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Difference between revisions of "Adventurer mode character creation"

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'''Main menu:''' [[Adventure mode]]; [[Adventurer mode gameplay|Gameplay]]; [[Adventurer mode F.A.Q.|FAQ]]
 
'''Main menu:''' [[Adventure mode]]; [[Adventurer mode gameplay|Gameplay]]; [[Adventurer mode F.A.Q.|FAQ]]
  
With the addition of [[Adventurer_mode_gameplay#Party_members|adventuring parties]], you can now have multiple adventurers.{{version|0.47.01}} To add another adventurer, press {{k|N}} on the last page ({{DFtext|Mounts and pets}}) of creating the current one.
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With the addition of [[Adventurer_mode_gameplay#Party_members|adventuring parties]], you can now have multiple adventurers - to add another adventurer, press {{k|N}} on the ({{DFtext|Mounts and pets}}) page, when creating the current one.
  
 
==Race and civilization==
 
==Race and civilization==
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* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once, giving them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
 
* '''Dwarves''' have the advantage of being able to go into a [[martial trance]] when fighting multiple foes at once, giving them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making [[dark fortress]]es (if your computer can handle them) and [[dark pits]] a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
 
 
* '''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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
 
* '''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. Elves are {{token|AT_PEACE_WITH_WILDLIFE|e}}, which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a {{token|SMELL_TRIGGER|c}} of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
 
 
* '''Humans''' begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
 
* '''Humans''' begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
 
 
* '''Goblins''' are only playable when a goblin population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
 
* '''Goblins''' are only playable when a goblin population is present in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
 
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* '''Kobolds''' are playable by modding. They are very weak in combat, and a huge challenge compared to other races - even smaller than the other main races, and it is next-to-impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}
* '''Kobolds''' are playable in newer versions but not in older versions. They are very weak in combat, and a huge challenge compared to other races - even smaller than the other main races, and it is next-to-impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.{{verify}}
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* '''Intelligent Wilderness Creatures''' are playable wild animals - any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a particular population of them exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]] - they come in various sizes, shapes and abilities, and as such, a short description cannot be given. You can choose the items you start with, including armor, but animal people still have the problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to your character, such as the ability to fly, a poisonous bite, extravision, large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.
 
 
* '''Intelligent Wilderness Creatures'''{{version|0.42.01}} are playable wild animals - any creature with {{token|LOCAL_POPS_CONTROLLABLE|c}} fits into this category. A wilderness creature can be played as long as a particular population of them exists in an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization. Most wilderness creatures are [[animal people]] - they come in various sizes, shapes and abilities, and as such, a short description cannot be given. Before 47.01 they started without any armor; in 47.01 you can choose items you start with, including armor, but animal people still have the problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to your character, such as the ability to fly, a poisonous bite, extravision, large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. [[Snakeman|snakemen]] talk with a {{token|LISP|c}}) or more crippling: [[Plump helmet man|plump helmet men]] can't talk, and characters from a {{token|MEANDERER|c}} species stroll very slowly in lieu of normal movement. [[Guide to intelligent wilderness creatures in adventurer mode|Here]] you can read more.
 
  
 
===Outsider===
 
===Outsider===
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Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default - other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.
 
Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default - other races can be played as outsiders if {{token|OUTSIDER_CONTROLLABLE|c}} is added to the creature's raws. At least one {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.
  
Outsiders will always try to begin in a populated site - [[cave]]s, and even lairs with [[megabeast]]s, will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.
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The game will always try to start Outsiders in a populated site - [[cave]]s, and even lairs with [[megabeast]]s, will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site '''immediately''', as soon as the game starts, to avoid an instant death.
  
 
Playing as an outsider has many initial limitations - they possess no pre-existing relationships or knowledge of various events and wildlife. Also, because they lack a cultural identity or (supposedly) knowledge of laws, outsiders cannot worship deities or [[claim]] sites, and are unable to perform dance, music, or poetry due to having no held art forms. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be, if they were part of a civilization.  
 
Playing as an outsider has many initial limitations - they possess no pre-existing relationships or knowledge of various events and wildlife. Also, because they lack a cultural identity or (supposedly) knowledge of laws, outsiders cannot worship deities or [[claim]] sites, and are unable to perform dance, music, or poetry due to having no held art forms. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be, if they were part of a civilization.  
  
An outsider may become a member of a civilization: retire your outsider in a civilized area, causing them to be "reformed" the next time you unretire the character. You can also join a civ if you can get a site leader to accept you as a hearthperson (or maybe, entertainer). You can make people like you by giving them gifts, especially named gifts. E.g: carve some bones into trinkets, name them, give them to some lord or lady, then ask them to make you a hearthperson.
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An outsider may become a member of a civilization: retire your outsider in a civilized area, causing them to be "reformed" the next time you unretire the character. You can also join a civ if you can get a site leader to accept you as a hearthperson (or maybe, entertainer). You can make people like you by giving them gifts, especially named gifts. E.g.: carve some bones into trinkets, name them, give them to some lord or lady, then ask them to make you a hearthperson.
  
 
== Status ==
 
== Status ==
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*'''Hero:''' 35 attribute, 95 skill, 255 equipment
 
*'''Hero:''' 35 attribute, 95 skill, 255 equipment
 
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment
 
*'''Demigod:''' 105 attribute, 161 skill, 1255 equipment
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.
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The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.
  
 
== Background ==
 
== Background ==
{{new in|0.47.01}}
 
 
 
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]
 
[[File:Adventurer mode home choosing menu.PNG|500px|thumb|right|Home, occupation and beliefs choosing menu]]
 
You can choose the town you start at, your occupation (affects skills) and religious beliefs, if any.
 
You can choose the town you start at, your occupation (affects skills) and religious beliefs, if any.
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The available occupations are dependent on civilization, with elven civilizations having only a few of the occupations available to humans and dwarves. Outsiders can't choose any occupation at all.  
 
The available occupations are dependent on civilization, with elven civilizations having only a few of the occupations available to humans and dwarves. Outsiders can't choose any occupation at all.  
  
Notable occupations are '''[[hearthperson]]''', '''fortress guard''' and '''soldier''' which grant you a position as the vassal of a local [[noble]] (lord/lady, captain of the guard or mercenary/bandit leader) instead of any skills. The '''Hunter''' occupation also has several skills usable in adventurer mode.
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Notable occupations are '''[[hearthperson]]''', '''fortress guard''', and '''soldier''', which grant you a position as the vassal of a local [[noble]] (lord/lady, captain of the guard or mercenary/bandit leader) instead of any skills. The '''Hunter''' occupation also has several skills usable in adventurer mode.
  
The level of skill granted is dependent on your adventurer status (peasant, hero, or demigod), with the greater getting more skill levels. For this reason, the list below doesn't include any set skill levels, instead using the terms "Low-level", "Mid-level" and "High-level". To see what those correspond to, see the table below.
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The level of skill granted is dependent on your adventurer status (peasant, hero, or demigod), with the greater statuses getting more skill levels. For this reason, the list below doesn't include any set skill levels, instead using the terms "Low-level", "Mid-level" and "High-level". To see what those correspond to, see the table below.
  
 
{| class="wikitable"
 
{| class="wikitable"
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Occupations and skills:
 
Occupations and skills:
 
*'''Hearthperson''', '''Fortress Guard''' or '''Soldier''': None, see above.
 
*'''Hearthperson''', '''Fortress Guard''' or '''Soldier''': None, see above.
*'''Miner''': Mid-level [[miner]]
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*'''Miner''': Mid-level [[miner]] (Potentially useful, since miner is the combat skill for picks)
 
*'''Woodworker''': Mid-level [[carpenter]], [[wood cutter]] and [[bowyer]]
 
*'''Woodworker''': Mid-level [[carpenter]], [[wood cutter]] and [[bowyer]]
 
*'''Carpenter''': High-level [[carpenter]]
 
*'''Carpenter''': High-level [[carpenter]]
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Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
 
Some of these are demonstrably useful for adventure-mode-applicable skills, but the effects of the attributes aren't clearly understood. For ideas on how they may be applied, see [[Attribute#Skills_By_Soul_Attribute|a list of skills organized by attributes.]].
  
*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.{{version|0.42.01}}
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*'''Analytical Ability''': Useful for Tracker, Knapping and Student. Analytical Ability seems to have an influence on the quality of written creations, such as poems, as well as ability to speak about ideals.
 
 
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
*'''Focus''': Affects Archer, Ambusher, Observer.
 
 
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 
*'''Willpower''': Affects Fighter, Crutch Walker and Swimmer. Willpower helps resist the negative effects of status ailments such as Pain, Stunned, Unconscious, and all states of exhaustion and food/drink/sleep deprivation.
 
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*'''Creativity''': This influences quality of poems, songs, dances and crafts. It may also influence "make believe", now able to be performed by children.
*'''Creativity''': This influences quality of poems, songs, dances and crafts. It may also influence "make believe", now able to be performed by children.{{version|0.42.01}}
 
 
 
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
 
*'''Intuition''': Helps with Observer, which aids in spotting concealed enemies, ambushes, and identifying attacks from opponents.
 
 
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
 
*'''Patience''': May have some effect on dealings with others as a result of the new conversation system.{{Verify}}
 
 
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from higher Reading capability.
 
*'''Memory''': Memory is applied to the Student and Reading skills. Higher Student skill improves the ability to learn from demonstrations in fortress mode, but it isn't certain whether it has any application in adventurer mode. It's also unknown what benefits come from higher Reading capability.
 
 
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
 
*'''Linguistic Ability''': Affects any speaking and writing ability, improves the ability to communicate thoughts and feelings to listeners/readers. Verbal ability can form a positive impression depending on how the listener values eloquence, and responses to stories and poetry relies on delivery.
 
+
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.
*'''Spatial Sense''': Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping. Also, prevents/reduces the chance of stumbling during a dance.{{version|0.42.01}}
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*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.
 
 
*'''Musicality''': Influences the adventurer's ability to perform music and song well. This, so far, works for all instruments; one can play a flute, guitar, or any other instrument equally well, given that the adventurer has equal skills in all instrument fields.{{version|0.42.01}}
 
 
 
 
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.
 
*'''Kinesthetic Sense''': Affects most combat skills, walking with crutches, swimming and dancing.
 
 
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
 
*'''Empathy''': Affects social skills such as Persuader, Flatterer, Judge of Intent, and other Social skills that may not be applied in adventurer mode.
 
 
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.
 
*'''Social Awareness''': Increases the number of followers you can have at a given [[reputation|fame]] level. Normally, you start with a limit of two. Increasing this stat by one level raises that to three, etc. Your [[reputation|fame]] still plays a big part in whether you can recruit followers or not. This attribute also helps with Persuader and Judge of Intent.
  
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=== Weapon ===
 
=== Weapon ===
Since version 0.47, weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventurer are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.
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Weapons may be chosen on the embark screen before starting an adventure. The weapons available to a given adventurer are decided in their civilization's entity raws: humans will be able to start with a whip, while the same will not be available to a dwarf, and so on. Outsiders will have a wide array of weapons to choose from, some of which may be made of non-weapon grade material.
  
Not all races/civilizations can start with all of these skills - dwarves can't start with Bowman, Pikeman, or Lasher, while elves can only use Swordsman, Bowman, and Spearman. Of the other playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
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Not all races/civilizations can start with all of the skills - dwarves can't start with Bowman, Pikeman, or Lasher, while elves can only use Swordsman, Bowman, and Spearman. Of the other playable races, only humans have access to Pikeman and Lasher. Strangely, only outsiders can start with Knife User.
  
 
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
 
Note that different races have different names for their weapon skills. Axegoblin, Axedwarf etc. These names are defined in the creature raws, as can be seen in the [[dwarf]] raws, but Crossbowman is an exception - dwarves call this skill Marksdwarf, although bow skill is referred to as Bowdwarf, as you'd expect. Elite Axe and Hammerdwarves are referred to as Lords.
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*'''[[Fighter]]''': This increases with, and contributes to, melee combat, whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon type. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
 
*'''[[Fighter]]''': This increases with, and contributes to, melee combat, whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon type. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.
*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.
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*'''[[Archer]]''': This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in keeps and fortresses). See the FAQ section on [[Adventurer mode F.A.Q.#How do I increase my skills and attributes?|increasing your skills and attributes]] for information on raising bowman/marksman skills.
  
 
=== Defensive ===
 
=== Defensive ===
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*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often - see [[#Wrestling and Unarmed Attacks]] for details.  
 
*'''[[Wrestler]]''': Ability to grapple, restrain, take-down, throw opponents, etc. Higher skill means all of these moves succeed more often - see [[#Wrestling and Unarmed Attacks]] for details.  
 
*'''[[Striker]]''': Punching ability - comes in handy when weapons get stuck, and there is no time to wrest them back.
 
*'''[[Striker]]''': Punching ability - comes in handy when weapons get stuck, and there is no time to wrest them back.
*'''[[Kicker]]''': Kicking ability. Same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
+
*'''[[Kicker]]''': Kicking ability,same as Striker. Kicks are slower but more deadly than punches; heavy kicks are particularly good at crushing and exploding heads.
 
*'''[[Biter]]''': Biting ability; surprisingly effective even with non-animal races, as, after biting, you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races, this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
 
*'''[[Biter]]''': Biting ability; surprisingly effective even with non-animal races, as, after biting, you can shake opponents around by your teeth, causing great damage and possibly ripping off body parts, although with sapient races, this tends to lean more towards fingers or toes, perhaps the occasional hand or foot.
 
*'''[[Thrower]]''': Throwing any miscellaneous object - rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
 
*'''[[Thrower]]''': Throwing any miscellaneous object - rocks, knives, axes, swords, heads, etc. Skill affects accuracy and damage caused.
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*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
 
*'''[[Knapper]]''': The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to make in-game, and doing so helps with Kinesthetic/Spatial Sense.
 
 
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including "☼Masterpiece☼". Bone carving adventurers can also make bone figurines, and customize their appearance.
 
*'''[[Bone carver]]''': The art of making knick-knacks and other items by carving [[bone]]s. A skilled bone carver adventurer can make items of the same quality as fortress mode dwarves, including "☼Masterpiece☼". Bone carving adventurers can also make bone figurines, and customize their appearance.
 
+
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the writing materials, however - checking in libraries and old dwarven fortresses may prove profitable.
*'''[[Writer]]''': Your adventurer's ability to craft/write upon books and scrolls, you can choose the topic as well. It is hard to acquire the materials, however. Checking in libraries and old dwarven fortresses may prove profitable.
 
 
 
 
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.
 
*'''[[Carpenter]]''': Your adventurer's ability to craft wooden objects and create wooden buildings and displays.
  
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[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]
 
[[File:Adventurer mode personality overview.PNG|500px|thumb|right|Personality overview menu]]
  
You are able to customize your adventurer's appearance, [[need]]s and [[Personality trait|preferences]]. Appearance does not seem to affect anything.{{verify}} Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. However, a few unmet needs do not matter as long as a character has more satisfied needs and/or their more intense needs are fulfilled.
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You are able to customize your adventurer's appearance, [[need]]s and [[preferences]]. Appearance does not seem to affect anything.{{verify}} Just like with any citizen in fortress mode, their needs will have to be fulfilled, or else the character suffers from distraction. However, a few unmet needs do not matter as long as a character has more satisfied needs and/or their more intense needs are fulfilled.
  
 
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. When your focus level is high or low, the following will be displayed on the status bar: {{DFtext|Focused|2:0}}, {{DFtext|Focused!|2:1}}, or {{DFtext|Distracted|6:1}}. The focus level can also be seen in the last paragraph of the current adventurer's description, which can be viewed with {{k-|z|d}}.
 
As needs are fulfilled, your character's total level of focus goes up, gaining you bonuses to accuracy and other skill rolls. When your focus level is high or low, the following will be displayed on the status bar: {{DFtext|Focused|2:0}}, {{DFtext|Focused!|2:1}}, or {{DFtext|Distracted|6:1}}. The focus level can also be seen in the last paragraph of the current adventurer's description, which can be viewed with {{k-|z|d}}.

Latest revision as of 13:55, 26 June 2025

This article is about the current version of DF.
Note that some content may still need to be updated.


Main menu: Adventure mode; Gameplay; FAQ

With the addition of adventuring parties, you can now have multiple adventurers - to add another adventurer, press N on the (Mounts and pets) page, when creating the current one.

Race and civilization[edit]

Race selection menu
Civilization selection menu

Any race from an [ALL_MAIN_POPS_CONTROLLABLE] civilization is playable in adventure mode. In most standard games, this includes dwarves, elves, and humans - all three races can complete the same quests. If an [ALL_MAIN_POPS_CONTROLLABLE] civilization never existed in the world, however, adventure mode cannot be played.

  • Dwarves have the advantage of being able to go into a martial trance when fighting multiple foes at once, giving them many combat bonuses, which aids their survival greatly. They are the only race that can start with steel weapons, but they wear "small"-sized clothing which means that they're unable to wear human clothes and armor. Goblin armor fits them, making dark fortresses (if your computer can handle them) and dark pits a viable source of armor; if you're up for it, you could also just rob some dwarves or a dwarven fortress. They can start with almost the same weapon skills as civilized humans. Many larger weapons must be wielded two-handed by dwarves, due to their size.
  • 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. Elves are [AT_PEACE_WITH_WILDLIFE], which makes all wildlife passive towards them. They also have a notably better sense of smell compared to the other races with a [SMELL_TRIGGER] of 10 instead of 90, which means they can sense smells over much larger distances. Like dwarves, they wear small-sized clothing.
  • Humans begin with bronze, copper, or iron weapons, and the widest variety of weapon skills. Humans are larger than the other main races, meaning armor from other civilizations is too small to be worn. Human-sized clothes and armor are commonly found in hamlets and towns.
  • Goblins are only playable when a goblin population is present in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. They possess the same body size as dwarves and elves, and can wear whatever weapons and armor the civilization which adopted/conquered them allows. They require no food or water to live.
  • Kobolds are playable by modding. They are very weak in combat, and a huge challenge compared to other races - even smaller than the other main races, and it is next-to-impossible to find properly-fitting armor for them, unless you are absurdly lucky and run into armored kobolds.[Verify]
  • Intelligent Wilderness Creatures are playable wild animals - any creature with [LOCAL_POPS_CONTROLLABLE] fits into this category. A wilderness creature can be played as long as a particular population of them exists in an [ALL_MAIN_POPS_CONTROLLABLE] civilization. Most wilderness creatures are animal people - they come in various sizes, shapes and abilities, and as such, a short description cannot be given. You can choose the items you start with, including armor, but animal people still have the problem of finding appropriate armor during gameplay, making Dodger and Shield User more important as defensive skills. Some useful features will be copied from the species to your character, such as the ability to fly, a poisonous bite, extravision, large size, various immunities (e.g. pain, stunning, exertion, traps, fear, dizziness, fevers, fire, poison, or drowning), special abilities (e.g. shooting webs, hurling fireballs), intrinsic starting skills, or the absence of vulnerable internal organs. Some features can also be uselessly amusing (e.g. snakemen talk with a [LISP]) or more crippling: plump helmet men can't talk, and characters from a [MEANDERER] species stroll very slowly in lieu of normal movement. Here you can read more.

Outsider[edit]

Outsiders are adventurers that aren't from a civilization - they can begin at any site and are strangers to all. Only humans can currently be outsiders in vanilla by default - other races can be played as outsiders if [OUTSIDER_CONTROLLABLE] is added to the creature's raws. At least one [ALL_MAIN_POPS_CONTROLLABLE] civilization must have existed in the world in order to play as an outsider, though the civilization does not need to be alive. A human (or in this case, dwarven) civilization is not strictly required.

The game will always try to start Outsiders in a populated site - caves, and even lairs with megabeasts, will be chosen when there are no occupied civ sites. When starting from a lair, be sure to escape from the site immediately, as soon as the game starts, to avoid an instant death.

Playing as an outsider has many initial limitations - they possess no pre-existing relationships or knowledge of various events and wildlife. Also, because they lack a cultural identity or (supposedly) knowledge of laws, outsiders cannot worship deities or claim sites, and are unable to perform dance, music, or poetry due to having no held art forms. When selecting skills for outsiders during creation, many more skills may be available than would otherwise be, if they were part of a civilization.

An outsider may become a member of a civilization: retire your outsider in a civilized area, causing them to be "reformed" the next time you unretire the character. You can also join a civ if you can get a site leader to accept you as a hearthperson (or maybe, entertainer). You can make people like you by giving them gifts, especially named gifts. E.g.: carve some bones into trinkets, name them, give them to some lord or lady, then ask them to make you a hearthperson.

Status[edit]

Determines the number of starting skill, attribute points, and equipment points which do not change based on race:

  • Peasant: 15 attribute, 35 skill, 55 equipment
  • Hero: 35 attribute, 95 skill, 255 equipment
  • Demigod: 105 attribute, 161 skill, 1255 equipment

The number of skill points is less significant than the number of attribute points, because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.

Background[edit]

Home, occupation and beliefs choosing menu

You can choose the town you start at, your occupation (affects skills) and religious beliefs, if any.

Home[edit]

This decides where you start the game at, and what local government you initially belong to. Generally, this is not very important, as you can always make your way to "better" sites later, but there are advantages and disadvantages to certain site types. For example, mountain halls and fortresses can prove difficult to get out of, so they are not recommended to the new player. When creating multiple adventurers, party members can start at different sites (and even from different civilizations). The last screen of party creation has an option to choose which of their homes the party starts at.

The available site types depend on civilization type (e.g. dwarven, human or elven), but, all in all, there are: hamlet, town, castle, fort, hillock, fortress, mountain halls, forest retreat, camp.

This also affects your "childhood friends" (what people your adventurers already know by the start of the game). If you start in an important (well-populated) site, your friends may very well encompass royalty or semi-important priests.

Note: As you have already selected a civilization in the previous screen, all sites you will be able to choose from will be of that civilization, and that civilization only. If you want other sites to choose from, you have to go back.

Occupation[edit]

The occupation selection might seem glamorous, but most of the occupations are presently only there for flavor - they do grant skills, however most of these are not currently usable in adventurer mode.

The available occupations are dependent on civilization, with elven civilizations having only a few of the occupations available to humans and dwarves. Outsiders can't choose any occupation at all.

Notable occupations are hearthperson, fortress guard, and soldier, which grant you a position as the vassal of a local noble (lord/lady, captain of the guard or mercenary/bandit leader) instead of any skills. The Hunter occupation also has several skills usable in adventurer mode.

The level of skill granted is dependent on your adventurer status (peasant, hero, or demigod), with the greater statuses getting more skill levels. For this reason, the list below doesn't include any set skill levels, instead using the terms "Low-level", "Mid-level" and "High-level". To see what those correspond to, see the table below.

Status Low-level Mid-level High-level
Peasant Novice Competent Talented
Hero Adequate Proficient Professional
Demigod Competent Adept Master

Occupations and skills:

Belief[edit]

This decides what deity or religion you put your faith in. You may also be atheist/have no faith, and sometimes this is the only option given to you. With w and q you control how ardent your faith is. The stronger your faith, the more likely you will get the need to Pray to your deity.