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Editing v0.34:Adventurer mode

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*'''Focus''': Affects Archer, Ambusher, Observer.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
  
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you conscious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
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*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower is really important as it governs how easily you'll pass out from extreme pain. Low willpower is a death sentence if you are seriously wounded, as you'll pass out and have your head caved in. Broken bones currently cause enough pain that even very high willpower usually won't keep you concious. For non bone injuries however willpower can keep you going long enough to kill enemies, or at least get away from them.
  
 
*'''Creativity''': Completely useless.
 
*'''Creativity''': Completely useless.
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Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
 
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc.
  
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.
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Crossbowman is a 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 refered to as Lords.
  
 
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.
 
*'''Axeman''': allows characters to use axes, great axes, and halberds more effectively.
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|-
 
|-
 
| {{k|I}}
 
| {{k|I}}
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc.)
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| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)
 
|}
 
|}
  
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'''[[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.
 
'''[[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.
  
For a detailed list of moves such as takedowns, throws, choke holds, etc., see [[Wrestling]].
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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}}.
 
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}}.
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The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.
 
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.
  
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc.) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.
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The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.
  
 
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.
 
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.
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*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.
 
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit back and let it attack you to raise your defensive skills. If you have metal armor, then a small animal like a gopher can't do any real damage to you when it hits. Also, to place emphasis more heavily on shield blocking, you can change your attack {{K|C}}ombat preference to ''Stand Ground''.  The wrestling-a-crab-on-a-frozen-beach method also works fantastically for this.
 
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.
 
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc.).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)</p>
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*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Throwing objects at creatures, while not as completely devastating as it once was, can still come in handy.  (In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head.  We can only hope the wambler survived.)  Although throwing is a way to raise Archery without wasting ammunition, there is a non-wasteful method that additionally increases bow/crossbow skills.<p>The most efficient way to level via throwing is to forgo using a macro and separate training into two phases: {{k|g}}etting and {{k|t}}hrowing.  First, find a tile with an indefinite amount of throwable objects (e.g., snow, rocks, mud, etc).  Then, sequentially mash {{k|g}} and whatever key the rocks are assigned to until both your forearms explode.  Rest.  Then, sequentially mash {{k|t}}, followed by some consistent key assigned to your rocks, then {{k|enter}}, until you've emptied your inventory.  Rest.  Rinse and repeat.  (You may wish to empty your inventory beforehand such that the rocks are assigned to a key close to {{k|t}}, allowing you to keep one hand on {{k|enter}} and another on {{k|t}}.)</p>
 
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.
 
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor directly beneath it.  If bolts or arrows hit a wall that has floor/ground on the same z-level, then the ammunition will be destroyed.  ''However'', ammunition that falls at least one z-level after hitting a wall will remain intact.  So, simply find something like a hill inside a castle, stand on it, then shoot at a wall which is on the same z-level you are. The arrows will hit the wall and fall one z-level to the ground, remaining intact.  You can then {{k|g}}et the arrows and {{k|f}}ire them at the wall again from the hill, ad infinitum. You can also stand next to a wall that's two or more z-levels high, aiming at the wall one z-level up by hitting {{k|<}} after hitting {{k|f}}.  Whatever method you employ, the key is that the arrow needs to fall at least one z-level after hitting a wall to remain intact.  Using a macro will speed this up greatly.
 
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.</p>
 
*'''Ambushing and Swimming''' - An efficient way to raise Ambushing is to sneak over large stretches of land, possibly in preference to fast {{k|T}}raveling.  Ideally, this would be done in a biome containing sparse vegetation and few threatening creatures to blunder into and reduce FPS (e.g., a frozen beach).<p>Although less efficient for raising only Ambushing, it's also possible to sneak and swim at the same time, thus combining their training.  ''Just make sure you start with at least Novice in swimming'', or you'll find swimming practically impossible to train.  Swimming can very quickly improve your Strength, Agility, and Endurance.  Additionally, if you can safely drown and then recover (e.g., by moving under a bridge and then back before suffocating), this will raise both Toughness and Endurance at a ''ridiculous'' pace-- a single step spent drowning will raise both attributes by a fifth of a point apiece.</p>

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