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Editing Adventurer mode gameplay

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:'' This is a detailed description of Adventurer mode gameplay. For a general overview of Adventurer mode, see [[Adventurer mode]].
 
 
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Unless your character is an outsider, (and that your chosen race is even OUTSIDER_CONTROLLABLE, per se), you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, not the open space over the water, as in the latter case you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump, being mostly useful for getting to the far sides of gorges and crevices. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Note that not every creature is able to jump. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.
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Unless your character is an outsider, you will start out in a race-appropriate town or hamlet; in the standard tileset, the @ sign is your character. The directional keys allow movement. Diagonal movement is particularly important, especially when chasing or running away from things. Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water, it's best to enter the actual water, not the open space over the water, as in the latter case you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump, being mostly useful for getting to the far sides of gorges and crevices. Occasionally, you can manage to jump onto an opponent and tackle them, which typically causes them to go flying a short distance. Hitting {{k|.}} allows you to stay in one place and wait for other things to move. {{k|,}} does the same but with a tenth of the time it takes for {{k|.}}.
  
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up, then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.
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Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.
  
You can press {{k|S}} to set [[gait]] and to toggle sneak mode – it will allow you to move around invisibly, limited by your Ambusher skill and nearby creatures' Observer skill.  Enemies will have sight cones indicating where they can detect a sneaking adventurer – the central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than you, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.
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You can press {{k|S}} to set [[gait]] and to toogle sneak. Sneak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures.  Enemies will have sight cones indicating where they can detect a sneaking adventurer. The central zone of sight (red, violet, or cyan) is where they will see you immediately and begin chasing you; their peripheral vision (yellow) is where they might see you. Violet and cyan central zones indicate the enemy is on a different level than you, while red means they are on the same level. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in their back in time. Note that sneak mode is also affected by a variety of other factors detailed on the {{k|S}}neak screen, such as light level and weather.
  
If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys – in towns and tamer parts of the countryside, this isn't particularly useful; however, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face, and then climb up the other.
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If you {{k|h}}old onto a wall or tree, you can climb the wall or tree by using the movement keys. In towns and tamer parts of the countryside, this isn't particularly useful. However, in a combat situation, climbing a tree or wall can give you a height advantage, possibly allowing you to dive-tackle your opponents. Sometimes, mountains will be too steep to walk up the edge, or you will find a deep drop into a ravine. In these cases, you will have to climb up to reach the top, or perhaps jump or climb down one face and then climb up the other.
  
 
=== Fast travel ===
 
=== Fast travel ===
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Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode. Along the top of the map is a line showing the sky, and position of the sun and/or moon from west to east – this primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen if in a darkness or nightmare-[[sphere|aspected]] area, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.
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Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.
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Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark, at which point you won't be able to see very far, will risk getting attacked by bogeymen if in a darkness or nightmare-[[sphere|aspected]] area, and will be more vulnerable to attack in general. If you are not near any sites, the {{k|m}} key will toggle a world map, colored in sepia tone (matching the map you see in the quest log). If you are near a site, then {{k|m}} cycles between a list of significant structures where your player is, a regional map (matching what you travel on when away from any site), and the aforementioned world map. The {{k|c}} key will only show clouds on the region map (the one you travel on outside of sites). Some clouds will be visible regardless of the state of this option.
  
 
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:
 
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:
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|-
 
|-
 
| {{k|I}}
 
| {{k|I}}
| Interact with an object in an advanced way (unstick a weapon, refill waterskin etc.).
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| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
 
|-
 
|-
 
| {{k|q}}
 
| {{k|q}}
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You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.
 
You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if the list is too long to fit on the screen. Note that getting something makes your adventurer pick something up with his or her hands. This often means that you have to use {{k|q}} to sheathe whatever you have in your hands before you pick something up. If you do not have a backpack or some other way of storing the object, your adventurer will not pick the item up.
  
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't (yet) as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control techniques slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.
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{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control technique slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.
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=== Containers ===
  
=== Containers/wearing ===
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Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
  
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=== Wearing ===
  
Items can be placed into containers with {{k|p}} and removed with {{k|r}}. Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
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Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
  
 
''Note that "large" or "small" clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.
 
''Note that "large" or "small" clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source. Looking at the article will reveal which race it has been fitted for.
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=== Advanced interaction ===
 
=== Advanced interaction ===
  
The {{k|I}} key allows "complex interaction" with objects in your inventory, used for removing arrows and weapons stuck in wounds, which will appear in your inventory when they become stuck in you.  
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The {{k|I}} key allows "complex interaction" with objects in your inventory
Removing stuck arrows can cause bleeding, so it is not always a good idea mid-combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.
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This is used for removing arrows and weapons stuck in wounds which will appear in your inventory when they become stuck in you. Removing stuck arrows can cause bleeding so it is not always a good idea mid combat, but stuck objects will slow you down as you are encumbered by their weight. It's best to remove them as soon as possible when it is safe and you are not in danger of bleeding to death.
  
Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain, and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.
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Advanced interaction can also be used to steal enemy equipment. Use [[wrestling]] to grab hold of a piece of enemy equipment, such as their weapon, or a helmet protecting their squishy brain and it will appear in the advanced interaction menu. Simply grab the item with a free hand and pull away. If successful, you will now be holding that item in your hands.
  
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, which gets 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket).  
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This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket).  
  
 
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well
 
Advanced interactions can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory (or snow lying on the ground) and need to drink. You can refill waterskins from a nearby liquid source as well
  
 
===Sheathing===
 
===Sheathing===
The {{k|q}} key lets you strap your weapons to your back, useful because you can't climb or wrestle with your hands while holding weapons or other objects. People will also be less likely to be scared of you on first sight, if you don't appear to be ready to attack.
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The {{k|q}} key lets you strap your weapons to your back. This is useful because you can't climb or wrestle with your hands while holding weapons or other objects.
Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.
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People will also be less likely to be scared of you on first sight if you don't appear to be ready to attack. Keep in mind that while strapping will put away ''everything'' you have in your hands, pressing it again will only cause you to put items into hands that are currently empty, meaning if you had multiple items in one hand you'll have to {{k|r}}emove them manually to use them again.
  
 
== Time and weather ==
 
== Time and weather ==
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Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting "Number of Bogeymen" to 0)
 
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to one of the speaking-peoples, and ask for permission to stay the night. Next, press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. (If you'd rather not deal with bogeymen, you can disable them by generating a world using [[advanced world generation]] and setting "Number of Bogeymen" to 0)
  
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you, then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.
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Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest bet is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable amount of time. You can make up for lost sleep once you've found your way to safety. Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone else has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing, then you can travel from lair to lair, using each as a safe lodging. This is much safer than sleeping out in the open, day or night, even with companions.
  
 
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to <s>perform music, preferably playing guitar</s> stand up and lie down {{K|s}} or wait 10 ticks {{K|.}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire following party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.
 
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on (you may also be able to jump over the fires). The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to <s>perform music, preferably playing guitar</s> stand up and lie down {{K|s}} or wait 10 ticks {{K|.}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks. It should be noted that, as of DF2014, climbing trees and sleeping on them will sometimes prevent [[bogeyman]] attacks, as well.  This is especially useful if you prefer to play solo, and do not wish to have an army of followers in your employ.  This is also useful if you prefer to engage enemies at your own pace (such as via stealth), rather than having your entire following party immediately charge at anything that is hostile to you. Be wary though, as bogeymen may still be able to reach you by climbing or flying.
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To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc.,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption.  If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground.  
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To find water, you must find a river, stream, or well in a town and fill your waterskin (or any container) from it, or drink from it directly. Water that may be covering you or your items will not be able to satisfy your thirst. Note that drinking vampire blood will turn you into a vampire instantly. You can only eat and drink up to stomach capacity; after that you become increasingly nauseous and unable to retain your stomach contents (though if you needed a source for vomit, that's one way to acquire it.) You can reset stomach capacity by offloading the map (travel, rest, wait, etc,) which can only be done in safe locations and circumstances. Over time, food contents are converted to stored fat, even if you remain active, and this will increase your fat layer mass and potentially reduce your speed. Fast traveling also resets food contents (as of v: 43.03) though the hunger and thirst timers are still satisfied by consumption.  If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you may die before you have another chance to drink. If the temperature is low enough that you might have trouble finding liquid water, snow and ice can be heated into water by first making a campfire with {{k|g}} and then performing an advanced interaction with {{k|I}} on the ice or snow in your inventory to heat it. Advanced interactions with your waterskin (or any container) can also be used to gather water from water sources, or snow from the ground.  
  
 
===Announcements when eating===
 
===Announcements when eating===
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== Combat ==
 
== Combat ==
 
:'' Main page: [[Combat#Adventurer mode|Combat]]
 
 
== Talking ==
 
:'' Main page: [[Talking]]
 
 
== Companions ==
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|c}}
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| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
| View companion interface
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| Attack adjacent hostile creature
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|-
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| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
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| Attack adjacent hostile creature
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|-
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| {{k|A}}
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| Attack an adjacent creature.
 
|-
 
|-
| {{k|TAB}}
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| {{k|f}}
| Change to another party member
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| Fire a projectile
 
|-
 
|-
| {{k|E}}
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| {{k|t}}
| Activate party tactical mode
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| Throw an item
 
|-
 
|-
| {{k|k}}
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| {{k|C}}
| Talk
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| Open combat preferences interface
 
|}
 
|}
  
There are three main types of companions: party members{{version|0.47.01}}, [[hearthperson|hearthpeople]] and regular [[:Category:NPCs|NPC]] companions. [[Mount#Adventurer_Mode|Mounts]] and [[pet]]s are other types of companions.
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[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.
  
Use the {{k|c}} key to open a list showing your companions and their position relative to you. That location is shown as a compass direction, the color of which indicates a rough distance with greens being closest. ({{DFtext|***|7:1}} means they are on the same tile as you.) A {{DFtext|-|7:1}} or {{DFtext|+|7:1}} after the direction indicates that they are on a z-level below or above you. This can be useful if one of them runs off and you want to find them. You can select a specific companion who is in visual range to view them, which is similar to selecting them with {{k|l}}ook, and useful to see their wounds or what they are carrying.
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=== Melee/ranged attacks ===
  
If a companion is too far away from you, they will no longer be shown on the list. You may be able to track them with {{k|K}} and {{k|l}}ooking at the displayed tracks. You can try waiting for an hour ({{k-|Z|w|/|/|Enter}}) to see if they catch up to you. Or you can fast {{k|T}}ravel to see if they show up as a {{DFtext|*}} near you. If you move towards the {{DFtext|*}} and it disappears, that may mean they are on the same region tile - stop traveling ({{k|d}}) and try to find them.
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Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also have a chance of freeing up any stuck weapon, though you are more likely to accomplish this by moving away from the enemy, or doing a complex interaction with the weapon.
  
If you keep losing companions while crossing rivers, try finding a bridge or following the river upstream until it becomes crossable in fast travel mode.
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Any creature can be attacked by standing next to it and pressing {{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
  
=== Party members ===
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After selecting (and maybe confirming) which creature you want to attack, {{k|a}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be nearly impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a "Tricky" strike, while a Novice generally cannot. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.
  
Party members are characters created before beginning the adventure. To add another member, press {{k|N}} on the last page of character creation ({{DFtext|Mounts and pets}}). The limit on how many can be created is not known. Party members are limited to the ones you've created and NPCs can't be added to your party later in the game.
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Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands is also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your character and your companions.  
  
In game, you can switch control to the next member with {{k|TAB}} or pick a specific member to control with {{k|c}} then {{k|TAB}}. The name of the currently controlled member is shown on the status bar at the bottom of the screen (left side, top line). The screen will also center on the current character and when pressing {{k|l}} to look, the flashing {{DFtext|X|6:1}} cursor will start on the current character.
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Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since it's a humanoid, most adventurers will refuse to butcher its corpse after the fight. However, in DF2014, all butcherable corpses are able to be butchered, as long as the corpse isn't too mangled.
  
You can activate party tactical mode with {{k|E}}. Normally, you control one member, and the others will act on their own; in tactical mode you can control all or some of the party members. You can set which ones you control with {{k|c}} then {{k|E}}. In tactical mode, after you select an action for the current member, control automatically passes to the next player–controlled member. Once all player–controlled members have actions selected, time will progress. Once one or more characters' actions have completed, control will pass to the first of those. Although most useful for [[Combat#Adventurer mode|combat]], tactical mode can be used at any time. For example, having a conversation between two player-controlled party members in tactical mode allows you to control both sides. (Though this can be a bit confusing, since everything said will be labelled as being said by {{DFtext|You: …|2:1}}.)
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There are several options below the hitting menu. '''Quick attacks''' are faster than regular attacks but weaker. '''Heavy attacks''' are slower but hit harder. '''Wild attacks''' are faster and hit harder but are inaccurate. '''Precise attacks''' are very slow but are much more likely to hit. '''Multi-attacks''' allow you to attack several times in a row, at a great cost to the effectiveness of any one of the chosen attacks.
  
=== Hearthpeople ===
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In addition to aimed attacks, pressing {{k|A}} also allows for the three defensive maneuvers: blocking, dodging and parrying. They do not have fixed keys, because their order changes if one or more is impossible (e.g. no blocking without a shield). When dodging you will be able to pick a direction, and your character will move one step in this direction, possibly avoiding any number of attacks. Note that you can dodge even if you are not being attacked. When blocking or parrying you can pick one attack and attempt to stop it, if several attacks are incoming, the remaining attacks will not be affected.
{{main|Hearthperson}}
 
  
Hearthpeople are NPCs who have sworn allegiance to you, as opposed to regular companions (who usually join your party as part of a mutual agreement) and party members (who you control). In order to gain hearthpeople, you should become a [[noble|lord]] of some kind, which usually means [[claim]]ing a site with no other competing claims. The easiest way to do this is to build and claim a [[camp]]; once you are a lord or lady of a [[site]], you can recruit hearthpeople to your cause. Hearthpeople will not follow you around in your adventures, instead patrolling your site. They can also build for you,{{verify}} and will side with you in case of conflict.
 
  
You may also gain hearthpeople if someone with a nobility title gives it up for you, which they can be made to through a common dialogue [[exploit]].
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To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the  {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
  
=== NPC companions ===
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It is not possible to aim for specific body parts with ranged or thrown attacks.
  
NPC companions are those who follow you around after they've accepted your offer for them to join you. Your character will have a limit on the maximum number of companions you can have at one time. Companions that are not currently with you do not count towards that limit. The limit is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Creatures with no military skills, or those with higher skills than you, are unlikely to agree to join you. However, the average soldier will join you "if you lead [them] to glory and death".
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{{k|t}}hrowing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.
  
Be careful, though, as joining you does not immediately mean they are loyal to you; if you turn around and start attacking their friends, they'll cancel the agreement. Companionship does seem to eventually rewrite old loyalties, although it takes some time.{{verify}} Companions keeping their loyalties has the unfortunate side-effect of them rarely respecting ceasefires, so yielding enemies are pretty much doomed. On the plus side, at least you are unlikely to be blamed if your companion murders people.
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=== Wrestling and unarmed attacks ===
  
You can give or take equipment with an NPC companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. It is important to note that they prefer to store exchanged items in a personal container rather than to equip them. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions|6:1}} will be displayed.
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:''Main article: [[Wrestling]]''
  
You can have NPCs join you as performers after you convince them of your skills. This can be used to recruit those you normally couldn't recruit, such as civilians and stronger soldiers. What exactly is required to convince someone to join you is unclear, but reputation seems to factor into it. Even a totally unskilled performer can eventually convince eligible NPCs simply by repeatedly spamming performances in front of them. (NPCs will not move away from performances, in fact if they start moving while you're starting one they'll take a step back to their previous location once you begin. They may, however, fall asleep.) Enough performances, even if they never get a single reaction above "pretty good", should convince most anyone. This method makes obtaining the maximum number of companions much easier, allowing you to have a mob of dancing companions.
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'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. It's also possible to punch, kick, and bite. These are not in the wrestling menu, but are performed like normal targeted attacks with {{k|A}}.
  
=== General information ===
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=== ''Weapons'' ===
  
The information in this section applies to all types of companions. If they survive long enough, companions are capable of levelling attributes and skills, and having a job title change. This also happens if they gain enough reputation.
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[[Weapon]]s are basically divided into [[axe]], [[sword]], [[spear]], [[pike]], [[mace]], [[whip]], [[bow]] and [[hammer]], with various versions of these taking up the gray area.
  
Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement.
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=== Wounds ===
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If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.
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=== Combat preferences ===
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At any time during gameplay (except in fast travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different sub-preferences each:
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*'''{{k|a}}ttack'''
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**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.
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**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.
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**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.
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**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time.
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*'''{{k|d}}odge'''
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**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.
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**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.
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*'''{{k|c}}harge Defense'''
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**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.
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**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.
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**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.
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Using the Combat Preferences properly can actually save your hide, so they're worth fiddling with. Just don't forget that you've fiddled with them, since a misplaced charge or dodge could end up killing you.
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== Talking ==
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:'' Main page: [[Talking]]
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== Companions ==
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{| class="wikitable" style="border:1px solid #ccc;"
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|-
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| {{k|c}}
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| View companion interface
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|}
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Companions are the guys who follow you around after you've asked them to join you and they've accepted. Your character will have a limit on the maximum number of companions, that is based on your [[reputation]] level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions. Note that people with no military skills are unlikely to agree to join you, and people with military skills higher than yours will also be unlikely to join you. However, average soldiers will gladly join you "if you lead [them] to glory and death".
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You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.
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You can give or take equipment with a companion by choosing to talk to them and selecting {{DFtext|Exchange, give or take personal items}}. An evil and arguably inefficient way to get equipment is to intentionally get your companions killed and then take their stuff. If you are trying to help your companions, it is important to note that they prefer to store exchanged items in a personal container rather than to equip said items. You must convince your companions to trade away any containers (pouches, quivers, backpacks, etc.) as well as the equipment that you are attempting to replace. Once you have given your companions almost no choice in the matter, they will equip the new items and a message like {{DFtext|The Swordsman reorganizes his possessions.|6:1}} will be displayed. If they survive long enough/are trained well enough, then companions are capable of leveling stats and skills. Thus, they are susceptible to gaining a title or having a job title change as well. Your companions will continue to follow you and fight hostile creatures around you until they die (if you asked them to join you on an adventure) or get you to the proper location (if you asked them to guide you some place). If you want to get rid of your companions at any time, the safe way is to talk to each one of them, ask them about their journey with you, and then cancel the agreement. If your companions are too far away from you when you enter fast travel, they will become an asterisk on the map where you started fast travel from. This asterisk may try to join up with you during travel. If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a "minor river" (shown by a single dark blue line). Brooks are obviously also safe to cross.
  
 
Companions can be instructed to stay where they are by talking to them and selecting {{DFtext|Ask listener to wait here}} under the {{DFtext|Ask favor, place request, make demand or issue order}} menu. Your companion will stop following you and wait where they are, until you talk to them again and select {{DFtext|Ask listener to follow you}}. This can be useful if you need to leave a companion behind temporarily, such as when you are entering an area that you know will be too dangerous for your followers. Note that your [[pet]]s{{version|0.47.01}} will also obey this instruction.
 
Companions can be instructed to stay where they are by talking to them and selecting {{DFtext|Ask listener to wait here}} under the {{DFtext|Ask favor, place request, make demand or issue order}} menu. Your companion will stop following you and wait where they are, until you talk to them again and select {{DFtext|Ask listener to follow you}}. This can be useful if you need to leave a companion behind temporarily, such as when you are entering an area that you know will be too dangerous for your followers. Note that your [[pet]]s{{version|0.47.01}} will also obey this instruction.
  
Companions can be assigned to zones in camps with {{k-|b|z|a}}. This is where they will spend their time when at the site and not travelling with you.
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{{new in v0.42}}
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In v0.42, you can have companions join you as performers after you convince them of your skills. This can be used to recruit people you normally couldn't recruit, such as civilians and stronger soldiers. The maximum on this is also much easier to obtain, allowing players to bring a mob of dancing civilians along with you.
  
 
== Personal finance ==
 
== Personal finance ==
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=== Trading (barter) ===
 
=== Trading (barter) ===
  
In human [[town]]s (not [[hamlet]]s or [[castle]]s), you can find shops; in elven trading-trees you can find markets; and at [[depot]]s in dwarven fortresses, you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.
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In human [[town]]s (not [[hamlet]]s or [[castle]]s), you can find shops; in elven Trading-trees you can find markets; and at [[depot]]s in dwarven fortresses you can encounter [[broker]]s. Once you're inside of a [[shop]] and right next to any of the NPCs, you can use {{K|k}} to {{DFtext|Trade}} with them. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists. You can also either {{k|a}}sk for or {{k|o}}ffer currency as part of the process. Once done, press {{K|t}} to trade. The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted. After trading, you will find the stuff you gave on the floor at your feet, and the stuff you got in your inventory.
  
 
=== Theft ===
 
=== Theft ===
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=== Managing coins ===
 
=== Managing coins ===
  
You will find that coins from one civilization are nearly worthless in any others (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. Coins can and will encumber your adventurer, eventually reducing their speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher-denomination currency first, but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have.  
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You will find that coins from one civilization are nearly worthless in other civilizations (except for metal value, or so the presumption goes). This will typically result in adventurers carrying around lots of partially-useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins. Remember, merchants will always try to pay you in higher-denomination currency first but will resort to lower-value coins if they run out of anything higher. First, check the merchant's chest to see how much of each type of coins they have.  
  
 
Coin values are as follows:
 
Coin values are as follows:
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=== Crafting ===
 
=== Crafting ===
  
* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select "Make sharp rock". You will be prompted to choose a rock to sharpen ("tool stone"), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version, which can serve well enough to make some...
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* '''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. Knapping only works on stones on the ground or in your hands. Choose the {{k|c}}reate option and then select "Make sharp rock". You will be prompted to choose a rock to sharpen ("tool stone"), and then the rock that is to be the hammerstone. The tool stone will be replaced in your hand by a sharp version.
  
* '''Helves''' (hafts){{version|0.43.01}} which are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow, all the way to a sharpened rock (the product of your earlier Knapping usually works best in this case). Helves are currently only used to make...
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* '''Helves''' (hafts){{version|0.43.01}} are carved from branches, which can be pulled from trees. Doing so requires a sharp item, which can be anything from a weapon or arrow all the way to a sharpened rock. Helves are currently only used to make...
  
* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes weapon-wise, but are just as usable for cutting down trees.
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* '''Stone Axes'''{{version|0.43.01}} - Assembling a stone axe requires a helve plus a sharp rock as components. Stone axes are inferior to battle axes, but are just as usable for cutting down trees.
  
* '''[[Bone carver|Carve Bone]]''' acts similarly to fortress mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.
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* '''[[Bone carver|Carve Bone]]''' acts similarly to Fortress Mode's [[Bone carver]] by allowing the adventurer to, well, carve bones into various objects and figurines. The bone carving options are contained in a subsection of the crafting menu, due to the number of options.
  
* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand in a [[carpenter's workshop]], either one found in a fortress, or constructed by the character. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.
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* '''Carpentry'''{{version|0.43.01}} is another crafting menu, but using it requires one to stand on a carpenter's workshop. This can be one found in a fortress, or it can be constructed by yourself. The menu includes various furniture (not all of which can be placed in the build menu) along with various containers, buckets, shields, and training weapons. All of these require a log and a sharp object.
  
 
=== Butchery ===
 
=== Butchery ===
  
'''[[Butcher|Butcher]]''' acts similarly to fortress mode's [[butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand, or on the same tile as the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.
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'''[[Butcher|Butcher]]''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be on the ground or in your hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}} for the crafting menu, then select the {{k|b}}utcher option, and then you can select the corpse and the sharp tool to butcher with. The corpse will be replaced by its butchering returns.
  
 
=== Natural abilities and acquired powers ===
 
=== Natural abilities and acquired powers ===
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* '''Guide''' - General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail.
 
* '''Guide''' - General writing about a specific site, generally described as "concerning" that town, dark pit, etc. without going into detail.
  
* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. E.G: the ascension of that adventurer to lordship, companions joining the party, and other such events.
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* '''Essay''' - Writing about individual historical events, generally of personal relevance to the adventurer. The ascension of that adventurer to lordship, companions joining the party, and other such events.
  
 
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.
 
* '''Manual''' - This will write down a randomly-selected form of knowledge the adventurer is aware of, to be learned by future readers. Most commonly this will be musical, poetic, and dance forms the adventurer knows or composed. This can also include scientific research the adventurer has learned, and necromancer adventurers can spread the secrets of life and death by writing manuals about them.
  
* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as a multiple-chapter work, each chapter relating to a historical event related to the writing's subject.
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* '''Chronicle''' - In-depth writing about a particular site, group, or civilization. This will be presented as multiple chapters, each chapter relating to a historical event related to the writing's subject.
  
 
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.
 
* '''Letters''', '''short stories''', '''novels''', and '''plays''' will write generic prose, typically described as having no particular subject. In addition, letters will normally generate untitled.
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* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.
 
* You can also unlock even more types of writing by going to a library and reading books of different genres, such as '''biographies'''.
  
Additionally, at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.
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Additionally at the bottom of the writing menu, you have the option of writing down specific songs and dances known to the adventurer.
  
 
== Woodcutting, building and site management ==
 
== Woodcutting, building and site management ==
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Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.
 
Adventurers can chop down trees for resources, and build their own personal sites to claim as their own - neither of these actions can currently be performed on existing sites like towns. Building currently needs wooden logs, acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.
  
Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night ('''*ahem*''' ''or random bandits or animals, if one is not in a demon's domain, per se''). Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction, to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).
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Any object that is being used in the construction process must be on the ground within the borders of your site to be used in the construction. Logs and furniture in your inventory will need to be dropped before they show up in the build menu. Every item used in construction takes 1 hour to be built. Standing under a constructed floor or wall will prevent bogeymen from attacking when building at night. Constructions will be built starting from the top-left square and building from top to bottom, much like how a printer moves. It's advisable to start with a small construction to get a roof over your head before nightfall. Note that if there are any items located where you are building a construction, they will be scattered around the site (similar to how items are scattered on reclaim in fortress mode).
 
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).
 
Having companions with you will greatly speed up the build time, as they can be recruited to help you. You can even make them do all the work if you don't want to get your hands dirty. If you assign them to build, but don't build yourself, you can leave the site whilst they work (they will follow you until you leave the site, though, if they are your companions, but once off site they will stay)  After building your structure, you can designate zones for  {{DFtext|Mead Hall}},  {{DFtext|tavern}}, {{DFtext|library}}, or {{DFtext|temple}} locations and non-location {{DFtext|zones}} and you can assign people to these locations. Building a carpenter's workshop will give you access to wooden furniture. To build furniture, drop logs in the workshop and press {{k|x}} and use carpentry in the {{k|c}}reate menu. Furniture will be in your hands after you create it, so you'll need to drop the items before you can use them in your construction (the game will happily let you stand around for 6 hours and "build" the 6 cabinets you are holding in your hands, even though they don't show up and aren't used in the construction).
  
 
=== Faction management ===
 
=== Faction management ===
  
After you create a mead hall zone, you can claim it like any other mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the
+
After you create a mead hall zone, you can claim it like you can claim any mead hall. You will get a text popup telling you that you are in control now, and your title will change to lord. You may then start hiring guards (by {{DFtext|Invite listener to become a hearthperson}} and assigning them to your site's zones. The guards will automatically patrol your site if they are not your companions, or will hang out in the zones you assign them. Note: If they are not your companions, they will not build for you. As with owning a town, you can force the leaders of nearby villages to pay you tribute, via the
 
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.
 
{{DFtext|submit and pay tribute}} demand, if you create a site and claim its mead hall. However, they are unlikely to submit under non-strenuous circumstances.
 +
  
 
== Sites ==
 
== Sites ==
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|-
 
|-
 
| {{Raw Tile|○|7:0:1}}  
 
| {{Raw Tile|○|7:0:1}}  
| [[Castle]]{{version|0.47.01}}
+
| [[Fortress]]{{version|0.47.01}}
| Humans
+
| Dwarves
 
|-
 
|-
 
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}}  
 
| {{Raw Tile|î|6:0:1}} {{Raw Tile|¶|6:0:1}} {{Raw Tile|₧|6:0:1}}  
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|}
 
|}
  
These sites are populated with goblins, monsters or undead. You may want to go there to accomplish a quest, or just for [[fun]]:
+
These sites are populated with goblins, monsters or undead. You may want to go there for accomplishing a quest or just for [[fun]]:
  
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable
 
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;" class=wikitable class=sortable

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