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Difference between revisions of "Adventure mode quick start"

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:''See [[Adventure Mode quick reference]] to quickly look up key commands. If you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead.
  
This guide provides step-by-step instruction for those who have never played Dwarf Fortress in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mode is required.
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This guide provides step-by-step instruction for those who have never played ''Dwarf Fortress'' in '''Adventure Mode''' before. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.
  
Read the full [[adventure mode]] documentation for additional detail.
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== Common UI concepts ==
  
= Common UI Concepts =
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{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted on this page, but you can refer to the in-game help with {{k|?}} or the [[Adventure Mode quick reference|quick reference]] page to look up the key for a particular action.}}
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{{KeyConventions|3}}
  
{{KeyConventions}}
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== World generation ==
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{{main|World generation}}
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create&nbsp;New&nbsp;World!|7:1}} '''with:'''
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* {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}}
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* {{DFtext|History|7:1}} as {{DFtext|Short|3:1}}
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* {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}}
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* {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}}
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* {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}}
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* {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}}
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* {{DFtext|Mineral Occurrence|7:1}} as {{DFtext|Frequent|3:1}}
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When generation is complete, accept with {{k|Enter}} to save this world; once the game finishes that, it will return to the main menu; then choose {{DFtext|Start&nbsp;Playing|7:1}} and {{DFtext|Adventurer|7:1}}
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}}
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Some custom worlds which are interesting for fortress mode, may be annoying for adventure mode, for reasons such as: few civilizations, low population, races not existing, lack of metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.
  
= World Generation =
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While the default settings might likely produce a useful world, the settings to the right will help; the following explains the suggested changes.
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* With a less powerful computer, you may want to change world size to small instead of medium, both to reduce generation time and increase [[FPS]].
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* A short history will limit the chance of some civilization destroying cataclysm, and finish generating sooner.
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* Increasing the number of civilizations increases the chances of getting ones you want, dwarven or human, though it will slow generation.
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* More sites and less savagery allows the civilizations to spread out more, hopefully reducing the FPS effect of site crowding.
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* Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices.
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* You could increase the number of beasts, but while that would give you more to encounter, it might result in dead civilizations.
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It is advised not to stop the world generation before the full 125 years of the short history option, as it might reduce equipment options.
  
Some custom worlds which are interesting for fortress mode may be annoying for adventure mode for various reasons such as few civilizations, low population, certain races not existing, lack of access to metals, or history being so far advanced that many fortresses and [[town]]s have been abandoned.
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== Character creation ==
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{{main|Adventurer mode character creation}}
  
For your first game it's best to start with a generic world to avoid potential problems. You can come back to an existing world once you have the hang of things.
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=== Race, status and civilization ===
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{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Demigod dwarven adventurers in dwarven civilizations have the best night vision and access to the best equipment. Use {{k|+}} to highlight {{DFtext|Demigod|7:1}}, and the movement keys to make sure {{DFtext|Dwarf|7:1}} is highlighted, then {{k|Enter}}. On the next page, highlight a civilization that shows up on the map as mostly blue omegas {{DFtext|Ω|1:7:1}}, and {{k|Enter}}.'''}}
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After choosing {{DFtext|Start Playing|7:1}} and {{DFtext|Adventurer|7:1}}, the game will simulate two weeks of game time in the world. After that, the first steps in starting an [[adventure mode]] game are to choose the [[race]] and status of your adventurer, then their [[civilization]]. All major races can complete the same quests, though larger creatures generally do better in combat. What you really want, though, is to start as a member of a [[dwarven]] civilization, or at least a [[human]] one; this will give you access to the best equipment.
  
See [[World generation]] if you need help with world generation.
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The races available to play as adventurers will vary by world. Status mostly determines the number of points available in character creation, with demigod giving the most. Civilizations can have access to different materials, and while they start with only one race as members, other races can join them throughout world simulation; that can include the other main races, [[animal people]], etc. The main race of a civilization isn't shown on the screen where you choose one, but can be determined by most of the [[Site#Site_Types|site symbols]] shown on the map; dwarven are mostly {{DFtext|Ω|1:7:1}}, human are mostly {{DFtext|#|1:7:1}}, and [[elven]] are mostly {{DFtext|î|1:7:1}}. Also, on the next character creation page, their sites will be described as ''dwarven'', ''human'', or ''elven''.
  
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=== Background ===
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{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Pick a hillocks, town, or hamlet near the middle of the map with not too many people, then the hunter occupation, and use the existing random name, gender, and beliefs.'''}}
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Your [[name]] has little bearing on gameplay, so that can be freely selected with {{k|e}}, {{k|c}}, and {{k|r}}. If you customize your first name, people may comment on how unusual it is. If you define something in every category at the start, then your name won't grow with [[Name#Epithets|fame]], though it can change with infamy.  Similarly; [[gender]] rarely makes a difference in gameplay, and can be changed with {{k|g}} – for most playable races, the only differences are the presence of [[beard]]s and [[Gelder|geldables]].  A few [[animal people]] races have more significant differences, such as [[moose]] people, where males are up to 2/3 larger and have a gore attack.
  
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''
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Your home determines where you start, as well as the available occupations and beliefs. Dwarven fortresses, [[mountain halls]], and some sites taken over from other civilizations can be hard to navigate out of, and sites with many inhabitants can negatively affect [[framerate]].
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}
 
* {{DFtext|History}} is {{DFtext|Short|3:1}}
 
* {{DFtext|Number of Civilizations}} is {{DFtext|High|3:1}}
 
* {{DFtext|Number of Sites}} is {{DFtext|High|3:1}}
 
* {{DFtext|Number of Beasts}} is {{DFtext|Medium|3:1}}
 
* {{DFtext|Natural Savagery}} is {{DFtext|Medium|3:1}}
 
* {{DFtext|Mineral Occurrence}} is {{DFtext|Frequent|3:1}}
 
These settings should help avoid the aforementioned problems.
 
}}
 
  
= Character Creation =
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Occupation determines some free starting [[skill]]s and possibly a starting weapon; [[hunter]] and [[ranger]], for example, add some skills that are useful in combat. A [[hearthperson]] starts as a member of the local military and can receive orders from their superior, if the latter can be found. Many other occupations cannot currently be practiced in adventurer mode.
  
== Race and Civilization==
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Beliefs determine if you worship a [[deity]], and are a member of any [[religion]]. Being more than a casual worshiper of a deity can add the need to pray, which can easily be done by [[talking]] to them.
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Human of some civilization (not outsider).'''}}
 
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All three races can complete the same quests.
 
  
*'''Civilized Humans''' begin with bronze, iron, or silver 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. This is probably the best race to use when starting out.
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=== 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. Be aware this extends to backpacks, which are very difficult to find in shops. Bandit camps are likely your best bet to locate one.
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==== Starting attributes ====
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''
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* {{DFtext|High Strength|2:1}}
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* {{DFtext|High Agility|2:1}}
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* {{DFtext|High Toughness|2:1}}
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* {{DFtext|High Endurance|2:1}}
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* {{DFtext|Above Average Focus|2:1}}
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* {{DFtext|Above Average Willpower|2:1}}
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* {{DFtext|Above Average Intuition|2:1}}
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* {{DFtext|High Spatial Sense|2:1}}
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* {{DFtext|High Kinesthetic Sense|2:1}}}}
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See the [[Attribute]] page for descriptions of each; [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also show how each attribute is applied. Reducing attributes below the default only gives 1 point; so you would have to lower many to raise one.
  
*'''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.
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An important consideration is that '''Strength''' can increase muscle mass, which can decrease speed, so '''Agility''' should be as high or higher. Another important attribute is '''Endurance''', as you don't want to tire during a fight.
  
*'''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 shopsFinally, while this is of limited benefit, they are at peace with the wilderness and therefore will never be attacked by wild animals.
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The value of '''Social Awareness''' varies by physical attributes. A peasant of average or lower physical ability benefits greatly from more companions — strength in numbersBut this example demigod combat monster gains very little benefit — at best companions serve as a decoy, so you may as well issue them a red shirt and draft their will upon recruitment.
  
*'''Intelligent Wilderness Creature'''{{version|0.42.01}}. are various [[Animal People]] which joined a major civilization in world history. Some of them have wings instead of arms, others have multiple arms, talons on feet, beaks and similar animal features. Plump helmet men can't talk or read.{{verify}} If you know how to capitalize on their abilities they can be very powerful, but a new player should get some experience first.
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For the purpose of this quick start, the remaining attributes don't contribute anything to survival. Later, you may want to start with different attributes, but these are a safe starting point. These suggestions focus on attributes used in combat; while combat skills are the easiest to raise in-game, spending time training would not be a 'quick start'.
  
== Status ==
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==== Starting skills ====
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Select Demigod as your status.''' Even as a demigod you will likely die early and often anyway.}}
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''
You can then choose to start as either a '''Peasant''', '''Hero''' or '''Demigod'''. Each offers progressively more points to spend on attributes and skills. These three options essentially amount to how difficult it is to get started, so to make things easier for your first game you may want to just pick "demigod".
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* {{DFtext|Competent Swordsdwarf|7:1}}
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* {{DFtext|Skilled Fighter|7:1}}
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* {{DFtext|Proficient Observer|7:1}}
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* {{DFtext|Novice Swimmer|7:1}}
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* {{DFtext|Skilled Shield User|7:1}}
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* {{DFtext|Proficient Armor User|7:1}}
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* {{DFtext|Adequate Wrestler|7:1}}
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* {{DFtext|Novice Reader|7:1}}
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As a hunter, you already have:
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* {{DFtext|Talented Marksdwarf|7:1}}
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* {{DFtext|Master Ambusher|7:1}}
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* {{DFtext|Talented Dodger|7:1}}
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}}
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See the [[combat skill]], [[swimmer]], and [[reader]] pages for in-depth explanations of the suggested skills. The following explains these particular suggestions: Swords have both slash and stab attacks and are not very expensive; other [[weapon]]s can be better at one of those attacks, but not both, and, other than the war hammer, are more expensive. '''Fighter''' to improve the accuracy of all melee attacks. '''Observer''' to see what an opponent is doing, and react to it. Without at least Novice '''Swimmer''', it will be very easy to drown, higher levels just increase speed. '''Shield User''' to increase the chance of a successful block, '''Armor User''' to reduce the speed penalty of the weight of worn armor. '''Wrestler''' for when you want to take down an opponent, or remove their armor. '''Reader''' because there is no way to gain the skill in-game. The Hunter occupation is suggested mostly for Dodger, although Ambusher is good for sneaking; crossbows in adventurer mode are not very useful, so Marksdwarf will probably go unused. If you chose an occupation that does not provide '''Dodger''', it is a vital skill for survival, so reduce Observer and Armor User one level, and spend those points on Dodger.
  
== Starting Attributes ==
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Which skills are available is dependent on the character's civilization, though, combat skills can be developed in-game, even from no skill. For a quick start, these are good skills to keep you alive; to that end, defensive skills are critical to survival, including '''Observer'''.
These are the attributes you start with. They will go up as your skills increase which means that many of them can be raised in game, sometimes rather easily. '''Agility''', '''Toughness''', and '''Strength''' are probably the most important, in that order. '''Endurance''' keeps a character from getting exhausted too quickly in battle, and '''Social Awareness''' increases the number of followers you can have at one time.
 
  
Other attributes to keep in mind in the future: '''Focus''' helps with Archer, Observer, and Ambusher. '''Willpower''' helps characters resist exertion/pain effects. '''Spatial Sense''' helps combat skills. '''Kinesthetic Sense''' helps with most skills involving any movement at all. These are less important to start out with, though, because they can be raised by doing various things in game, some of which are explained in the [[#Tips|tips]] section.
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=== Appearance & Personality ===
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{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Press {{k|y}} to accept the standard appearance, then {{k|f}}, and set all {{DFtext|values|2:1}} to {{DFtext|N/A|2:1}} and all {{DFtext|personality facets|3:1}} to {{DFtext|<|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|>|3:1}}.'''}}
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Most of the appearance page has no effect in-game, other than general [[size]], with a description such as ''S/he is short'', ''thin'', ''tall'', ''broad'', ''large'', etc.; with the high strength suggested earlier, ''muscular'' is also a possibility, but its effect is uncertain. Size can affect what clothing and armor can be worn, how some weapons can be wielded, and can somewhat affect combat, especially wrestling; however, these are not worth randomizing to get for a quick start.  
  
Some attributes like Musicality aren't important for your first adventurer. (For more, see [[cv:Adventurer_mode#Soul|Adventurer Mode - Attributes]])
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Certain [[personality trait]]s can add [[needs]], which, if satisfied, can give an adventurer focus - managing needs and achieving higher focus can be valuable in combat and possibly other endeavors. But, with too extreme a personality, an adventurer craves for their urges to be satisfied more - E.g: someone that highly values nature will become unsatisfied when they do not see animals often enough, although they do not need to have all of their needs satisfied at once to be focused, depending on how unsatisfied the others are.
  
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The suggested changes remove all needs except ''Be extravagant'', which can be satisfied just by putting on an item with any above-standard [[quality]] level, even if it was just taken off, and which one can start with. Setting traits to create a {{DFtext|Moderate Need|2:1}} may be best, so that any one unmet need does not overpower the satisfied needs. Other needs may be hard or even impossible to satisfy - see the [[need]]s page. A need to pray may automatically be added depending on the character's background - this can be satisfied just by talking to their [[deity]], even just a greeting. It is also possible to gain needs in-game by changing values when arguing, and it seems to '''not''' be possible to remove them. Not all values and personalities have a corresponding need.
  
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following attributes:'''
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=== Equipment & Mounts and pets ===
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''First use {{k|-}} to remove the weapon, buckler, and clothing; leaving the backpack, meat, and waterskin. Then use {{k|n}} and typing in the names to add:'''
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* {{DFtext|steel short sword|7:1}}
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* {{DFtext|copper shield|7:1}}
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* {{DFtext|iron helm|7:1}}
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* {{DFtext|bronze mail shirt|7:1}}
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* {{DFtext|iron breastplate|7:1}}
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* {{DFtext|iron gauntlet|7:1}}
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* {{DFtext|iron gauntlet|7:1}}
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* {{DFtext|bronze chain leggings|7:1}}
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* {{DFtext|iron low boot|7:1}}
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* {{DFtext|iron low boot|7:1}}
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To add the second gauntlet and boot, select the first and press {{k|+}}. '''Finally, since you are a dwarf, add a jug, goblet, and alcohol (in Drinks), using {{k|+}} to get several units of whichever alcohol.''' No animals, since the armor took most of the points.}}
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Here, you can modify the equipment your adventurer starts with, and add [[mount]]s or [[pet]]s; they are different pages, but use the same pool of points. The initial equipment automatically added by the game will vary depending on the civilization, occupation, and skills. New items are added with {{k|n}}, the list of possible items can be filtered by typing the name; only items not already added are listed. Using {{k|+}} increases the quantity of the selected item, while {{k|-}} decreases it, or removes the last item. Using {{k|w}} & {{k|q}}, you can change the [[quality]] of items; {{k|w}} on the backpack, which makes it a -backpack-, can be useful for satisfying the need to be extravagant, if you added it earlier.
  
* Superior '''Strength'''
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Some animals can be used as mounts, some as pack animals, and some as both; unfortunately, the game does not indicate which, so you will have to rely on guessing, or the animal's page here on the wiki. Another way to get mounts and pack animals, is that stray animals encountered in the game can be adopted. Animals that are classified as [[vermin]] will be carried as inventory; others will be separate creatures that try to follow you around.
* High '''Agility'''
 
* High '''Toughness'''
 
* High '''Endurance'''
 
* Very Low '''Analytical Ability'''
 
* Superior '''Willpower'''
 
* Very Low '''Creativity'''
 
* Very Low '''Patience'''
 
* Very Low '''Linguistic Ability'''
 
* Very Low '''Musicality'''
 
* Above Average '''Social Awareness'''
 
  
The others are either less important, easier to raise by doing things in game, or totally useless. Note that you won't have enough attribute points to increase all of these unless you set status to Demigod.
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Waterskins will start filled with water. Some items will already be in containers, other items will start in the hands; the latter includes alcohol, so the first thing to do in-game is to put those in containers with {{k|p}}. Any points not used will be converted to [[coins]], so if you have many points remaining, you may want to spend them on gems, as they are much lighter, and better for trading. Adventurers may still start with a few coins, even if all points were spent.
  
Analytical Ability, Creativity, Patience, Linguistic Ability, and Musicality are all mostly or completely useless, so turning them down gives you enough points to do all this. Willpower is so important because willpower lets you resist passing out due to injuries and, to a lesser extent, helps prevent exhaustion, so raising it up to Superior will not only kill two birds with one stone, but will also give you the ability to reach extremely high willpower levels. It also helps with Crutch Walker in case you lose or break a leg.
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=== Party members & Summary ===
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Stick with just one adventurer to keep things simple.'''}}
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Once you get to the last page ({{DFtext|Mounts and pets}}) of a typical character creation screen, you can add a new member to your party by pressing {{k|N}}; the option only appears when you finish the first character, and is greyed out until you finish subsequent characters. You can swap between customizing different party members at any time using {{k|TAB}}. You can have characters start with items (that they 'don't need', or whatever RP reason) to give to other party members from different civilizations in the game, but armor and clothing will be [[size|sized]] for the character starting with it.
  
Later you may find that you want to start with different attributes, but these are a good safe starting point. For example, you may find that later you don't care about the extra follower from Social Awareness and want to increase Spatial Sense or something instead, but for purposes of getting through this tutorial alive the extra follower will help.}}
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Once you are done creating characters, there is a page listing all the party members and a selection of the party's starting locations. You can also go back to modify or add characters with {{k|ESC}}. The party's starting location is chosen with {{k|8}} & {{k|2}} from a list of all the members' home sites. To start the adventure, press {{k|y}}; there will be a short pause as the game prepares the starting site.
  
Read up on [[Attribute|attributes]] for more information.
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== Gameplay ==
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Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.
  
== Starting Skills ==
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=== Setting off ===
These are what you start out with for skills, though you can increase them and develop others by doing things in game. The most important in the beginning are a specific melee weapon skill (such as '''Swordsman'''), and defensive skills like '''Shield User''', '''Armor User''', and '''Dodger'''.
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[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone.]]
  
Defensive skills are absolutely critical if you don't want to die instantly. (See [[Fighter|combat skills]] for more info.) '''Observer''' is important for avoiding ambushes, which often mean instant death if sleeping, and '''Swimmer''' helps to avoid drowning. Others such as Fighter are useful but increase rather easily on their own in game. Novice '''Reader''' is important, not only if you wish to become a Necromancer (as there is currently no way of raising this skill) but because without it you are unable to read signs, which can be very inconvenient, and can make some quests harder to complete.  
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You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall in a keep (if you're a {{DFtext|Hearthperson}}). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about are:
  
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* '''Beasts''' - any kind of creature that may be harassing people, which can range from [[vampire]]s living amongst the inhabitants of a site, all the way up to [[titan]]s and other mythical creatures. Avoid the latter at first - a [[hydra]], for example, presents a massive challenge even to the most experienced adventurer.
  
{{TipBox2|titlebg=#0a0|For your first game...|'''Select the following starting skills:'''
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* '''[[Bandit]]s''' -  groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in [[camp]]s (shown by a {{Tile|{{DB}}|6:0:1}} on the map). Killing bandits is a great way to raise your reputation, as nobody cares what happens to them.
  
* Proficient '''Swordsman''' (feel free to substitute a different melee weapon skill for this)
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* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned [[house]]s and underground cells. Unlike bandits, criminals are often considered productive members of society. If you start a fight with some on a whim, you may find that you're now an enemy of a criminal empire comparable to (or more powerful than) your home civilization.
* Adequate '''Observer'''
 
* Novice '''Swimmer'''
 
* Proficient '''Shield User'''
 
* Proficient '''Armor User'''
 
* Proficient '''Dodger'''
 
* Novice '''Reader'''
 
  
The rest of the skills are relatively easy to raise in game or aren't that important at the beginning. Note that you won't have enough skill points to select all of these unless you previously selected Demigod as your status.
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* '''Skulking Vermin''' are thieving [[kobold]]s, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.
  
As with attributes, you may later find that you want to experiment with different skill point allocations, but these are some good safe starting choices for purposes of getting through the tutorial.}}
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Note that you have to press {{k|k}} each time you want to continue the conversation; and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}
  
Read up on [[Skill|skills]] for more information.
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=== Fast travel ===
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{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}
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[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the right and the mead hall visible in the upper-left corner of the hamlet. The asterisk in the middle of all the houses represents a group, in this case a group of unfriendly goblins. The zoomed-out world map is on the right.]]
  
== Appearance and Personality ==
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So far, you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions. Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly - the uppermost bar here indicates the position of the sun.
While your appearance has no effect in game, your [[personality trait]]s influence your [[needs]]. As long as your needs are satisfied, your adventurer will stay focused. Have an too extreme personality, and your adventurer craves for his urges to be satisfied more easily - an adventurer that values nature highly, will become unsatisfied when he doesn't see animals often enough.
 
For your first playthrough try to balance your adventurer's personality in a way that minimizes needs.
 
  
== Other ==
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Use {{k|m}} to open a zoomed-out overview map to help further navigation; this key cycles between the most-zoomed-out "sepia tone" world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.
{{TipBox2|titlebg=#0a0|float=right|Key Reference|Most of the key commands you will need are noted in the text, but refer to the [[Adventure Mode quick reference|quick reference]] guide if you need to look up the key for a particular action.}}
 
Background doesn't matter too much, although if you're '''Locally Important''', you'll start off right in a mead hall (as opposed to having to walk to one as a peasant), which usually contains plenty of weaponry and armor for you to take. You'll also be a hearthperson, who can take orders from the lord or lady in the mead hall.
 
  
Your name and gender don't impact your character's ability, so feel free to do whatever you want with those.
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=== Finding some muscle ===
 
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Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|Ω}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3×3 building with a path leading from the entrance, usually surrounded by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3×3 yellow/brown square by themselves, although sometimes they're integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings). Drunks are a good source of early companions, as while they're not necessarily the strongest fighters, they make very poor decisions and will happily join up with you if your party isn't too full.
= Gameplay =
 
Once you have finished character creation, hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.
 
  
== Setting Off ==
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{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you, or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone.]]
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Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you {{dftext|ask them to go on an adventure}}, ''not'' to lead you to some location. At first, you will only be able to get two followers, but this is enough for now.
  
You will usually start your adventure in a peasant hut (if you're a '''Peasant''') or a mead hall or keep (if you're '''Locally Important'''). You can talk to nearby people using the {{k|k}} key, and {{DFtext|Inquire about any troubles}} to learn of any quests you can take on. Some of the more common types you may be told about:
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If the location is abandoned, leave and try another one. Walk some distance away from the fort (or on the path out of the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.
  
* '''Beasts''' are any kind of creature that may be harassing people. The type of beasts range from vampires living amongst the inhabitants of a site, all the way up to titans and other mythical creatures.
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=== Obtaining food and drink ===
* '''Bandits''' are groups of people who menace people in nearby sites, out of the reach of civilization. They usually hang out in camps (shown by a {{Tile|{{DB}}|6:0:1}}) on the map).
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{{TipBox2|titlebg=#0a0|float=right|Thirsty in the rain|If your character is thirsty, and it is raining, even if you do have water with you; drink the water coverings. This will help you to save water for when it is not raining, especially when you are traveling a large distance. Press {{k|e}} like you normally would and scroll all the way to the bottom. You can also drink blood from wounds - maybe a little salty in real life, but in ''Dwarf Fortress'', it works. Note that if you drink vampire blood, you will turn into a vampire, but this early in the game, you don't have to worry about that.}}
* '''Criminals''' are similar to bandits, except they operate right under the nose of authorities -- sites ruled by civilizations. You will find these outcasts hiding in abandoned houses and underground cells.
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You will get hungry or thirsty after some time, indicated by the {{DFtext|Hungry|6:0}} or {{DFtext|Thirsty|1:0}} attributes respectively. As you should know, when this appears, it's time for a snack. To eat or drink, press {{k|e}} and locate some food - it can be anything, as long as it's actually food - you can "eat" something like a sword, but the dialog will say "You lick the sword", and you will not get less hungry or thirsty.
* '''Skulking Vermin''' are thieving kobolds, and otherwise similar to bandits. Due to their relative ineptitude in combat, these are probably the best targets for fledgling adventurers.
 
  
Note that you have to press {{k|k}} each time you want to continue the conversation, and select the appropriate ongoing conversation. If someone else is said to know where to go, you may ask for the whereabouts of that person through {{DFtext|Ask for directions (new menu)}}
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==== Where can I find food? ====
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There are many ways of obtaining food:
  
== Fast Travel ==
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* [[Meat]] - probably the easiest to come by - find an [[animal]] in the wilds, kill it and butcher the [[corpse]] with a sharp tool. Some animals are too small to butcher and cannot be eaten.
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Avoid traveling in the wilderness at night, particularly when you are alone.'''}}
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* [[Fruit]]s - they grow on the ground and on [[tree]]s during the [[calendar|summer]]. Just ensure the season is appropriate - you won't find any fruits in the winter!
[[File:Advmode_fasttravel_DF2014.png|thumb|400px|Fast Travel screen. This adventurer is in a hamlet, with houses to the right and the mead hall visible in the upper-left corner of the hamlet. The asterisk in the middle of all the houses represents a group, in this case a group of unfriendly goblins. The zoomed-out world map is on the right.]]
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* Certain [[leaf]]-bearing plants are edible, and grow year-round.
So far you've been traveling around at normal scale, but this can be very slow for traveling between geographical regions.
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* Exploring human and dwarf [[site]]s - there are [[bag]]s of food stored in the houses. Some Shaping Trees in [[forest retreat]]s may have fruits and vegetables in or out of season, or you can buy some in city-sized human, dwarven and elven settlements.
  
Using {{k|T}} will open the fast-travel screen and enable you to roam the land very quickly. Notice the uppermost bar indicating the position of the sun.
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and if you search for something to quench your thirst:
  
Use {{k|m}} to open a zoomed-out overview map to further help you navigate. This key cycles between the most-zoomed-out "sepia tone" world map and no secondary map when traveling between sites, and in sites it cycles between a list of notable buildings where you're standing, the region map (your main map when not near a site), and the most-zoomed-out world map.
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* Drink fresh [[water]] directly from a [[river]], or fill your waterskin (or any other container; a [[backpack]], for example, can hold 50 units of water, though a quiver stores a more reasonable [i.e., lighter] amount) with it.
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* [[Hamlet]]s and cities can have [[well]]s if they have developed enough. The building interact key (default {{K|u}}) can draw a bucket of water (or ice) from it, which can be drunk or filled from.
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* [[Snow]] can be found in cold biomes. Pick some from the ground and melt it near a [[campfire]].
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* You can drink [[blood]], even when you aren't a [[vampire]]. Wound a creature to make it bleed and then drink some blood from the pool that forms.
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* If you prefer to drink [[alcohol]], search for [[barrel]]s of [[booze]] inside dwarven [[fortress]]es, or order a drink at a [[tavern]].
  
== Finding Some Muscle ==
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=== Getting some rest ===
Much of the time, especially at the beginning, you need some companions to watch your back. The best place to find some is at a [[fortress]], keep, [[tavern]]{{version|0.42.01}}, or [[mead hall]]. Fortresses will be marked by a {{dftext|O}} on the region and world maps. On the site-level map, the fortress entrance will be marked by an 8 or ∞ in the outer wall. Keeps are in towns, and are a 3x3 building with a path leading from the entrance, usually surround by a large, encircling wall. Mead halls are found in hamlets, and are usually in a 3x3 yellow/brown square by itself, although sometimes it's integrated with the main housing area (in any case, the mead hall will be evidenced by a bright magenta name in the list of notable buildings).
 
 
 
{{TipBox2|titlebg=#a00|float=right|No companion left behind...|When fast-traveling, make sure that all of your companions are near you or some may be left behind. If you've left behind companions, an asterisk will appear on the map where you previously were, and may even try to join up with you.}}
 
Move next to the entrance of your chosen source of soldiers and hit {{k|d}} to exit fast travel. You may need to walk around a bit to find the entrance. Once inside, if the location is not abandoned, you will find soldiers milling around. Use {{k|k}} to talk to them and select {{DFtext|Ask listener to join you (new menu)}}. Make sure you ask them to go on an adventure, ''not'' to lead you to some location. At first you will only be able to get three followers, but this is enough for now.
 
 
 
If the location is abandoned, leave and try another one.
 
 
 
Walk some distance away from the fort (or walk on the path out the keep until the path changes in material, or don't bother getting out if you're in a mead hall) and go back to the fast travel screen with {{key|T}}.
 
 
 
== Getting Some Rest ==
 
 
{{TipBox2|titlebg=#a00|float=right|Going bump in the night...|'''Beware of sleeping in the wilderness at night!'''  If you have to sleep outside, only do so if you have companions. Even if you do have companions, it will usually be be