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Editing v0.31:Adventurer mode

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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].
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:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the {{L|Adventure mode quick start|Adventure Mode Quickstart Guide}}.
:''See [[Adventure Mode quick reference]] to quickly look up key commands.
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:''See {{L|Adventure Mode quick reference}} to quickly look up key commands.
  
  
In '''adventurer mode''' (also called "adventure mode") you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
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In '''adventurer mode''' (also called "adventure mode") you create a single adventurer ({{L|dwarf}}, {{L|human}}, or {{L|elf}}) who starts out somewhere in one of your generated worlds. You can receive {{L|quest}}s, venture into the wilderness to find {{L|cave}}s, shrines, lairs, abandoned towers, and other {{L|Site|towns and settlements}}. You can even visit your abandoned {{L|fortress}}es and find whatever riches were left to be guarded by the {{L|creature}}s that sealed their fate.
  
Unlike [[fortress mode]], adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
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Unlike {{L|fortress mode}}, adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.
  
  
 
=World Selection=
 
=World Selection=
  
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."
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You can play Adventurer mode in any world that has a civilization with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token (which are elf, dwarf, and human in unmodded raws) but as of the current version 0.31.25 only human civilizations have towns, NPC fortresses, or shops. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under "Dwarven Fortresses."
  
 
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.
 
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.
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==Race and Civilization==
 
==Race and Civilization==
  
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.
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Any race with the {{L|Entity_token#Gameplay|ADVENTURE_TIER}} token is playable in adventure mode. In an unmodded game this means {{L|Dwarves}}, {{L|Elves}}, and {{L|Human|Humans}}. All three races can complete the same quests.
  
 
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
 
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.
  
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition.  
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*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. "Outsiders" of other races can be played if you add the {{L|Entity_token#Gameplay|INDIV_CONTROLLABLE}} token to the race's entity definition.  
  
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.
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*'''Dwarves''' have the advantage of being able to go into a {{L|Martial trance|martial trance}} when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear "small" sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as longswords) must be wielded two-handed by dwarves, due to their size.
  
 
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.
 
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.
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== Starting Attributes ==
 
== 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.
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{{L|Attribute|Attributes}} are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.
  
 
=== Body ===
 
=== Body ===
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*'''Focus''' - Affects Archer, Ambusher, Observer.
 
*'''Focus''' - Affects Archer, Ambusher, Observer.
 
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.
 
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.
*'''''Creativity''''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.
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*'''Creativity''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.
 
*'''Intuition''' - Only helps with Observer.
 
*'''Intuition''' - Only helps with Observer.
*'''''Patience''''' - Currently useless.
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*'''Patience''' - Currently useless.
*'''''Memory''''' - Records more of previously traveled areas when you return to them. Deletes all memory when you travel.
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*'''Memory''' - Appears to be useless.
*'''''Linguistic Ability''''' - Currently useless because adventurers don't have social skills.  
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*'''Linguistic Ability''' - Currently useless because adventurers don't have social skills.
 
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
 
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
*'''''Musicality''''' - Completely useless as of yet.
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*'''Musicality''' - Completely useless as of yet.
 
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping,  
 
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping,  
 
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}
 
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}
 
*'''Social Awareness''' - Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.
 
*'''Social Awareness''' - Increases the number of followers you can have at a given "fame" level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.
 
=== Attribute advancement cap ===
 
 
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then their strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then their strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demi-god adventurers will always have a much higher potential for advancement than mere peasants and heroes.
 
  
 
== Starting Skills ==
 
== Starting Skills ==
  
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game.
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Not all races have the same sets of skills available at character creation time, but keep in mind that all starting {{L|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.
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This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see {{L|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 ===
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While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
 
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.
  
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.
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*'''Wrestler''' - Ability to grapple, restrain, "takedown", throw opponents, etc. Can be raised very easily in game.
 
*'''Striker''' - Punching ability.
 
*'''Striker''' - Punching ability.
 
*'''Kicker''' - Kicking ability.
 
*'''Kicker''' - Kicking ability.
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=== Movement and Awareness ===
 
=== Movement and Awareness ===
  
*'''[[Observer]]''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.
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*'''{{L|Observer}}''' - Helps one to notice things like ambushes and enemies who are "sneaking" (stealth movement). Detection range increases with skill. Hard to train. Adding some points here is advisable.
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.
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*'''{{L|Swimmer}}''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.
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*'''{{L|Ambusher}}''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected.
  
 
=== Crafting ===
 
=== Crafting ===
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== Common UI Concepts ==
 
== Common UI Concepts ==
{{KeyConventions|3}}
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 +
=== About Key Symbols ===
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This document and most documents on the wiki use key symbols that look like {{K|t}} to indicate what keys are used for an operation. Note that these are '''case sensitive'''. In order to save space, {{K|Shift}}+{{K|t}} will be written as {{K|T}}. So {{K|t}} means "press the 't' key without the shift key" and {{K|T}} means "hold down shift and press the 't' key". Sequences of keys will be written with dashes between them. So {{K|a}}-{{K|b}}-{{K|C}} means "press 'a', then press 'b', then hold shift and press 'c'".
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=== Cursor Movement, Menu Selection, and Navigation ===
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{| class="wikitable"
 +
|-
 +
| {{K|Esc}}
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| Go back to the previous screen/menu
 +
|-
 +
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}
 +
| Change active menu option or move cursor
 +
|-
 +
| {{K|-}} {{K|+}}
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| Alternate menu selection keys
 +
|-
 +
| {{k|Enter}}
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| Select menu option
 +
|}
 +
 
 +
Often you use the directional keys {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} and {{k|Enter}} to make menu selections, but sometimes you will need to use the alternate selection keys ({{K|-}} and {{K|+}}) to make menu selections. Generally speaking, when dealing with menus, if the directional keys don't work try {{K|-}}/{{K|+}}.
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 +
{{K|Esc}} will almost always take you back to the previous screen until you get to the top level of the UI, at which point it will display the options menu (see below).
  
 
== Moving Around ==
 
== Moving Around ==
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|}
 
|}
  
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.   
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You will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.   
  
 
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
 
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.
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=== Fast Travel ===
 
=== Fast Travel ===
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]]  
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[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a hamlet is on the east side of the map. The regional map is displayed on the far right.]]  
 
{| class="wikitable" style="border:1px solid #ccc;"
 
{| class="wikitable" style="border:1px solid #ccc;"
 
|-
 
|-
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Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.
 
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.
  
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.
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See the {{L|Map legend}} for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.
  
 
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X".  When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).
 
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking "X".  When seeking out a quest, move in the direction of the quest site until the blinking "X" is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).
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Other commands are not available until you exit fast travel with {{k|>}}.
 
Other commands are not available until you exit fast travel with {{k|>}}.
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== Status and Information ==
 
== Status and Information ==
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|-
 
|-
 
| {{k|g}}
 
| {{k|g}}
| Get (pick up) an item off the ground
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| Get (pickup) an item off the ground
 
|-
 
|-
 
| {{k|p}}
 
| {{k|p}}
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Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
 
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers. If an item you want to wear does not show up as an option then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.
  
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.
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After acquiring {{L|armor}} from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.
  
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.
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See {{L|Armor}} for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.
  
 
=== Wielding ===
 
=== 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.
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There is no command for wielding items such as {{L|Weapon}}s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your {{L|backpack}} - provided the hand that would wield them is free. So in order to change {{L|weapon}}s or {{L|shield}}s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.
  
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.
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It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the {{L|Armor#Shields and Bucklers|shield}} with the right hand.
  
 
=== Advanced Interaction ===
 
=== Advanced Interaction ===
  
 
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.
 
The {{k|I}} key allows "complex interaction" with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to "use" commands in other games.
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== Time and Weather ==
 
== Time and Weather ==
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Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep.  
 
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep.  
  
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by going into advanced world builder and setting "Number of Night creatures" to 0)
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Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.)
  
 
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.
 
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.
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'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.
 
'''Note:''' As of 31.17, the need to eat and drink has been removed pending further changes.
  
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.
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The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (a vulture, say, or a racoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered for edible parts, to cure your hunger - the first two problems are solved.
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== Combat ==
 
== Combat ==
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|}
 
|}
  
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.
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{{L|Combat}} is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.
  
 
=== Melee Attacks ===
 
=== Melee Attacks ===
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Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
 
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.
  
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. 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.
+
Attacking a creature with {{k|A}} will allow you to make an aimed attack. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. Don't be afraid to try Trickier attacks, especially against easier enemies. Attacks on various locations will also have limits on how "squarely" they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which "can't land squarely" are generally still effective.
 
 
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions.  
 
  
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.
+
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Depending on the situation, it may be worth trying to take even a "Difficult" shot at the head. Severing limbs can also be effective even if not fatal, so if you have any Easy and Square attacks against limbs it may be worth taking them because, if a limb is chopped off, it will stun the opponent possibly making a followup shot to the head much easier. Removing a weapon arm can leave an opponent with no offensive ability, and removing a leg or foot can make it very difficult for them to escape or chase after you.
  
 
=== Ranged Attacks ===
 
=== Ranged Attacks ===
  
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an affect similar to firing them, although less powerful.
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To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact.
  
It is not possible to aim for specific body parts with ranged or thrown attacks.
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It is not possible to aim ranged or thrown attacks.
  
 
=== Wrestling and Unarmed Attacks ===
 
=== Wrestling and Unarmed Attacks ===
  
:''Main article: [[Wrestling]]''
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:''Main article: {{L|Wrestling}}''
  
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. 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.
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'''{{L|Wrestling}}''' (grappling) can be performed by standing next to an enemy and pressing {{k|Shift}}+{{k|A}} followed by {{k|Enter}} to switch to wrestling. 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]].
+
For a detailed list of moves such as takedowns, throws, choke holds, etc, see {{L|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}}.
+
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|Shift}}+{{k|A}}.
  
 
=== Weapons ===
 
=== 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.
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{{L|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 ===
 
=== Wounds ===
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If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. 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.
 
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. 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.
  
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.
+
If you have some bolts or arrow 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}}
  
 
=== Combat Preferences ===
 
=== Combat Preferences ===
  
At any time during gameplay (Except 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 preferences each:
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At any time during gameplay (Except travel mode), you can press {{k|Shift}}+{{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 preferences each:
  
 
*'''{{k|a}}ttack'''
 
*'''{{k|a}}ttack'''
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Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)
 
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)
 
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well.
 
  
 
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you.
 
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you.
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Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.
 
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.
 
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.
 
  
 
=== Other Sites ===
 
=== Other Sites ===
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Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.
 
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.
  
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!
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Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in {{L|Fortress mode}}!
  
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a "tower," one could be an over-glorified "basement."  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.
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Goblins live in {{L|obsidian}} towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a "tower," one could be an over-glorified "basement."  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.
  
 
You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.
 
You may come across what the map defines as a "Goblin" city that is actually populated by Humans or Dwarves living in or around the towers.
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==== Trading (barter) ====
 
==== Trading (barter) ====
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.
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In human towns (not hamlets or castles), you can find {{L|building|shops}}.  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.
  
 
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.
 
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.
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==== Selling and buying with money ====
 
==== Selling and buying with money ====
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following format:
+
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following format{{verify}}:
 
* {{k|a}} asking for all of the shop's money (will be 9000☼ if you have not yet bought from or sold to that shop)
 
* {{k|a}} asking for all of the shop's money (will be 9000☼ if you have not yet bought from or sold to that shop)
 
* {{k|s}} +100☼
 
* {{k|s}} +100☼
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====Managing coins====
 
====Managing coins====
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.
+
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.
  
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.
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A few goods are strictly superior to all forms of coinage as a store of value, most commonly giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.
  
 
==== Where to get items to sell ====
 
==== Where to get items to sell ====
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Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}.  
 
Adventurers can perform limited crafting, (also known as "reactions"). To access the crafting menu, press {{k|x}}.  
  
'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''<br />Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area where you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.
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'''Knapping''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''<br />Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select "Make sharp stone". You will be prompted to choose a rock to sharpen ("tool stone"), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.
  
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.
+
'''Butchering''' acts similarly to Fortress Mode's {{l|Butchery}} by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.
  
 
These are the only reactions possible in an unmodified game though others can be added through modding.
 
These are the only reactions possible in an unmodified game though others can be added through modding.
 +
  
 
== FAQ ==
 
== FAQ ==
  
 
===How do I get past NPCs which are in my way?===
 
===How do I get past NPCs which are in my way?===
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.
+
Press {{K|s}} to sit, then move to crawl between their legs.  Once you're done press {{K|s}} to stand again.
  
 
===How do I find an entrance to the underworld?===
 
===How do I find an entrance to the underworld?===
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===I keep getting maimed and killed! How can I fight without getting seriously hurt?===
 
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===
The best offense is a good defense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.
+
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.
 
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.
 
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.
 
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.
 
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.
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Here are some techniques for raising your skills, very rapidly in some cases.
 
Here are some techniques for raising your skills, very rapidly in some cases.
  
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.
+
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Macro]] to make entering the same sequence of keystrokes over and over again much easier.
  
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[v0.31:Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.
+
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[DF2010:Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.
  
 
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.
 
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats.
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Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.
 
Fast-travel, {{k|shift}}+{{k|t}} to enter, and {{k|shift}}+{{k|.}} (Pretend you are making the '>' downstairs symbol) to exit, no longer heals all of your wounds instantly, nor can fast-travel be used when bleeding out. Some wounds do heal over time.
  
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them - even if you find your way back to the general vicinity of the entrance, you cannot fast-{{K|T}}ravel away until you are outside. If you can make your way underneath a Human village, however, you may be able to Travel directly to the surface.
+
Cave systems are accessible to adventurers but you are virtually guaranteed to get lost exploring them.
 +
- But if you can return to the general area where you entered the cave, you can fast {{k|T}}ravel, even if you can't find the exit. You can navigate. Tested 15 levels below the cave entrance - Need to be confirmed if it works regardless of how many z-levels under the entrance you are.
  
 
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.
 
Material changes are extremely noticeable in adventure mode. Elves with wood are noticeably weaker, and throwing/ranged weapons somewhat reduced in effectiveness.
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== Changes in 0.31.17 ==
 
== Changes in 0.31.17 ==
When generating an adventurer you now have points to assign to [[attribute]]s as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.
+
When generating an adventurer you now have points to assign to {{L|attribute}}s as well as to skills.  You can reduce unwanted attributes down to 1 to get more points for other attributes.
  
 
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.
 
The travel-mode map is now more zoomed-in than before.  To see a fully zoomed-out map during travel mode, press {{key|m}}, and one will appear at the right.
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You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this. Ambushes will also not be initiated when you are staying on a beach or mountain, but ones that have already started will continue even if you enter such an area.
 
You become sleepy during travel mode. You can choose to sleep or wait for a specific time using (by default) {{k|shift}}+{{k|Z}}.  If you sleep outside during the night you can be ambushed by bogeymen or a myriad of other night monsters.  Sleeping inside a building (including the temples and lairs of vanquished monsters) will protect you from this. Ambushes will also not be initiated when you are staying on a beach or mountain, but ones that have already started will continue even if you enter such an area.
  
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow in both the travel map and the mini-map.
+
There are now hamlets (Æ and æ) and castles (○) in addition to towns (+) (NOTE: those symbols are how they appear in the world map (fully zoomed-out)).  When in a town or hamlet clusters of buildings will be marked as in the mini-map in the lower-left hand corner.  Only towns have shops, which appear as yellow in both the travel map and the mini-map.
  
 
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.
 
You can get quests from any person in a town/hamlet, and from any soldier in a castle after you've gained enough reputation from completing a few quests.  Quests to kill titans, dragons and hydras you can only get from leaders found in castles, and only after you've gained a lot of reputation.
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The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.
 
The ability to recruit soldiers now depends on reputation from completing quests, rather than how skilled you are compared to them.
  
Worlds generated before [[Release information/0.31.09|version 0.31.09]] cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.
+
Worlds generated before {{l|Release information/0.31.09|version 0.31.09}} cannot perform knapping in Adventure Mode, and new worlds must be generated if custom adventurer reactions are added.
  
 
=See Also=
 
=See Also=
*[[Main:Adventure Mode quick reference|Adventure Mode quick reference]]
+
*[[Adventure Mode quick reference]]
*[[v0.31:Adventure mode quick start|quick start guide]]
+
*[[DF2010:Adventure mode quick start|quick start guide]]
 
 
  
{{Getting Started}}
 
 
{{Category|Adventurer mode}}
 
{{Category|Adventurer mode}}
 
{{Category|Interface}}
 
{{Category|Interface}}

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