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Difference between revisions of "Adventurer mode"

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:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see [[Adventure mode quick start]], or see [[Adventure mode quick reference]] to quickly look up key commands.''
  
:''This is a detailed reference guide for Adventurer Mode. For a beginner tutorial, see the [[Adventure mode quick start]].  
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[[File:df_adventurer.jpg|thumb|300px|right|A player-controlled adventurer about to embark on a journey with a somewhat predictable end, not realizing the [[fun]] nature of the game.<br><small>''Art by HonorbruSudoku''</small>]]
:''See [[Adventure mode quick reference]] to quickly look up key commands.
 
  
In '''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") you create a single adventurer, be they [[dwarf]], [[human]], [[elf]], [[goblin]], or one of the varieties of [[animal people]], who start out somewhere in one of your generated worlds. You can learn about what ails the world, and go on [[quest]]s to end those troubles (or get brutally murdered trying), and you can venture into the wilderness to find [[cave]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, and other [[Site|towns and settlements]]. You can even visit your previously abandoned/retired [[fortress]]es and take all the precious items you yourself once created. Unlike [[fortress mode]], Adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] RPG version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 Rogue] or [http://en.wikipedia.org/wiki/Nethack Nethack] taking place in the same procedurally-generated worlds used for fortress mode. Whereas in fortress mode, you are in charge of a large group of people in real-time, restricted to a small parcel of land, in adventurer mode you control a single character (or the party leader in 47.01) in a turn-based manner, roaming the entire world freely.
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'''Adventurer mode''' (also called "Adventure mode" or simply "Adventure") allows you to embark on an [http://en.wikipedia.org/wiki/Sandbox_game open world] [https://en.wikipedia.org/wiki/Roguelike roguelike] adventure to explore the worlds you have generated. You create a character, or party, from any race playable in that world ([[dwarf]], [[human]], [[elf]], [[goblin]], necromantic [[experiment]], [[animal person]], etc.), then visit any part of the world, where you can learn about what ails the inhabitants, and optionally go on [[quest]]s to end those troubles (or get brutally slaughtered trying).
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You can venture into the wilderness to discover [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, (or certain [[Mysterious dungeon|mysterious places]]), [[town]]s, and more. You might even decide to revisit your previously abandoned or retired [[fortress]]es, to reclaim the treasures you once crafted, or catch up with your dwarves on a more personal level. While building and crafting mechanics exist in [[dwarf fortress mode]], building is not available in the current version of adventure mode and crafting is quite limited without [[User:Valos/Adventurecraft|mods]].
  
 
==World selection==
 
==World selection==
  
You can play adventure mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elves, dwarves, humans, and goblins, as well as animal people{{version|0.42.01}}). Humans inhabit cities, towns, and the occasional above-ground fortress. Elves inhabit [[forest retreat]]s. Dwarves are spread between "deep sites" which sometimes do not contain a direct connection to the surface, [[Fortress|fortresses]] which are built into the surface, and almost always connect to the underground, and "hill dwarves" which inhabit a loose collection of [[hillock|mounds]] built into hillsides. Goblins typically live in [[dark fortress|dark fortresses]]. Lastly, animal people can live with any civilization, in virtually any location. Human cities and towns, and dwarven fortresses, are currently the only sites with shops and other places to officially buy goods, not including taverns (which can also exist in elven sites, but only sell rooms and drinks). If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. If you have selected to "retire" the fortress rather than abandon it, you will likely be able to encounter all the inhabitants from fortress mode. However, they will likely not have the same level of activity as they would in a bustling fortress-mode fort.
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You can play adventure mode in any world that has a [[civilization]] with the {{token|ALL_MAIN_POPS_CONTROLLABLE|entity}} token (which are dwarven civilizations, human civilizations, and elven civilizations).
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Each civilization has its own preferred style of settlement:
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* Dwarven civs are spread between [[fortress|fortresses]] (which are built into the surface and almost always connect to the underground), [[mountain halls]] (which do not contain a direct connection to the surface, they are accessed through underground tunnels instead), and [[hillocks]] (a loose collection of mounds built into hillsides).
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* Elven civs inhabit [[forest retreat]]s.
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* Human civs inhabit cities, towns, and castles.
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* Goblin civs inhabit [[dark fortress|dark fortresses]] and [[dark pits]].
  
==Character creation==
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Any species can be a part of any civilization. A civilization starts with a certain race as its population; over time, other races will join the civilization, as long as they can reach it.
  
===Race and civilization===
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[[Town]]s, forest retreats, and fortresses are currently the only sites with shops and other places to officially buy goods. If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. The activity levels of the fortress will depend on whether you decided to "retire" it or abandon it:
Any race from an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans. All three races can complete the same quests. If an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization never existed, adventure mode cannot be played.
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* If retired, you will likely be able to encounter most of the inhabitants from the year of retirement in Fortress Mode, though likely not at the same level of activity as before.
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* If abandoned, the fortress will be considered deserted (''which pretty much means, given you're playing adventure mode'': "'''don't abandon, if you were planning to have any further interaction whatsoever'''").
  
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once. This gives them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
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== Character creation ==
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{{main|Adventurer mode character creation}}
  
* '''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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
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=== Race ===
  
* '''Humans''' begin with bronze, copper, or iron weapons. They also start with the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
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[[Adventurer_mode_gameplay#Party_members|Party members]] can be of any race that is a member of a playable civilization, which usually includes dwarves, elves, humans, goblins, and animal people. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
  
* '''Goblins''' are only playable when a population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
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* '''Dwarves''' can enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As one of the smaller creatures, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
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* '''Elves''' have higher natural speed, and a notably sharper sense of smell. Like dwarves, they wear smaller-sized clothing.
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* '''Humans''' are larger than the other main races, meaning armor from other civilizations is too small, but that also means they are slightly better in combat.
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*'''Goblins''' do not need to eat or drink, possess low light vision like dwarves, and wear the same size armor/clothing as dwarves and elves.
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* '''[[Animal person|Animal People]]''' come in various sizes, shapes and abilities, and therefore, may not be able to wear armor sized for the more common races (with some exceptions, that you can find in this [[list of creatures by adult size]]). The very largest of them can be very good in combat, especially if using armor made for them in a player fortress. Some are carnivorous, which limits their food options. You can either play as an animal person from a civilization with an existing population of that species, or you can play as an animal person who only just recently joined civilized society, using the "Intelligent Wilderness Creature" option; however, this option is only available to Ordinary characters.
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* '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Experiments do not need to eat, drink or sleep, but otherwise vary in size and details.
  
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races. They are even smaller than the other main races, and it is next to impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}
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=== Civilization ===
 
 
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals. Any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a population exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]]. They come in various sizes, shapes and abilities, and as such a short description cannot be given; however, they will not start with armor or be able to wear armor sized for the more common races, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to you, such as the ability to fly, a poisonous bite, extravision, a large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERING|c}} species stroll very slowly in lieu of normal movement.
 
 
 
==== Guide to intelligent wilderness creatures ====
 
 
 
===== Size =====
 
 
 
The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possible damage.) A simple punch from one of these creatures is enough to explode a human-sized foe's head, and they can also impale enemies with their tusks.
 
 
 
Honorable mentions:
 
 
 
* [[Sperm whale man]] (5 times bigger than elephant men but they drown on land)
 
 
 
* [[Rhinoceros man]] (60% smaller, but still huge and has a horn to gore enemies)
 
 
 
* [[Elephant seal man]] (males are the same size than rhinos, and also amphibious)
 
 
 
Being too big (or small) for common armors has the downside of being unprotected and thus dying from infection, or from a lucky hit in the head. To make armor for non-dwarves, humans, or other sapient creatures in fortress mode, you must have at least one inhabitant of the species in question.
 
 
 
===== Venom =====
 
 
 
The most useful venoms are the ones powerful enough to paralyze a human-sized creature, thus stopping its breathing system and asphyxiating it. Therefore, the best animal men in this category are, by ascending size order (although the difference is too slight to be noticeable):
 
 
 
* [[Black mamba man]]
 
 
 
* [[King cobra man]]
 
 
 
* [[Bushmaster man]]
 
  
However, in adventure mode, [[syndrome]]s work 72 times slower than in fortress mode. So, in the vanilla game, you can kill your victim with weapons 5 times over, before the venom kills it. To make combat-relevant syndromes work properly in both modes, you can mod their timing for adventure mode (by dividing all their timers by 72) and then add DWF_STRETCH:72 after them to slow down the effect in fort mode so they don't take effect instantly.
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The civilization you pick determines which sites you can start from, and what skills and items are available when creating a character, among other things.
  
Honorable mentions: Strong pain syndromes may force foes to "give in to pain" faster. So, animal men with strong pain venom, like [[Adder man]] or [[Bark scorpion man]] may be a nice plus.
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* '''Dwarven civilizations''' have access to copper, bronze, iron, silver, and steel equipment, but not two-handed weapons or whips.
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* '''Elven civilizations''' only have access to weak wooden equipment, but wild animals will not attack characters who are members of an elven civilization. The only weapons they have are shortswords, longswords, spears, and bows.
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* '''Human civilizations''' have access to copper, bronze, iron, and silver equipment, and the widest selection of possible weapons, and can start as a [[hearthperson]]. Generally, you should pick a human civ if you want the intended adventure mode experience.
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* '''Outsiders''' are characters that don't start as a member of any civilization. Only humans can be outsiders by default. Playing as an outsider has some initial limitations—they possess no pre-existing relationships or cultural knowledge, such as [[rumor]]s, wildlife, [[art]], [[musical forms]], musical [[instrument]]s, clothing types, etc.; including cultural practices, such as hair styles. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be if they were part of a civilization. They will also have access to all possible pets (although some cost more character creation points than are available), and weapons and armor made from almost every metal available, including some you cannot normally use. However, they will not have access to any other items, including the very important backpack and waterskin. Be aware that outsiders can't [[claim]] sites unless they become a member of a civilization.
  
===== Amphibious =====
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=== Destiny ===
  
Amphibious creatures can breathe in or out of water, making them great for water exploration. The best ones are:
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Affects the level of guidance and direction received. All destinies have access to the same world features, with higher destinies providing stronger guidance and starting conditions. Due to restrictions on starting [[site]]s, some creature types may not be available for higher destinies.
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*'''[[Chosen]]:''' Adventurer receives the aid of a [[Deity|supernatural parent or patron]], and all benefits of Hero mode. Requires a market site containing a [[temple]] and a priest, which usually means a human civilization.
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*'''Hero:''' Compass directs to nearby sites. Requires a market site.{{verify|doesn't this mean heroes cannot be from dwarven civilizations unless they had conquered certain sites?}} Defaults to hearthperson (called soldier in elven civilizations), but can be changed. [[Adventurer_mode_gameplay#Companions|Companion recruitment]] is easier.
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*'''Ordinary:''' No guidance, compass, or additional restrictions on character creation.
  
* [[Capybara man]], for being able to wear dwarf-sized armor.
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=== Difficulty ===
  
* [[Elephant seal man]], males are the biggest one (but females are much smaller)
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Determines the number of starting skill, attribute points, and equipment points.
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*'''Hard:''' 15 attribute, 35 skill, 55 equipment
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*'''Normal:''' 35 attribute, 95 skill, 255 equipment
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*'''Easy:''' 105 attribute, 161 skill, 1255 equipment
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The number of skill points is less significant than the number of attribute points, because the time it takes to go from Hard to Easy in skill terms is much less than what it would take to go from Hard to Easy in attribute terms.
  
* [[Walrus man]], big and can gore foes with his tusks
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=== Archetypes ===
  
* [[Pond turtle man]], also able to retract in his shell (the shell becomes the only body part exposed to attacks)
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There are a number of predefined archetypes that an adventurer can select, corresponding to a choice of [[Combat skill|weapon]] or [[performance]] specialization. In addition to providing a set of [[skill]]s and [[attribute]]s relevant to the choice, archetypes also add one level in [[swimmer]] and [[reader]].
  
Honorable mentions:
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Attributes and skills can be further customized after choosing an archetype, either from a sample archetype or from a blank slate.
  
* [[Gila monster man]] and [[platypus man]] have a venomous attack (but its effect is just a pain and swelling)
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=== Starting attributes ===
  
Alligator and Saltwater crocodile men look cool in this context, but some other amphibious animal men are bigger, and they are unable to jump like the animals they are based on.
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:'' See [[Adventurer mode character creation#Starting attributes|this page]] for more info about adventurer mode starting attributes, or [[Attribute|this page]] for full info about attributes
  
===== Flying =====
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A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
 
 
Flying allows you to go up and down as if on stairs, but literally anywhere if there is no floor or ceiling. Great to fly over obstacles or even over ocean, and to escape ground foes. The best ones are:
 
 
 
* [[Swan man]], the biggest flying animal man
 
 
 
* [[Peregrine falcon man]], the fastest flying animal man, moving at the maximum gait of 87 kph.
 
 
 
Honorable mention:
 
 
 
* [[mosquito man|Mosquito women]] can suck blood with their trunks, which can be useful if you play a vampire.
 
 
 
===== Arachnids =====
 
 
 
Arachnid men have legendary-level skill in [[climbing]], feel no pain, no stun, no fear, are immune to paralysis, have extravision (do not need eyes to see), do not need to sleep, and most of them have venom. They also have 6 arms (and 2 pincers for scorpions), allowing them to carry 6 (or 8) weapons or shields. Since using several weapons during the same turn make them less accurate, the most optimal way to play is to use 5 (or 7) shields and a weapon, to have 5 (or 7) chances to block attacks. But hey, using 7 weapons looks much cooler. However, they are unable to swim and can't consume vegetable based food. The best ones are:
 
 
 
* [[Brown recluse spider man]], who are also immune to webs (overpowered in DF). Their venom can also cause severe localized necrosis
 
 
 
* [[Bark scorpion man]], who have two pincers on top of 6 arms, thus able to use 8 weapons or shields
 
 
 
===== Shell =====
 
 
 
Retracting in its shell protects from many attacks, as the shell becomes the only body part exposed to these. [[Giant Tortoise men]] are the biggest animal men able to do this.
 
 
 
===== Wearing common armor =====
 
 
 
The following animal people are able to wear dwarf-sized armor and clothes:
 
 
 
* [[Emu man]]
 
 
 
* [[Wolf man]]
 
 
 
* [[Capybara man]] (also amphibious)
 
 
 
* [[Aardvark man]]
 
 
 
* [[Cassowary man]]
 
 
 
* [[Cheetah man]] (also runs fast)
 
 
 
* [[Ibex man]]
 
 
 
* [[Impala man]]
 
 
 
* [[Leopard man]]
 
 
 
* [[Mountain goat man]]
 
 
 
* [[Sponge man]] (drowns outside of water)
 
 
 
The following animal people are able to wear human-sized armor and clothes. Both are also bigger than humans:
 
 
 
* [[Jaguar man]]
 
 
 
* [[Wild boar man]] (bigger than the former)
 
 
 
The following animal people are able to wear both dwarf- and human-sized armor and clothes:
 
 
 
* [[Cougar man]]
 
 
 
* [[Hyena man]]
 
 
 
====Outsider====
 
Outsiders are adventurers that aren't from a civilization. They can begin at any site and are strangers to all. Only humans can be outsiders in vanilla by default. Other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.
 
 
 
Outsiders will always try to begin in a populated site. Caves and even lairs with [[megabeast]]s will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.
 
 
 
Playing as an outsider has many initial limitations. They possess no pre-existing relationships or knowledge of various events and wildlife. When selecting skills for outsiders during creation, only Spear User and Knife User are available as weapon skills, and Armor User or Shield User are not available. Outsiders start out literally naked, and the map also starts off completely hidden. Because they lack a cultural identity, outsiders cannot worship deities and are unable to perform dance, music, or poetry due to having no held art forms.
 
 
 
=== Status ===
 
 
 
Determines the number of starting skill and attribute points, which does not change based on race:
 
*'''Peasant:''' 15 attribute, 35 skill
 
*'''Hero:''' 35 attribute, 95 skill
 
*'''Demigod:''' 105 attribute, 161 skill
 
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.
 
 
 
=== Starting attributes' ===
 
 
 
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
 
  
 
==== Body ====
 
==== Body ====
  
*'''Strength''': Contributes to melee attack momentum, adding velocity and force, and leg strength to movement velocity. Strength determines encumbrance limits, and higher capacity reduces the speed penalty of carrying burdens. Increases to muscle layer mass proportionately improves damage resistance but also reduces speed; proportionately larger characters benefit more from the extra layer thickness and suffer more from the speed penalty.
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*'''Strength''': Improves melee attack damage, damage resistance and encumbrance limits. Increases leg strength to movement velocity, but increased muscle layer mass reduces speed.
*'''Agility''': This attribute is directly related to a character's Speed. All combat skills, especially defensive ones, rely on it. Increases attack velocity and potential attack rate.
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
*'''Toughness''': Reduces physical damage inflicted on you. Also relates to defensive combat skills.
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*'''Toughness''': Reduces physical damage inflicted on you, and also relates to defensive combat skills.
*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted. Exhaustion progressively penalizes physical skills and rate of movement to the point of immobility and [[unconscious]]ness.
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*'''Endurance''': Reduces the rate at which the adventurer becomes exhausted—exhaustion progressively penalizes physical skills and rate of movement, to the point of immobility and [[unconscious]]ness.
 
*'''Recuperation''': Increases the rate of wound healing.
 
*'''Recuperation''': Increases the rate of wound healing.
 
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
 
*'''Disease Resistance''': Reduces risk of contracting syndromes (including infection) and the negative effects when active (including alcohol-induced.)
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Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
 
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
  
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}
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*'''Analytical Ability''': Useful for Tracker, Knapping and Student.
 
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*'''Focus''': Affects Archer, Ambusher, Observer. Makes it easier to become focused from fulfilled [[need]]s.
*'''Focus''': Affects Archer, Ambusher, Observer.
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*'''Willpower''': Affects melee combat (''as in, Fighter''), Crutch Walker and Swimmer to a minor extent. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and [[food]]/[[Thirst|drink]]/[[sleep]] deprivation.
 
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*'''Creativity''': This influences quality of poems, songs, dances, and crafts.
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 
 
 
*'''Creativity''': This influences quality of poems, songs, and dances and crafts. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}
 
 
 
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
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*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers.
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*'''Spatial Sense''': Important - affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, and Knapping
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*'''Musicality''': Influences the adventurer's ability to perform music and song well.
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*'''Kinesthetic Sense''': Affects most combat skills, crutch-walking, swimming and dancing to a greater extent.
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*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
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*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
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*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate [[Fortress|fortresses]] and underground mazes.
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*'''Patience''': Not useful for players. Determines how well or long a non-player character will tolerate negative dialogue towards them, such as insulting or ignoring them.
  
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
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=== Starting skills ===
 
 
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from of higher Reading capability.
 
 
 
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
 
 
 
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}
 
 
 
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}
 
 
 
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.
 
 
 
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
 
  
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.
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:'' See [[Adventurer mode character creation#Starting skills|this page]] for more info about adventurer mode starting skills, or [[Skills|this]] and [[Combat skill|this]] pages for full info about skills.
  
==== Attribute advancement cap ====
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Characters from different civilizations will have different sets of skills available at character creation time depending on the civilization that they are from, but keep in mind that almost all starting skills, as well as ones not available at character creation, can be improved through use in-game, with the exception of the Reader skill.
  
Adventure mode attributes are capped at double starting value or starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer started with an ''above average'' strength of 1,100, then their strength would ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely-important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes (unless you become a [[night creature]], that is).
+
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills, see [[Combat skill]].
 
 
=== Starting skills ===
 
 
 
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game.
 
 
 
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.
 
  
 
==== Weapon ====
 
==== Weapon ====
  
The weapon you start out with will be based on which of these plus the unarmed combat skills is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon. If you don't select any offensive skills, you will also start with a spear, just as an outsider would.
+
Includes [[Axeman]], [[Bowman]], [[Crossbowman]], [[Hammerman]], [[Knife user|Knife User]], [[Lasher]], [[Maceman]], [[Pikeman]], [[Spearman]] and [[Swordsman]]. Each skill enables the character to use the appropriate weapon more effectively.
  
Not all races/civilizations can start with all of these skills. Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
+
Note that different races, particularly dwarves, may have different names for their weapon skills. These [[Creature token#PROFESSION_NAME|names]] are defined in the [[Creature token|creature raws]], as can be seen in the [[Dwarf/raw|dwarf raws]]. Note that a dwarven Crossbowman is called a Marksdwarf, and [[bow]] skill is just called Bowdwarf.
  
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
+
Weapons may be chosen on the embark screen before starting an adventure.
 
 
Crossbowman is an exception. Dwarves call this skill Marksdwarf, although bow skill is referred to as Bow Dwarf as you'd expect. Elite Axe and Hammer dwarves are referred to as Lords.
 
 
 
*'''[[Axeman]]''': allows characters to use axes, great axes, and halberds more effectively. Useful for cleaving off limbs.
 
*'''[[Bowman]]''': skill allows characters to use bows more effectively. Useful for taking down enemies at a distance.
 
*'''[[Crossbowman]]''': allows characters to use crossbows more effectively. Useful for taking down enemies at a distance.
 
*'''[[Hammerman]]''': allows characters to use crossbows in melee, [[maul]]s, and war hammers more effectively. Useful for breaking limbs.
 
*'''[[Knife user]]''': allows characters to use large daggers and knives more effectively. Useful for stabbing things.
 
*'''[[Lasher]]''': allows characters to use [[whip]]s and [[scourge]]s more effectively. Very deadly weapons.
 
*'''[[Maceman]]''': allows characters to use flails, maces, and morningstars more effectively. Similar to hammers.
 
*'''[[Pikeman]]''': allows characters to use [[pike]]s more effectively - like [[spear]]s, but much bigger.
 
*'''[[Spearman]]''': allows characters to use spears more effectively. Useful for stabbing things.
 
*'''[[Swordsman]]''': allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively. Useful for cutting, stabbing, and whacking, but less effective than more dedicated weapons.
 
  
 
==== General combat ====
 
==== General combat ====
  
These skills form the basis for combat effectiveness. There is no maximum value to their utility, so if you begin with a rank equal or higher to your chosen weapon you'll become better able to benefit from other weapons when necessity or strategic advantage requires. Starting versatility can pay off early; you may choose your starting weapon, but the ''best'' available weapon is beyond your control or prediction.
+
Includes [[Fighter]] and [[Archer]].
  
*'''[[Fighter]]''': This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
+
These skills improve effectiveness of melee (Fighter) or ranged (Archer) combat, regardless of the weapon used. Fighter skill also improves unarmed combat, Archer also improves throwing.
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.
 
  
==== Defensive ====
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==== Defence skills ====
  
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.
+
Including [[Shield user|Shield User]], [[Armor user|Armor User]] and [[Dodger]], these skills improve the character's ability to defend, using a shield, armor or dodging. Starting out with good ability in one (especially Shield User or Armor User) if not all, is strongly advised.
 
 
*'''[[Shield user]]''': Ability to block attacks with shields. Starting with even novice skill in this means that the adventurer will start with a shield. This is a no-brainer unless you're creating a two handed weapon user, and lack a broadness or height modifier on your character - necessary for one-handing any two-handed weapon, without penalty.
 
*'''[[Armor user]]''': A higher level of this skill reduces the encumbrance penalties of armor, allowing you to move faster when wearing it. It also affects how well armor protects you, and this makes a huge difference. Unskilled armor users gain little protection. This is noticeable, as you'll begin seeing far more combat reports about hits either striking you though armor, (you managed to use your armor to lessen the force of the blow) or being deflected by your armor (you used your armor to avoid the hit entirely) as your skill rises, and you learn to actually use your armor to deflect hits. It is highly advised to train your armor skill before entering battle with it, as the speed penalties of lower levels can be a serious handicap.
 
*'''[[Dodger]]''': Ability to dodge out of the way of attacks. Dodger is incredibly important and will allow you to avoid many, many hits that would have otherwise injured you. Especially important when you are fighting unarmored and can't afford a battle axe in the chest. Boost this to talented, or at least close to it.
 
  
 
==== Unarmed combat and improvised weapons ====
 
==== Unarmed combat and improvised weapons ====
  
While some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.
+
Including [[Wrestler]], [[Striker]], [[Kicker]], [[Biter]], [[Thrower]] and [[Miscellaneous object user]]; while some of them come in handy at times, they can generally be raised fairly easily in-game, especially Wrestler and Thrower.
 
 
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in-game.
 
*'''[[Striker]]''': Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.
 
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
 
*'''[[Biter]]''': Biting ability. Biting is surprisingly effective even with non-animal races, as after biting you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
 
*'''[[Thrower]]''': Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
 
*'''[[Miscellaneous object user]]''': Ability to beat things to death with anything that comes to hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing. This skill affects combat with any object, from a rock to a beehive. There are no separate skills for different items. Items actually intended to be weapons, like swords or axes, are unaffected by this skill.
 
  
 
==== Movement and awareness ====
 
==== Movement and awareness ====
  
*'''[[Observer]]''': Helps one to notice things like ambushes, enemies who are "sneaking" (stealth movement), and traps. Detection range increases with skill, up to a maximum of 3 tiles away. Higher levels give more information regarding opponents. Hard to train. Adding some points here is advisable.
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Includes [[Observer]], [[Swimmer]], [[Ambusher]], [[Climber]], [[Tracker]] and [[Crutch-walker]].
*'''[[Swimmer]]''': Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water, or possibly after an unfriendly encounter with a creature ''in'' the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.
 
*'''[[Ambusher]]''': The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while travelling from place to place when speed is not important. Enemies will have "sight ranges" from where they can detect a sneaking adventurer. The red zone of sight is where they will see you immediately and begin chasing you; the yellow is where they might see you. Staying out of sight will allow you to silently assassinate your foes, as they rarely seem to notice a knife in the back in time.
 
*'''[[Climber]]''': The skill of climbing up walls, into trees, and around the edges of gorges. Higher levels reduce the chance of falling and increase the speed of a climbing character.
 
*'''[[Tracker]]''': The skill of tracking your quarry, whether it be animals or goblins. Higher levels will let you spot more tracks and help you distinguish different tracks.
 
*'''[[Crutch-walker]]''': The skill of standing and walking with a crutch for support. This skill only becomes available when attempting to move with a crutch in inventory, and can be developed with or without legs. At Legendary levels, a crutch walker walks with no speed reduction, and simply keeping it in hand will continue to increase attributes.
 
  
==== Crafting ====
+
Observer is hard to train, and adding some points here is advisable. Swimmer is almost impossible to train without at least Novice level, and Adequate level is advised because Adequate swimmers do not drown while stunned.
 
 
These allow your character to create things:
 
 
 
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
 
 
 
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including "☼Masterpiece☼". Bone carving adventurers can also make bone figurines, and customize their appearance.
 
 
 
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.
 
 
 
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.
 
 
 
==== Social ====
 
 
 
Almost all of these are only used in arguments.  
 
 
 
*'''[[Persuader]]''': Increases your ability to convince people of your view.
 
*'''[[Judge of intent]]''': Allows you to tell how the opponent is arguing, unknown if higher levels change anything.
 
*'''[[Flatterer]]''': Increases your ability to flatter your way out of the argument.
 
 
 
==== General performance skills ====
 
These are your general performance skills, similar to fighter skill, in that they enhance rolls for many different skills and can be leveled easily.
 
 
 
*'''[[Musician]]''': Increases quality of all instrument-based performances, this is your all-around instrument skill, very similar to speaker and fighter, except with instruments.
 
*'''[[Speaker]]''': Your all-around speaking skill increases quality of all performances that involve speaking out loud, includes reading poetry, singing etc. Very similar to "Fighter" skill, except it's with performance rolls, not fighting rolls. May also effect arguments {{verify}}.
 
 
 
==== Performance skills ====
 
Skills that affect your character's ability to pull off performances. These skills can be used to play as a bard.
 
 
 
*'''[[Poet]]''': Increases the quality of poems you create and read out loud.
 
*'''[[Singer]]''': Increases quality of all songs your character sings.
 
*'''[[Dancer]]''': Increases quality of dances you choreograph and perform.
 
*'''[[Stringed instrumentalist|Stringed Instrumentalist]]''': Increases quality of all performances using stringed instruments.
 
*'''[[Wind Instrumentalist]]''': Increases quality of all performances using wind-based instruments.
 
*'''[[Percussionist]]''': Increases quality of all performances using percussion instruments.
 
*'''[[Keyboardist]]''': Increases quality of all performances using keyboard instruments. (NB, shows up far less often in character generation than any of the others)
 
 
 
'''Note: if your civilization does not have access to a type of instrument, you will not be able to choose that skill at character generation time.'''
 
 
 
There are also procedural skills for every different kind of instrument, dance and poetic form, these will vary from world to world and by civilization, and cannot be chosen at character generation, but can be leveled in play.
 
  
 
==== Other ====
 
==== Other ====
  
*'''[[Reader]]''': Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. Can be trained slowly by reading books (if you can read). Adding more points is a waste, as novice allows you to read anything.
+
Includes [[Knapper]], [[Bone carver]], [[Writer]], [[Carpenter]], [[Persuader]], [[Judge of intent]], [[Flatterer]], [[Musician]], [[Speaker]], [[Poet]], [[Singer]], [[Dancer]], [[Stringed instrumentalist]], [[Wind Instrumentalist]], [[Percussionist]], [[Keyboardist]], [[Reader]] (a Novice level of Reading is required in order to become a [[necromancer]]), [[Butcher]] and [[Wordsmith]].
*'''[[Butcher]]''': The art of turning corpses into piles of delicious prepared meat for food. Butchering also makes corpses and body parts less useful to enemy necromancers (''assuming the character has the zombie-making faculty to begin with''). You can allocate points here during character creation, but doing so is a waste because the skill doesn't really affect anything anyway. Except the taste, of course.
 
*'''[[Wordsmith]]''': It is unknown exactly what this skill affects, but likely it affects the quality of books, poems, and other written materials.
 
  
=== Character appearance and preferences ===
+
==== [[Personality]] ====
  
You are able to customise your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Just like with any citizen in fortress mode, their needs will have to be fulfilled or else the character suffers from distraction.
+
All the aspects of who an adventurer is as an individual, determining their wants, desires, and ultimate [[personality goal|goals]], as well as their tolerance for stimuli like combat, trauma, and death.
  
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. Your current level of focus will be displayed while playing, as one of the following: {{DFtext|Focused|2:0}} {{DFtext|Focused!|2:1}}
+
== Gameplay ==
  
In the current version, some of these are unable to be fulfilled in adventurer mode.
+
{{main|Adventurer mode gameplay}}
  
== Gameplay ==
+
=== Common UI concepts ===
  
=== Common UI concepts ===
 
 
{{KeyConventions|3}}
 
{{KeyConventions|3}}
  
=== Moving around ===
+
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
 
 
==== Local movement ====
 
[[File:Advmode_normaltravel_DF2014.png|thumb|400px|An image of normal travel mode. A list of the closest (but not necessarily close) sites is in the top-left corner. On the right side are minimaps of the next two levels down, relative to the player. Along the bottom is information about the player.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
 
| Move
 
|-
 
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Move
 
|-
 
| {{k|Alt}} and a direction key
 
| Move carefully / Deliberately enter dangerous terrain
 
|-
 
| {{k|Shift}}+{{k|<}} or {{k|Shift}}+{{key|5}} (num lock off)
 
| Ascend
 
|-
 
| {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off)
 
| Descend
 
|-
 
| {{k|.}}
 
| Wait for 10 instants
 
|-
 
| {{k|,}}
 
| Wait for 1 instant
 
|-
 
| {{k|s}}
 
| Stand or lie down
 
|-
 
| {{k|S}}
 
| Open Movement Speed/Sneak Menu
 
|}
 
 
 
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, and not the open space over the water, as in the later case, you will fall in, causing you to become stunned, which may lead to drowning. If you hit {{k|j}}, you can jump. This is mostly useful for crossing gorges and crevices, where you have to get to the other side. 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.
 
 
 
{{k|S}}neak 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 yours, 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 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, then climb up the other.
 
 
 
==== Fast travel ====
 
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. The player is in a hamlet, between the houses to the right and the mead hall in the top-left area of the map. The asterisk represents a group of creatures (in this case unfriendly goblins). The world map (in sepia) is on the far right.]]
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|T}}
 
| Fast Travel
 
|-
 
| {{k|d}}
 
| Exit fast travel mode
 
|-
 
| {{k|K}}
 
| Display detected tracks and odors
 
|-
 
| {{k|c}}
 
| Toggle display of clouds on region map
 
|-
 
| {{k|s}}
 
| Walk around in sneak mode. Exiting fast travel starts you in sneak mode.
 
|-
 
| {{k|m}}
 
| Cycle through maps and significant structures
 
|-
 
| {{k|Q}}
 
| View Quest Log
 
|-
 
| {{k|Z}}
 
| Bring up sleep menu
 
|-
 
| {{k|h}}
 
| Hide parts of the bottom bar
 
|-
 
| {{k|>}} and {{k|<}}
 
| Enter/exit tunnel
 
|-
 
|}
 
 
 
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 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, 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.
+
You can move around using {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} or {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}. Use {{k|Shift}} + {{k|<}} or {{k|Shift}}+{{key|5}} (num lock off) to ascend up the stairs and {{k|Shift}}+{{k|>}} or {{k|Ctrl}}+{{key|5}} (num lock off) to descend. You can also fast travel—press {{k|T}} to enter fast travel mode and {{k|d}} to exit it. 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.
 
 
The {{k|h}} key will cycle through various amounts of the bottom bar of content hidden. The effects of each press are:
 
 
 
* 1 press: hide key reference. Allows you to see status effects on your character if obscured by the key list.
 
* 2 presses: hide most local name, reducing the bar to one line of text.
 
* 3 presses: hide less local name, eliminating the bar entirely.
 
* 4 presses: shows all information
 
  
 
=== Status and information ===
 
=== Status and information ===
Line 422: Line 170:
 
| Advance/Clear Messages
 
| Advance/Clear Messages
 
|-
 
|-
| {{k|a}}
+
| {{Menu icon|a}}
 
| View Announcements
 
| View Announcements
 
|-
 
|-
| {{k|z}}
+
| {{Adv menu icon|z}}
 
| Status
 
| Status
 
|}
 
|}
Line 431: Line 179:
 
==== Looking around ====
 
==== Looking around ====
  
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.
+
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command:
  
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.
+
Move the cursor to the tile you want to look at, using the direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|<}} and {{k|>}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.
  
 
==== Messages ====
 
==== Messages ====
  
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.
+
The game makes frequent use of messages on the screen to tell you what's going on - if there are a lot of these, you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{Menu icon|a}}.
  
 
==== Status screen ====
 
==== Status screen ====
Line 445: Line 193:
 
==== Saving the game ====
 
==== Saving the game ====
  
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.
+
Hit the {{Menu icon|Esc}} key at any time and select {{DFtext|Save Game}} to save your game, so you can come back later by using the {{DFtext|Continue Playing}} option in the main menu.
  
 
=== Searching and manipulating ===
 
=== Searching and manipulating ===
Line 454: Line 202:
 
| Interact with building, furniture, or mechanism
 
| Interact with building, furniture, or mechanism
 
|-
 
|-
| {{k|L}}
+
| {{Adv menu icon|L}}
 
| Search the nearby area very carefully
 
| Search the nearby area very carefully
 
|}
 
|}
  
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort. It is also used to lower and raise the bucket when standing right next to a well, so you can get water to refill your waterskin with.
+
The {{k|u}} key can be used to do stuff like pull levers in an abandoned fort, or lower and raise the bucket when standing right next to a well; so you can get water to refill your waterskin with.
  
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.
+
{{Adv menu icon|L}} will perform a thorough search of the area that you're standing in, possibly revealing some [[Vermin|small creatures]].
  
=== Managing equipment ===
+
=== [[Adventurer mode gameplay#Managing equipment|Managing equipment]] ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|i}}
+
| {{Adv menu icon|i}}
 
| Show Inventory
 
| Show Inventory
 
|-
 
|-
| {{k|d}}
+
| {{Adv menu icon|d}}
 
| Drop an item
 
| Drop an item
 
|-
 
|-
| {{k|g}}
+
| {{Adv menu icon|g}}
 
| Get (pickup) an item off the ground
 
| Get (pickup) an item off the ground
 
|-
 
|-
| {{k|p}}
+
| {{Adv menu icon|p}}
 
| Put an item into a container
 
| Put an item into a container
 
|-
 
|-
| {{k|r}}
+
| {{Adv menu icon|r}}
 
| Remove an item you are wearing or from a container
 
| Remove an item you are wearing or from a container
 
|-
 
|-
| {{k|w}}
+
| {{Adv menu icon|w}}
 
| Wear an item
 
| Wear an item
 
|-
 
|-
| {{k|I}}
+
| {{Adv menu icon|I}}
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
+
| Interact with an object in an advanced way (unstick a [[weapon]], refill a [[waterskin]], etc.).
 
|-
 
|-
| {{k|q}}
+
| {{Adv menu icon|q}}
| Sheath your weapons and shield. (Frees your hands for tasks such as climbing or grabbing)
+
| Sheath your weapons and shield (frees your hands for tasks such as climbing or grabbing).
 
|}
 
|}
  
==== Inventory ====
+
Press {{Adv menu icon|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll through the list—it will show you if items are being worn, held in the hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.
 
 
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list. This list will show you if items are being worn, held in hands, stuck on your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.
 
 
 
==== Getting/dropping things ====
 
 
 
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 as devastating as one might imagine, but they will cause (most) enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.
 
 
 
==== Containers ====
 
 
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.
 
 
 
==== Wearing ====
 
 
 
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.
 
 
 
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.
 
 
 
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations, for example a copper mail shirt and a copper breastplate.
 
 
 
==== Wielding ====
 
 
 
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
 
 
 
While normally, one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full.{{bug|9817}} This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.
 
  
Once equipped, weapons and shields can be quickly drawn and sheathed with {{k|q}}, instantly preparing for attack or freeing your hands. Any number of weapons can be strapped, but only one for each hand will be drawn. Others can be manually {{k|r}}emoved for use, and stowed again without occupying other inventory containers.
+
You can {{Adv menu icon|d}} drop items out of your inventory, as well as {{Adv menu icon|g}} get 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 it is too long to fit on the screen. Note that getting something makes your adventurer pick it up with their hands—this often means that you have to use {{Adv menu icon|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.
  
It should be noted that ''Dwarf Fortress'' does not enforce one particular hand as dominant for everyone (e.g. some characters may be left-handed), so do not be surprised if your character holds the weapon and [[Armor#Shields and Bucklers|shield]] in hands you yourself would not hold them in.
+
Items can be placed into containers with {{Adv menu icon|p}} and removed with {{Adv menu icon|r}}, or be worn using {{Adv menu icon|w}} and removed using {{Adv menu icon|r}} (the same command used for removing from containers).
  
During advanced combat interactions, it's worth noting that the first item you picked up with empty hands shows up at the top of the interaction menu. This means picking up a shield first will mean pressing {{k|a}} will bash with the shield. Being consistent in the order you equip weapons will allow you to easily memorize attacks.
+
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{Adv menu icon|g}} get them from the ground or {{Adv menu icon|r}} remove them from your [[backpack]]—provided the hand that would wield them is free. (You only require free hands to equip weapons on the ground—you can remove any number of items from your backpack and equip them all in the same hand.)
  
==== Advanced interaction ====
+
Carrying too much weight in a character's inventory will cause them to move slower the more they carry beyond their limits. When this happens, an icon appears above the inventory icon. Movement speed is reduced based on how much you exceed your carrying capacity, it will never reach zero however, even if you are carrying hundreds of units above your carrying capacity. Stronger, larger characters are able to carry more.
  
The {{k|I}} key allows "complex interaction" with objects in your inventory.
+
The {{Adv menu icon|q}} key lets you strap your weapons to your back, which is useful, because you can't climb or wrestle with your hands while holding weapons or other objects.
  
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.
+
=== [[Adventurer mode gameplay#Time and weather|Time and weather]] ===
  
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.
+
You can see the current date ({{k|D}}), temperature ({{k|P}}) and time and weather ({{k|W}}). At night you won't be able to see nearly as well, and will be more vulnerable to ambush, so it is better to find a shelter before night.
  
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).
+
=== [[Adventurer mode gameplay#Sleep|Sleep]] ===
 
 
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====
 
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.
 
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 ===
 
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|D}}
+
| {{Adv menu icon|Z}}
| Date
+
| Sleep/wait
|-
 
| {{k|P}}
 
| Temperature
 
|-
 
| {{k|W}}
 
| Weather/Time
 
 
|}
 
|}
  
The game has a day/night cycle, with time passing as various actions take place. When using fast travel mode, the top line of the screen will indicate the position of the sun in the sky with a yellow "☼"; Further to the right of the screen is earlier in the day, and further to the left is later. In local travel mode you'll have to use the {{k|W}} command to learn the position of the sun, when you're in a place where the sun is visible. At night you won't be able to see nearly as well, and you will be more vulnerable to ambush. The game also has weather and temperature. The most common weather you'll experience is rain, which is shown as blue moving dots on the local travel screen and will, unsurprisingly, cause everything outside to become wet. Temperature is important, because if it happens to drop below freezing while you're swimming through water, you'll instantly die from being encased in the ice. Therefore, you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day. Freezing weather can also freeze liquids in your inventory solid, making them undrinkable. If your water freezes and you are thirsty, make a campfire and {{k|I}}nteract with your waterskin to heat it over the fire and melt the ice.
+
Eventually, your character will become drowsy, and this will get worse until you get sufficient [[sleep]].  
 
 
=== Sleep ===
 
 
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
| {{k|Z}}
 
| Sleep
 
|}
 
 
 
Eventually, your character will become {{DFtext|Drowsy|1:0}}, and this will get worse until you get sufficient sleep.
 
 
 
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes, you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to 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.
 
  
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.
+
As of 0.47.01, bogeymen are restricted to two kinds of evil regions, but you can still be ambushed by wildlife if you are not sleeping in a safe location (castle, building, abandoned lair).
  
=== Food and drink ===
+
=== [[Adventurer mode gameplay#Eat and drink|Eat and drink]] ===
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|e}}
+
| {{Adv menu icon|e}}
| Eat or drink something
+
| [[Eat]] or [[drink]] something
 
|}
 
|}
  
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.  
+
To find water, you must find a [[river]] or stream, or a [[well]] in a town, and fill your waterskin (or any container) from it, or drink from it directly. You can also pick up snow and melt it by interacting with a campfire, fill containers from barrels of booze in human taverns, lick the blood of your enemies from your weapon, or, in dire straits, even drink your own tears.
  
====Announcements when eating====
+
=== Combat ===
When eating or drinking, the following announcements will be displayed:
 
*(nothing): You can eat or drink more, no problem.
 
*You are starting to feel full: You can eat or drink ''one'' more time, but any more than that will cause problems.
 
*You feel really full: Exactly what it says on the tin. This is as much as you can eat or drink at the moment.
 
*It's too much! You might not be able to keep it down: You've eaten/drunk too much, and will likely [[vomit]].
 
  
=== Combat ===
+
{{main|Combat#Adventurer mode}}
  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}
+
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} / {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Attack adjacent hostile creature
 
| Attack adjacent hostile creature
 
|-
 
|-
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 
| Attack adjacent hostile creature
 
 
|-
 
|-
| {{k|A}}
+
| {{k|5}}
| Attack an adjacent creature.
+
| Attack hostile on same tile
 +
|-
 +
| {{Adv menu icon|A}}
 +
| [[Attack]] an adjacent creature
 +
|-
 +
| {{Adv menu icon|W}}
 +
| Wrestle an adjacent creature
 
|-
 
|-
| {{k|f}}
+
| {{Adv menu icon|f}}
 
| Fire a projectile
 
| Fire a projectile
 
|-
 
|-
Line 611: Line 302:
 
| Throw an item
 
| Throw an item
 
|-
 
|-
| {{k|C}}
+
| {{Adv menu icon|j}}
 +
| Jump
 +
|-
 +
| {{Adv menu icon|C}}
 
| Open combat preferences interface
 
| Open combat preferences interface
 
|}
 
|}
  
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in ''Dwarf Fortress''.
+
Combat includes attacking with or without weapons, aiming attacks, wrestling, archery, throwing, charging, jumping, dodging, blocking, and parrying. See the main article for details, this is just a summary of the keys.
 
 
==== Melee attacks ====
 
 
 
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.
 
 
 
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}}.
 
 
 
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.
 
 
 
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.
 
 
 
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.
 
 
 
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.
 
 
 
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 on 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.
 
 
 
==== Ranged attacks ====
 
  
To attack with a ranged weapon press the {{k|f}} key with a ranged weapon (bow, crossbow, etc.) equipped on one hand and select the square where you want to attack. Note that you need to have some sort of ammo, corresponding to the type of ranged weapon you are using (for example, bows use arrows, crossbows use bolts). Otherwise, a message stating "You have nothing left to fire." is displayed in brown. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.
+
Hostile creatures can be attacked simply by moving towards them using the movement keys. Any visible creature can be attacked by standing next to it and pressing {{k|A}}. (Attacking some creatures will require confirmation, given using  {{k|alt}}+{{k|y}}. This brings up a menu that may offer options to attack, wrestle, parry, block, or dodge.)
  
It is not possible to aim for specific body parts with ranged or thrown attacks.
+
With a ranged weapon equipped (bow, crossbow, etc.) press the {{k|f}} key to fire it. Similarly, use the {{k|t}} key to throw any object in your inventory. Just like {{k|l}}ooking, you can aim at enemies on different Z-levels. It is not possible to aim for specific body parts with ranged or thrown attacks.
  
{{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.
+
Jumping at an enemy with {{Adv menu icon|j}} can send them flying, or cause them to dodge, either of which could be useful if they're next to a pit.
  
==== Wrestling and unarmed attacks ====
+
During gameplay (not in fast travel mode), you can press {{Adv menu icon|C}} to open the [[Combat#Combat_preferences|Combat Preferences menu]]. There are three different preferences you can set: Attack, Dodge and Charge Defense.
 
 
:''Main article: [[Wrestling]]''
 
 
 
'''[[Wrestling]]''' (grappling) can be performed by selecting an enemy via {{k|A}} followed by {{k|b}} to wrestle. You can wrestle any enemy. Wrestling works somewhat like a targeted attack: Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown. For a detailed list of moves, such as takedowns, throws, choke holds, etc., see [[Wrestling]]. 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}}.
 
 
 
==== ''Weapons'' ====
 
 
 
[[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.
 
 
 
==== Wounds ====
 
 
 
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Be aware that movement speed while stunned, nauseous or winded is reduced, and might leave you open to fatal blows.  Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds, however, may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or, if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month. If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.
 
 
 
==== Combat preferences ====
 
 
 
At any time during gameplay (except 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:
 
 
 
*'''{{k|a}}ttack'''
 
**'''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.
 
**'''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.
 
**'''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.
 
**'''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.
 
 
 
*'''{{k|d}}odge'''
 
**'''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 down a lake. If you're fighting in really tight spaces, or areas with large pits, you might want to switch to the other option.