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Difference between revisions of "Adventure mode quick start"

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(For some reason these are the set skills for hunter? Using latest version)
 
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<div style="float:right; margin:1.5em">__TOC__</div>
 
<div style="float:right; margin:1.5em">__TOC__</div>
 
{{av}}
 
{{av}}
  
:''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.
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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 adventure mode is required. Read the full [[adventure mode]] documentation for additional detail.
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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.
  
 
== 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.}}
 
{{KeyConventions|3}}
 
{{KeyConventions|3}}
  
 
== World generation ==
 
== World generation ==
 +
{{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:'''
 +
* {{DFtext|World Size|7:1}} as {{DFtext|Small|3:1}} or {{DFtext|Medium|3:1}}
 +
* {{DFtext|History|7:1}} as {{DFtext|Short|3:1}}
 +
* {{DFtext|Number of Civilizations|7:1}} as {{DFtext|High|3:1}}
 +
* {{DFtext|Number of Sites|7:1}} as {{DFtext|High|3:1}}
 +
* {{DFtext|Number of Beasts|7:1}} as {{DFtext|Medium|3:1}}
 +
* {{DFtext|Natural Savagery|7:1}} as {{DFtext|Low|3:1}}
 +
* {{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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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.
  
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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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]].
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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* A short history will limit the chance of some civilization-destroying cataclysm, and finish generating sooner.
 
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** However, this will also reduce the number of "developed" religions with [[temples]], limiting your options for playing as a [[chosen]]. Since playing as [[chosen]] provides more direction in gameplay and helpful buffs, it's a helpful option for new players.
See [[World generation]] if you need help with world generation.
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* Increasing the number of civilizations increases the chances of getting ones you want, dwarven, human, or otherwise, 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.
{{TipBox2|titlebg=#0a0|For your first game...|'''Generate a world using''' {{DFtext|Create New World!}} '''with:'''
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* Increasing mineral frequency (to, say, {{DFtext|Everywhere}}) may increase your equipment choices.
* {{DFtext|World Size}} is {{DFtext|Medium|3:1}}
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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.
* {{DFtext|History}} is {{DFtext|Short|3:1}}
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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.
* {{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.
 
It is advisable not to stop the world generation until the game stops it automatically. This would normally be at 125 years with the Short world history option.
 
}}
 
  
 
== Character creation ==
 
== Character creation ==
 +
{{main|Adventurer mode character creation}}
  
=== Race and civilization===
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=== Race, status and civilization ===
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''Humans and Human-sized characters beginning in human civilizations are the easiest to fully equip.'''}}
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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}}.'''}}
 +
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.
  
The first step in starting an [[adventure mode]] game is to choose the race (and civilization) of your adventurer. All major races can complete the same quests.
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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''.
  
*'''Civilized Humans''' begin with bronze, iron, or silver items 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). Human settlements are by far the easiest to acquire beginning goods and supplies in.
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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.
  
*'''Human Outsiders''' start out with a vastly limited item selection compared to Civilized Humans. If starting in a human settlement their poverty quickly becomes moot, as they benefit from available goods as easily as any other race.
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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]].
  
*'''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once and possess perfect vision in low light conditions, which is extremely useful at night and for exploring subterranean sites. They are the only race which can start with steel weapons. Dwarves can equip equipment sized for goblins and elves but are unable to wear human-sized clothing and armor. Their best starting sources for armor and weapons are in a fortress market or warehouse. Good-quality leather clothing can be found by rummaging through dwarven apartments in fortresses and residences in [[hillock]]s. Better equipment can later be found on veteran soldiers and fortress guards, possibly in dark fortresses, and in bandit camps close to these sites.
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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.
  
*'''Elves''' start with very weak wooden weapons, no metal armor, and a more limited list of weapon skills during character creation. They have the advantage that they have higher natural gait speeds, and higher average Agility to grant them greater starting speed. Elves from elven civilizations are also at peace with the wilderness and will never be attacked by wild animals. They can wear clothing sized for dwarves or goblins. Elves starting in a forest retreat may have to travel to neighbouring civilizations to acquire suitable gear, as their own civilization usually lacks anything better than wooden armor.
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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.
 
 
*'''Goblins''' are an option to play as, if they come from a non-goblin civilization, which in most cases is a human civilization. It is recommended to start in a dwarven site if possible, so that fitting armor is easier to find. Goblins do not need to eat or drink, have slightly better vision in darkness than humans, and have higher average Endurance and Willpower which allows them to withstand more damage during combat before they pass out. Despite being a fellow goblin, you will still get attacked in dark pits and dark fortresses by members of the goblin civilization.
 
 
 
*'''Intelligent Wilderness Creatures'''{{version|0.42.01}} are various [[animal people]] and other [[Gorlak|sentient]] [[Plump helmet man|creatures]] who have joined a major civilization in world history. Anthropomorphic creatures acquire many of the physical traits from their base creatures, from material layers (fur, scales, shells, etc.) to appendages (hooves, horns, claws, wings, more than two arms). Some traits are obviously beneficial (flight, natural climbing talent, immense mass to shake off wrestling holds), while others are detrimental (aquatic, carnivorous diet, inability to jump, swim, climb or even speak). Nearly all creatures capable of swimming [[Creature token#SWIMS_INNATE|naturally know how to do so]], which obviates the need for the Swimming skill; notable exceptions include most bug men, who can't swim at all. All these factors make certain species more or less advantageous than the major races. On the other hand, some can be game-breakingly powerful starter characters (e.g. [[elephant man]]). It's best to study the creature's raws in order to make an informed choice, which you may prefer to put off until getting some experience with the game.
 
 
 
=== Status ===
 
{{TipBox2|titlebg=#0a0|float=right|For your first game...|'''A Demigod begins with the greatest potential survivability.'''}}
 
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 to survive combat you may want to pick "Demigod". If you chose to focus on non-combat abilities, a Demigod has the points to augment physical hardiness and have plenty left over for a versatile spread of skills and attributes.
 
 
 
=== Background ===
 
{{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, allowing you to select what site you start at, as well as starting occupation and religious beliefs. However, if you're a '''Hearthperson''', you can immediately take orders from the lord or lady in the mead hall or keep in the hamlet or town where you start out.
 
 
 
Your name has little bearing on gameplay, so that can be freely selected. If you customize your first name, people may comment on how unusual it is. Your name can grow with fame; as your deeds increase so will the length of your name be extended with a title given by populace and posterity. If you define something in every category at the start, then your name won't grow with fame, though it can change with infamy.
 
 
 
Gender can make a difference in gameplay. Males of mammalian species have a higher average mass, which adds to base blood capacity, the effectiveness of and resistance to charge attacks, and the ability to break wrestling holds. The larger the species, the greater the difference in range and average. Females of other species may have advantages over other genders, such as the [[Antman|Queen Antman]].
 
  
 
=== Skills ===
 
=== Skills ===
  
 
==== Starting attributes ====
 
==== Starting attributes ====
The ranking descriptions of Attributes are based on your racial averages, which for humans and animal people are all 1000. All of these can be increased over the course of adventuring, though some have fewer opportunities to increase (and some opportunities are unimplemented.) Maximum attributes will be 1000 plus your starting value for Average or lower initial values, and double your initial value for attributes higher than Average.
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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}}
===== Physical attributes =====
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* {{DFtext|High Agility|2:1}}
{|
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* {{DFtext|High Toughness|2:1}}
!Attribute!!Description
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* {{DFtext|High Endurance|2:1}}
|-
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* {{DFtext|Above Average Focus|2:1}}
|'''Strength:''' ||Damage dealt, encumbrance limits, and mass, which increases total blood but slows Gaits.
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* {{DFtext|Above Average Willpower|2:1}}
|-
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* {{DFtext|Above Average Intuition|2:1}}
|'''Agility:''' ||Speed in Gaits and combat actions, all defensive and ranged skills, Stealth, and to a lesser extent all weapon and movement skills.
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* {{DFtext|High Spatial Sense|2:1}}
|-
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* {{DFtext|High Kinesthetic Sense|2:1}}}}
|'''Toughness:''' ||Base durability of tissue layers, reduces penetration along with armor, and the probability of getting knocked unconscious or broken bones.
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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.
|-
 
|'''Endurance:''' ||Rate at which exhaustion is reduced, which is incurred by every physical action and many passive, and total blood supply.
 
|-
 
|'''Recuperation:''' ||Rate at which lost blood is restored, recovery from Bleeding and Winded conditions.
 
|-
 
|'''Disease Resistance:''' ||Resistance to syndromes, curses from vampire blood, or a werebeast bite, resistance to infections and rate at which infection spreads.
 
|}
 
 
 
===== Mental attributes=====
 
{|
 
!Attribute!!Description
 
|-
 
! colspan="2"|Adventurer-Oriented
 
|-
 
|'''Analytical Ability:'''||important for Tracking, useful for Knapping
 
|-
 
|'''Focus:'''||all ranged attacks, Observation
 
|-
 
|'''Willpower:'''||Fighter and Swimmer skills, resistance to pain and unconsciousness, rate of recovery from unconsciousness
 
|-
 
|'''Intuition:'''||Most important for Observation, also used in Social interactions.
 
|-
 
|'''Spatial Sense:'''||All combat skills, Ambusher and Observer, Knapping, Swimming, Crutch-Walking
 
|-
 
|'''Kinesthetic Sense:'''||All movement skills, most combat skills
 
|-
 
! colspan="2"|Social
 
|-
 
|'''Linguistic Ability:'''||All social and literary skills. Good Speaking ability makes others enjoy your company, and more likely to trust you
 
|-
 
|'''Empathy:'''||As with Speaking, others enjoy their company more and are likely to trust a character they can relate to.
 
|-
 
|'''Social Awareness:'''||Determines number of companions willing to join, applied to other Social actions.
 
|-
 
|}
 
 
 
 
 
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting attributes:'''
 
 
 
* High '''Strength'''
 
* High '''Agility''' - no less than 1:1 ratio with strength, see below, '''Toughness''', '''Endurance'''
 
* Above Average '''Focus''', '''Willpower''', '''Intuition'''
 
* High '''Spatial Sense'''
 
* High '''Kinesthetic Sense'''
 
 
 
These are the most frequently employed attributes for combat. The suggested amounts may be further increased by reducing other, less combat-oriented attributes, but this naturally narrows the character's competency in combat-oriented actions in exchange for increased might and durability.}}
 
 
 
 
 
Speed is an advantage and necessity in combat, which is reliant directly on '''Agility''' and indirectly on '''Strength'''. A higher starting Strength increases encumbrance limits, so you can carry more and wear heavier armor without reducing your speed. With higher '''Strength''' comes higher mass, which can nibble away at the advantages granted by higher '''Agility'''. For optimal speed potential, '''Agility''' must be in equal or higher proportion to '''Strength'''. '''Endurance''' in good proportion enables you to sustain your high speed activity and makes up for the additional blood that Strength could supply.
 
 
 
The value of '''Social Awareness''' varies by physical attributes. A Peasant of average or lower physical ability benefits greatly per companion -- strength in numbers.  But a Demigod combat monster gains very little benefit per companion -- at best they serve as a decoy, so you may as well issue them a red shirt and draft their living will upon recruitment.
 
  
For the purpose of a quick start, the remaining skills ('''Creativity''', '''Patience''', '''Memory''', and '''Musicality''') are self-explanatory, but you can only learn what value they are to you by playing and exploring the game. These don't contribute anything to survivability, but they can add fun to the downtime.  
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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.
  
Later you may find that you want to start with different attributes, but these are a good, safe starting point.  
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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 numbers.  But 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.
  
Read up on [[Attribute]]s for more information. [[Attribute#Skills_By_Body_Attribute|Skills by Body Attribute]] and [[Attribute#Skills_By_Soul_Attribute|Skills by Soul Attribute]] also hint at how each Attribute is applied.
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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'.
  
 
==== Starting skills ====
 
==== Starting skills ====
Starting skill selection is dependent on your character's civilization. Starting skill rating doesn't influence potential maximum skill, because there is no maximum. The highest rating description is "Legendary", but your skill rating can develop to many times over that.
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{{TipBox2|float=right|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''
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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:
 +
* {{DFtext|Adequate Marksdwarf|7:1}}
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* {{DFtext|Talented Ambusher|7:1}}
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* {{DFtext|Adequate Dodger|7:1}}
 +
}}
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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.
  
All skills can be developed in adventuring, even from no skill (with a few exceptions, such as Reading.) But some are so necessary to success that you may fail unless you get a head start in their advancement.  
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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'''.
  
Defensive skills ('''Dodger''', '''Shield User''' and '''Armor User''') are absolutely critical to survival. '''Dodger''' enables you to sidestep unblockable attacks and charges, and to passively evade unforeseen attacks (though that presents its own danger in certain terrains.) '''Shield User''' improves the rate of passive blocking, and reduces the exhaustion from active and passive blocking. '''Armor User''' reduces the encumbrance value of worn equipment to as low as 0 and reduces the penetration of attacks striking the layers of your armor.  
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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 traits|3:1}} to {{DFtext|<|3:1}}, except {{DFtext|Quarreler/Flatterer|3:1}} and {{DFtext|Austere/Extravagant|3:1}} to {{DFtext|>|3:1}}.'''}}
 +
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.  
  
Make no mistake: '''Observer''' ''is a defensive skill.'' In the beginning, your defensive skills will not serve you as well as learning to anticipate your opponent's attacks and acting accordingly. When you can identify if your opponent is off-guard or open to a good chance of attack, you can strike selectively, and without exhausting your energy before you can finish the fight. Striking futilely until you reach exhaustion will leave you as vulnerable as you could possibly be.
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Certain [[personality facet]]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.
  
A good offense is the best defense, but (as Miyamoto Musashi says) you should not overspecialize in a weapon at the start, but be willing to develop skills opportunistically as the best attack for the situation presents itself. Investing in '''Fighter''' skill will start you with a broad competency in every martial form. With enough skill in this you can comfortably train other attack skills from nothing, and take advantage of the best quality weapon you come across.
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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.
  
'''Wrestling''' holds are always available to you, and to your enemies. Skill in '''Wrestling''' improves your defense against '''Wrestling''', and is the easiest form to exercise all Physical Attributes. There are less risky methods of developing Wrestling, but you may not get the opportunity to use them if you face a deadlier opponent first.
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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:'''
 +
* {{DFtext|steel short sword|7:1}}
 +
* {{DFtext|copper shield|7:1}}
 +
* {{DFtext|iron helm|7:1}}
 +
* {{DFtext|bronze mail shirt|7:1}}
 +
* {{DFtext|iron breastplate|7:1}}
 +
* {{DFtext|iron gauntlet|7:1}}
 +
* {{DFtext|iron gauntlet|7:1}}
 +
* {{DFtext|bronze chain leggings|7:1}}
 +
* {{DFtext|iron low boot|7:1}}
 +
* {{DFtext|iron low boot|7:1}}
 +
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.
  
(See [[Fighter|combat skills]] for more info, and [[Weapons]] to learn the practical utility of each weapon type.)
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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.
  
'''Swimmer''' skill is needed to enter water as deep as 7/7 without drowning. It's possible but very risky and time-consuming to develop this from no skill, but starting with at least Novice will enable you to develop Physical Attributes from it sooner. Animal People do not need any skill in this, as it will never be needed or used. They also cannot gain Physical Attributes by practicing it.
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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.
  
At least Novice '''Reader''' is important to be able to read anything, as there is currently no way of increasing it from no skill. Reading is especially required if you wish to become a Necromancer.
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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.
  
{{TipBox2|titlebg=#0a0|For your first game...|'''Recommended starting skills:'''
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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.
  
* Talented '''Fighter'''
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== Gameplay ==
* Proficient '''Observer'''
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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.
* Novice '''Swimmer''' (except Animal Person characters)
 
* Adequate '''Shield User'''
 
* Proficient '''Armor User'''
 
* Adequate '''Dodger'''
 
* Adequate '''Wrestler'''
 
* Novice '''Reader'''
 
  
With high '''Fighter''', you have a great range of combat tactics. High '''Observer''', '''Shield User''' and '''Dodger''' can be best developed through active use. '''Armor User''' can only be improved passively, which will be painful both in encumbrance costs of your armor, and the beatings you will have to soak up with it. '''Wrestler''' can be improved from no skill, but some skill provides a buffer from unexpected challenges.}}
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=== Setting off ===
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[[File:Advmode_conversation_v50.png|thumb|400px|Talking to someone.]]
  
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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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:
  
(Read up on [[Skill|Skills]] for more information.)
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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.
  
=== Appearance and Personality ===
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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.
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 a 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. Managing needs and achieving higher Focus can be very valuable to your character, but beginning with a shorter list makes it easier to learn what behaviour adjustments to make in order to satisfy them. When you have those down, you can acquire more needs later with changes in your values.  
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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.
  
Be sure to avoid needs that cannot currently be satisfied. The conditions for "Eat good meal" (high Immoderation, low Self-Control value) "Make romance" (high Love Propensity, high Romance value) and "Be with family/Be with friends" (high Family and Friendship values) aren't confirmed to be implemented for Adventurer mode {{version|0.42.01}} The means to satisfy "Self-examination" (high Introspection value) and "Take it easy" (low Activity Level, high Leisure value) are uncertain, if possible. The conditions to satisfy "Help someone" (high Altruism, high Sacrifice value) are extremely narrow and fraught with error (it's doable, but not feasible to keep up regularly.)
 
 
=== Equipment ===
 
 
As of version 47.01, you are able to select the equipment your adventurer starts out with.  By default, your equipment includes a weapon, carving knife, clothes, a backpack, 5 meat items, a waterskin, and pouch.  It is recommended to give yourself metal armor using the {{k|n}} key and typing out the name of the armor pieces you need.
 
 
== 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 ===
 
[[File:Advmode_conversation_DF2014.png|thumb|400px|Talking to someone.]]
 
 
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:
 
 
* '''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.
 
* '''[[Bandit]]s''' 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).
 
* '''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.
 
 
* '''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.
 
* '''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.
  
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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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)}}
  
 
=== Fast travel ===
 
=== Fast travel ===
 
{{TipBox2|titlebg=#a00|float=right|Alone in the dark...|'''Av