v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Adventurer mode character creation

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 223: Line 223:
 
== Starting skills ==
 
== Starting skills ==
  
Not all races have the same sets of skills available at character creation time, but keep in mind that (almost - an exception would seem to currently be Reader skill) all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game.  
+
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in-game.  
  
 
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in-game (such as Butchery) are described elsewhere.
 
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.
Line 230: Line 230:
 
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventurer are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.
 
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventurer are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.
  
Not all races/civilizations can start with all of these skills - dwarves can't start with Bowman, Pikeman, or Lasher, while elves can only use Swordsman, Bowman, and Spearman. Of the other playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
+
Not all races/civilizations can start with all of these skills - Dwarves can't start with Bowman, Pikeman, or Lasher. Elves can only use Swordsman, Bowman, and Spearman. Of the playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
  
 
Note that different races 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.
 
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.

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 2 hidden categories: