork.&lt;br /&gt;
{{DF2010:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
==Arena Testing==&lt;br /&gt;
&lt;br /&gt;
Testing of weapons (15 dwarfs vs 15 dwarfs combats) shows that, in v0.31.12, the best dwarven-made weapon against humanoids is the {{L|silver}} war hammer.&lt;br /&gt;
Even in 15x(steel armor+silver war hammer) versus 15x(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted - axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a {{L|bronze colossus}} (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed {{L|gold}} and {{L|platinum}} (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Ammunition==&lt;br /&gt;
&lt;br /&gt;
Ammunition is fired from ranged weapons like crossbows and blowguns, and is stored in ammunition {{L|stockpile}}s, sometimes in quivers. Ammunition may also refer to the {{L|stone}}s and {{L|ballista}} arrows fired from siege engines: For more information about these weapons, see the {{L|siege engine}} article.&lt;br /&gt;
&lt;br /&gt;
===Notes about ammunition===&lt;br /&gt;
&lt;br /&gt;
*Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress. &lt;br /&gt;
&lt;br /&gt;
*All ammunition has the &amp;quot;EDGE&amp;quot; attack type.&lt;br /&gt;
&lt;br /&gt;
===Ammunition table===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Size&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Craftable&lt;br /&gt;
! Used by&lt;br /&gt;
|-&lt;br /&gt;
| Bolt (Crossbow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Crossbowman&lt;br /&gt;
| Yes ({{L|Weaponsmith|metal}}, {{L|Wood crafter|wood}}, {{L|Bone carver|bone}})&lt;br /&gt;
| {{L|Dwarf}}, {{L|Goblin}}, {{L|Human}}&lt;br /&gt;
|-&lt;br /&gt;
| Arrow (Bow)&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 2000&lt;br /&gt;
| Bowman&lt;br /&gt;
| No&lt;br /&gt;
| {{L|Elf}}, {{L|Goblin}}, {{L|Human}}, {{L|Kobold}}&lt;br /&gt;
|-&lt;br /&gt;
| Blowdart (Blowgun)&lt;br /&gt;
| 20&lt;br /&gt;
| 1&lt;br /&gt;
| 50&lt;br /&gt;
| Blowgunner&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapon-Dwarf Relationships==&lt;br /&gt;
Dwarves can become attached to a weapon, even a low quality weapon, which can make it difficult or impossible to get them to upgrade later.  &lt;br /&gt;
&lt;br /&gt;
In addition, the game tracks kills not only by entity but also by weapon.  A weapon that has racked up enough kills might be named by its wielder.  When this happens the game will pause and bring up a dialog box, similar to discovering a new cavern.  Once named, the weapon will appear in the artifact list, albeit in blue.&lt;br /&gt;
&lt;br /&gt;
=Natural weapons=&lt;br /&gt;
&lt;br /&gt;
Natural weapons are incredibly varied, but may be divided into a few basic types. Every creature in the game has natural weapons of one sort or another. (Even if one mods the attacks out, the creature will '''push''' as an attack.) A short description of natural weapons and damage considerations follows.&lt;br /&gt;
&lt;br /&gt;
==Types of natural weapons==&lt;br /&gt;
&lt;br /&gt;
===Striking natural weapons===&lt;br /&gt;
Every creature has basic natural weapons, most commonly biting and kicking. Damage done by these weapons depends greatly on the respective size of the combatants and the strength and striking/kicking/biting skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
Natural weapons in this category can include but are not limited to punching with the '''fists''', biting with the '''teeth''', goring with the '''horns''', scratching with the '''nails''', and '''kicking'''.&lt;br /&gt;
&lt;br /&gt;
===Other natural weapons===&lt;br /&gt;
The various {{L|syndrome}} delivery methods fall under this category, including breath weapons, poisonous blood, area dusting, venomous bites, and so on. With the exception of some breath weapons, these attacks do not rely on size for damage calculation. For more information, see the {{L|syndrome}} page. For specific information on breath weapons, see the {{L|Syndrome#Breath_attacks|breath attacks}} section of the syndrome page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Xotano&amp;diff=152918</id>
		<title>User talk:Xotano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Xotano&amp;diff=152918"/>
		<updated>2011-09-08T11:50:24Z</updated>

		<summary type="html">&lt;p&gt;Xotano: Created page with 'small edits sometimes'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;small edits sometimes&lt;/div&gt;</summary>
		<author><name>Xotano</name></author>
	</entry>
</feed>