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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 ==
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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.
  
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 ==
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{{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}}.'''}}
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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.
  
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:
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* {{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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}}
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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 i