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Editing Adventurer mode character creation

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* '''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.
  
* '''Kobolds''' are playable (by modding) 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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* '''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}}
  
* '''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 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.
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* '''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.
  
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.
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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.
  
 
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 ==
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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 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.
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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.
  
 
{| 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]] (Potentially useful, since miner is the combat skill for picks)
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*'''Miner''': Mid-level [[miner]]
 
*'''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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*'''[[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.
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*'''[[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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