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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{{version|0.47.01}}, 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).
 
'''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{{version|0.47.01}}, 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).
  
You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more—you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).
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You may venture into the wilderness to find [[cave]]s, [[cavern]]s, [[shrine]]s, [[lair]]s, abandoned [[Tower_(necromancy)|tower]]s, other [[Site|towns and settlements]], and more – you can even visit your previously abandoned or retired [[fortress]]es and take all the precious items you yourself once created. You and your companions can also build [[camp]]s{{version|0.43.01}}, though building and crafting options are currently quite limited compared to [[dwarf fortress mode]] (without [[User:Valos/Adventurecraft|mods]]).
  
 
As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.
 
As of v50.01, Adventurer Mode has been temporarily disabled, pending a future update that will overhaul its UI and menus. As of April 17, the premium version has a beta that allows players to play in adventure mode.
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=== Race and civilization ===
 
=== Race and civilization ===
  
[[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, and humans—adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
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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, and humans - adventurers of any race can complete the same quests. More races can be made playable (e.g. [[angel]]s) by [[mission|conquering]] their [[site]]s in fortress mode.
  
 
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
 
* '''Dwarves''' can usually start with steel weapons, enter a [[martial trance]] when fighting multiple foes at once, and can see in the dark. As a smaller creature, they're unable to wear human [[clothing]] and [[armor]], but wear the same [[size]] as elves and goblins.
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* '''Intelligent Wilderness Creatures''', or [[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 with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
 
* '''Intelligent Wilderness Creatures''', or [[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 with armor made for them in a player fortress. Some will be carnivorous or herbivorous which will limit their food options.
  
* '''Outsiders''' are humans who are not part of any civilization. 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 and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} 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 most 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.
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* '''Outsiders''' are humans who are not part of any civilization. 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 and trimming nails. When selecting skills for outsiders during creation, many more (or far fewer){{verify}} 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 most 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.
  
 
* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves.  Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.
 
* '''[[Goblin]]s''' and '''[[Experiment]]s''' that have joined one of the playable civilizations will also be playable. Goblins do not need to eat or drink, and wear the same size armor/clothing as dwarves and elves.  Experiments vary in size and details. The main race of the civilization they joined will determine what equipment will be available in character creation; if they joined the dwarves, steel may be available, but if they joined the elves, only wood will be available.
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*'''Agility''': Improves movement speed, attack velocity and potential attack rate. All combat skills, especially defensive ones, rely on it.
 
*'''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, and also relates to defensive combat skills.
 
*'''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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*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
 
*'''Empathy''': Affects social skills, such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applicable in adventurer mode.
 
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
 
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level.
*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten—important to navigate fortresses and underground mazes.
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*'''Memory''': Increases how much local area information you can maintain before it begins to be overwritten - important to navigate fortresses and underground mazes.
 
There is also '''Patience''', which has no known effect in Adventurer Mode.*
 
There is also '''Patience''', which has no known effect in Adventurer Mode.*
  
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Each skill enables the character to use the appropriate weapon more effectively.
 
Each skill enables the character to use the appropriate weapon more effectively.
  
Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception—dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
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Note that different races have different names for their weapon skills: Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the dwarf raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
  
 
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.
 
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. Before that, the weapon you got on start was dependent on the skills you selected.
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=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
 
=== [[Adventurer mode gameplay#Moving around|Moving around]] ===
  
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.
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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.
  
 
=== Status and information ===
 
=== Status and information ===
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|}
 
|}
  
Press {{k|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.
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Press {{k|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.
  
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 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 {{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.
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You can {{k|d}}rop items out of your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item, a menu will be listed. Press {{k|-}} {{k|+}} {{k|*}} {{k|/}} to scroll the list if 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 {{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.
  
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).
 
Items can be placed into containers with {{k|p}} and removed with {{k|r}} or be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers).
  
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. (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.)
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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. (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.)
  
 
The {{k|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.
 
The {{k|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.
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{{main|Talking}}
 
{{main|Talking}}
  
You can talk with people—to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys—use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.
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You can talk with people - to begin a conversation or performance, press {{k|k}}, and unless someone else has already started a conversation with you (see below if someone has), you will get a cyan X that can be positioned over people you want to talk to with the normal directional keys - use {{k|-}} and {{k|+}} to select who you want to talk to. Aside from individuals, you can also {{DFtext|Shout out to everybody}}, which will have you talking with everyone in earshot, or you can talk to your deity, or even {{DFtext|Begin Performance}} which includes such things as reciting poetry, telling stories, or dancing, and is very important if you want to be a bard.  After starting conversation, you can trade, take quests, ask for the location of someone or something, ask the listener to join you, etc.
  
('''Note that you can press {{k|Esc}} to not choose anything—the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')
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('''Note that you can press {{k|Esc}} to not choose anything - the conversation is still ongoing, you have to explicitly say goodbye to end it. Pressing {{k|Esc}} is useful if you need to double-check something before talking.''')
  
 
=== Companions ===
 
=== Companions ===
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Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.
 
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect, you can try to exchange your copper and silver coins for gold ones, as well as sell all of your loot directly for gold coins.
  
Coins from one civilization are nearly worthless in others. 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. However, be sure to check the value of gems before taking them—some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.
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Coins from one civilization are nearly worthless in others. 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. However, be sure to check the value of gems before taking them - some gems, such as [[green jade|jade]]s or [[pyrite]] are virtually worthless and have a less efficient value/weight ratio than your average sock. If possible, carry your gemstones around in the form of jewel-encrusted clothing, as that is not only more valuable than the sum of its parts, but decorations have no weight and cloth is very light.
  
If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike—even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.
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If you aren't interested in wasting carrying capacity on worthless trinkets when you could be lugging around actual valuables (like the corpses of your enemies), but also don't want to murder literally everybody who has something you want, actual straight-up theft is possible. Basically, by [[wrestling]], grabbing an item with either of your hands, and {{k|I}}nteracting with it to gain possession; you can take any item from someone's inventory that you desire. Normally, this would count as an assault, but remember, it's not a crime if nobody sees you do it. To minimize the chances of getting caught, you can {{k|S}}neak, which will turn your wrestling attempts into "stealthy grabs", and wait until nightfall to strike - even the clumsiest adventurer is unlikely to wake someone up while sneak-stealing all their clothes. For those who know their way around [[DFHack]], setting your character's sparring flag on will just flat-out make people not care, as you rip every piece of masterwork armor off their body in broad daylight, but any companions you may have will take this as an invitation to brutally murder your victim.
  
 
=== Quest log ===
 
=== Quest log ===
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* '''Sites''' — A list of various sites around the world.
 
* '''Sites''' — A list of various sites around the world.
 
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.
 
* '''Groups''' — A list of groups you know of and your relation to them. Note that you have to press {{k|e}} when you're on the events list in order to reach this list, requiring you to press {{k|e}} at most twice.
* '''Agreements''' Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.
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* '''Agreements''' - Your various agreements; this includes tasks given to you by your lord (if a [[hearthperson]]), and why people are traveling with you and the history of your agreements.
 
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.
 
* '''Regions''' — A list of regions. The additional information will list the biomes a region possesses.
 
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.
 
* '''Bestiary''' — A list of creatures, their characteristics, and where you could find them.
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|}
 
|}
  
Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own—neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.  Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc.—a site must have a name and at least one zone to become functional.
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Adventurers can chop down trees for [[wood|resources]], and build their own personal sites to claim as their own - neither of these actions can currently be performed in existing sites, like [[town]]s. Building currently needs wooden logs, obviously acquired by chopping down trees. With a ''non-wooden'' axe in hand, hitting {{k|g}} while next to a tree allows you to chop it down.  Site construction planning persists between save/load, retire/unretire, die/new hero, etc. Each action taken while building, from building a wall to placing down a chair, takes one hour of work to complete.  In building mode, the site can have a {{k|N}}ame assigned to it. Use {{k|z}}ones to assign functions to rooms in the site such as main hall, library, temple, etc. - a site must have a name and at least one zone to become functional.
  
 
=== Retirement ===
 
=== Retirement ===
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If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site.  
 
If you are in a site, you can choose to retire your adventurer from the escape menu, making them a member of the site.  
  
In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed—if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.
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In order to retire at an adventurer-made camp, you must make a mead hall zone and then claim control of the site. After any amount of time spent playing other games in the world, you can resume playing as them, as long as they're still alive, by starting a new adventure game and choosing them from the species list. Between games, you can see what retired adventurers have been up to in [[legends mode]], or, if you prefer, [[DF2014:Utilities#Legends_Viewer|Legends Viewer]]. Your adventurer can still do things while retired, including getting involved in some pretty serious combat (Since you've almost certainly given them some decent combat prowess, that combat may very well be assistance in the defence of the site you retired them in, which is one way they can get killed - if you're hoping to be able to unretire your adventurer later, it might be best to '''avoid retiring in a region of the world where people constantly mention armies on the march'''). Retirement may also be used as a sort of "panic button" if you want to save the life of a favorite character who has gotten into a fight they have no hope of winning, since offloading sites can heal a lot of otherwise-fatal wounds and conditions that block all methods of offloading sites, outside of retirement.
  
 
==See also==
 
==See also==

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