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/VG/ Dwarf Fortress Adventure Modo Guido
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/rlg/ Dwarf Fortress Adventure Mode Guide Mk2: Electric Boogaloo
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How I Learned to Stop Fertilizing Goblin Fields and Dig the Training Montage
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TABLE OF CONTENTS
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1. Important Websites
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2. Quick Guide to the Early Game
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 a. Create New World!
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  a.1. Design New World With Advanced Parameters
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 c. Home Civ Selection
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 d. Intro to Attributes & Skills
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 e. Hello World! - We Training Montage Now
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 f. Training Time
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 g. Becoming a Necromancer
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 h. Becoming a Vampire
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 i. Thralls & Husks
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 j. Werebeasts
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3. My Adventurer just died now what
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Appendix
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 a. What _____ Age means. (Taken from the Wiki)
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1. Important Websites
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Game Source
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http://www.bay12games.com/dwarves/
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Quickstart Pack
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http://www.mediafire.com/download.php?4dxya0f7new461d
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Large Address Aware - Lets DF use more than 2 Gigs of Ram and hopefully not crash as much in world gen
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http://www.techpowerup.com/forums/showthread.php?t=112556
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Adv Modo Quickref
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http://dwarffortresswiki.org/index.php/DF2012:Adventure_Mode_quick_reference
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Adv Modo 
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http://dwarffortresswiki.org/index.php/Adventure_mode
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Forum - Mods
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http://www.bay12forums.com/smf/index.php?board=13.0
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Forum - Adv Mode
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http://www.bay12forums.com/smf/index.php?board=13.0
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Wiki
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http://dwarffortresswiki.org/index.php/Main_Page
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Attributes
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http://dwarffortresswiki.org/index.php/Attribute
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http://dwarffortresswiki.org/index.php/DF2012:Attribute#Attributes_trained_by_skills
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Skills
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http://dwarffortresswiki.org/index.php/DF2012:Combat_skill
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http://dwarffortresswiki.org/index.php/Skill
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2. Quick Guide to the Early Game
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Warning: This entire pasta will be extremely spoilery. If you want to play spoiler free then don't read any 
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further. First off. You have a big decision to make. Are you going to visit and loot an old fortress as a dwarf 
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that's been pre-made with everything you'll ever need or are you going to play through as a human? This guide is 
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presuming you went Human. It's also presuming that you are new and therefore will go Demigod for an easier 
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start. Once you get a handle on things feel free to start as a Hero/Peasant. If you went dorf just loot your 
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pre-made fortress and go on with life.
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Second. You need to decide on who you are. Are you a genre savvy wannabe Adventurer who listened to stories from 
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grizzled old adventurers in the tavern? Or are you the handsome brown-haired blacksmith's son who ran away from 
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home dreaming of adventure. This guide is presuming that you are genre-savvy and intend to play cautiously or 
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train yourself.
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This is essentially an addition of metagaming advice to the pre-existing adventure mode guides on the wiki and 
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is presuming you have read them and have a basic understanding of the controls/symbols. This guide also assumes 
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you're using the Quickstart Pack linked above.
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a. World gen
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Go to "Design New World with Advanced Parameters" and select one of the FTN presets. If you want to fiddle 
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around with it you can go ahead, but be aware that adjusting "Number of <x>" can cause Fear The Night's 
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creatures to not show up as frequently. Larger worlds will take longer to generate and will have more possiblt 
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spawn locations and civilizations.
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----------------------------------------------------------
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a.1. Design New World With Advanced Parameters - The guide
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----------------------------------------------------------
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Aim for:
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Higher Population cap for larger sites
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Higher Site cap for more towns/etc
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Use mesh's to influence how you want your world to look. Read up on the wiki's Adv World Gen page to get 
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details.
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Max megabeast and semi-megabeast caves so you have lots of places to raid.(You'll have caves falling out of your 
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pockets. These also make decent places for stashes if you don't want to use a human fortress or one of your 
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abandoned forts.)
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Max the titan number for lots of things to fight. This will make it a bit hard for civs to survive but at this 
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point in time fighting titans/beats is really the only thing to do.
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Zero for Night Troll types/vampire curses/Werebeast types/Secret Types so FTN functions properly.
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High amount of evil cloud/evil rain if you want to max your chances for a thrall/husk.(Check the area with a 
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fort in adventure mode to find out what kind it is. Keep a txt file noting the region name and it's effect.)
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Erosion - Read the Adv World Gen article to decide how much erosion you want less rivers so you don't have to 
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break out of travel mode as much to cross a 3-tile stream
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Caverns - Add more layers if you want more than just 3 to explore
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	Openness - go 90/100 for caverns being very large
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	Density - go 0/10 for low-desity caverns. It's an utter pain running around a cavern full of 1 tile 
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tunnels and getting lost.
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	Water - Do what you want. You'll train swimming anyway
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Consider Vastly Increasing natural cave size for better odds of them breaching caverns and giving you access 
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without using a retired fortress
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Lots of caves in non-mountain areas give more areas to explore and sites for monsters. You can increase the 
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mountain ones as well but they're notoriously difficult to find sometimes.
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Make caves visible - Yes
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Number of Civs - More civs equals higher chance of more humans for fortress' to loot. Other civs also build 
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cities in the Quickstart Pack, so you can visit and get quests from them as well.
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c. Home Civ Selection
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Decide which race you want to be
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Human - Lots of quests, can use most equipment found in human fortresses
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Dwarves - Can't use armor found/bought from humans. Will need to somehow acquire smaller armor.
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Elves - Pure Flavor, start with shit gear and wooden weapons.
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Then decide Peasant/Hero/Demigod status. This amounts to how much starting points you get and you might as well 
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just go demigod as going peasant just means an extra 8 or 10 hours of skill grinding.
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Scroll through your available civs and try to pick one with a good centralized location in relation to the other 
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civs and the world in general as well as a good cluster of fortresses to raid for starter gear. This will 
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ideally give you a good selection of places to use as a home base for all your future adventurers without 
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needing to pre-make a fortress for that purpose.
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d. Intro to Attributes & Skills
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Starting Attributes (Taken from the wiki)
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Attributes are divided into Body and Soul attributes. This section provides some guidance for allocating 
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attributes as it relates to adventurer mode.
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 Body Attributes
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    Strength - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage 
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more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases 
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movement speed (albeit not as much as agility) due to better carrying capacity.
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    Agility - This attribute is directly related to a character's Speed and is also used in combat skills.
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    Toughness - Reduces physical damage. Also relates to defensive combat skills.
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    Endurance - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.
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    Recuperation - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that 
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useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a 
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situation alive.
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    Disease Resistance - Reduces the risk of disease. Reduces the "risk" of becoming a vampire in adventurer 
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mode.
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Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a 
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lesser extent.
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 Soul Attributes
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Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump 
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stats.
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    Analytical Ability - Useful for certain crafting skills, the only one currently being Knapping.
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    Focus - Affects Archer, Ambusher, Observer.
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    Willpower - Fighter, Crutch Walker, Swimmer, and helps resist pain effects such as those caused by chipped 
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bones. Raise if you want to fight through the pain of multiple shattered limbs.
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    Creativity - Currently completely useless in adventure mode. Normally it impacts crafting skills.
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    Intuition - Only helps with Observer.
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    Patience - Currently useless.
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    Memory - Records more of previously traveled areas when you return to them. Deletes all memory when you 
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travel.
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    Linguistic Ability - Currently useless because adventurers don't have social skills.
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    Spatial Sense - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.
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    Musicality - Completely useless as of yet.
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    Kinesthetic Sense - Important. Combat skills, Crutch Walker, Swimming, Knapping,
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    Empathy - Might increase chance of persuading people to Join you. Pretty much useless as of now.
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    Social Awareness - Increases the number of followers you can have at a given "fame" level. Normally you 
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start with a limit of two. Increasing this stat by one level raises that to three. 
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[edit] Attribute Advancement Cap
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Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, 
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whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts 
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with an above average strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human 
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started with a below average strength of 900, then his strength would be capped at 1,900 instead. For the 
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purpose of maximizing final attributes, this makes it important to start with as many attributes in the superior 
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range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely 
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important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, 
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demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes. 
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---------------------------------------------
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Skills:
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Weapon Skills - Every weapon plays slightly differently, so take your pick. Be aware that bladed weapons are 
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often easier to kill with than blunt weapons at low levels.
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Fighter - Automatically trains as you fight. Dump anything extra into here.
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Observer - Ability to spot ambushes/stealthed. It'll be trained as you play so feel free to ignore/dump 2 or 3 
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levels in it.
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Swimmer - Novice is the bare MINIMUM to take if you want to survive training this.
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Ambusher - Increases stealth. Can be trained easily. Don't waste points.
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Armor User - Reduces movement penalty from armor. Fairly easy to train. Don't waste Points.
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Shield/Dodge - Pick one to dump points into. Both are fairly interchangeable for the most part, and will train 
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as you play.
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Reader - Put one level into this if you plan to ever become a necromancer or other wizard type.
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Anon's build:
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Attribute:
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Superior Strength
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Superior Agility
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Superior Toughness
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Average Endurance
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Average Recuperation
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Average Resistance
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Average Analytical ability
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Average Focus
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Average Willpower
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Very Low Creativity
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Average Intuition
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Very Low Patience
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Average Memory
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Very Low Linguistics Ability
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Average Spatial Sense
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Very Low Musicality
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High Kinesthetic Sense
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Very Low Empathy
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Average Social Awareness
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This will make you a fighting machine to be reckoned with. You'll be fast, strong and tough to injure with very 
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good combat skills.
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Skills:
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Weapon - Accomplished
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Swimmer - Novice
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Dodge - Talented
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Reader - Novice
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This will let you use multigrasp weapons as well as single grasp. Dodger rises very quickly and the extra points 
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into fighter can help out early on. If you don't want to put them into there, shield user is another good skill 
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if you're going to use a one-handed weapon.
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e. Hello World! - We Training Montage Now
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Immediately hit (Q)uests and look at your worldmap. Plan a land-route to loot all the nearby fortresses and 
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decide on which you'll use as your temp home base. You can also recruit followers from there if it's inhabited.
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Hit (S)neak the second you get near any enemies and make sure to be in sneak as much as possible. You may have 
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to go into a hole/behind a tree so nobody can see you but ALWAYS be in sneak mode. What's that? It's slow? Well 
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you want to stop being goblin fertilizer don't you? Sneaking is highly effective at saving you from being mobbed 
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and murdered.
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Your goal in life in the immediate future to to acquire a "Kit" of sorts by looting all the nearby fortresses 
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you can. And then making extras for future runs to use to recover your corpse.
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Do NOT attack ANY DOMESTIC CREATURE/member of a civ unless you enjoy being swarmed on sight by tons of angry 
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soldiers/hunters who will roll your raggedy ass.
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While running around inside safe areas always:
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 Be (S)neaking
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 Have some piece of metal armor on so you're ready to train armor user
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 Crutch equipped (Trust me)
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Look for and haul to your "Home":
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 2-3+ waterskins/Flasks. Take extra and store them at home
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   Later on you will look for werebeast hunting quests and store as much werebeast blood as you have spare 
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waterskins/flasks for future use.
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 1-3+ Backpacks
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   After 1-2 extra adventure kits are made you'll be stuffing these with bodies for you 
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necromancer/lich/summoner/infernomancer adventurers to use.
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 Crutches. Holy fuck do you need crutches. Equip one and keep on at all times to train crutchwalker BEFORE you 
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need it. You can craft crutches, which is very useful.
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 Training Weapons - Try to have 5 or 6 of each at home for new runs/crosstraining. Training weapons allow you to 
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hit things without killing them.
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 Weapons - Try to get 2 quality weapons of each weapon skill. You can use these on other characters if you die.
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 Wooden shield - Good for early Misc. Obj Training.
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 Metal shield - Once you have Misc. Obj trained you can shield bash to work as your bonebreaker.
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 Iron/steel shield - Better/best armor penetration to avoid ____ was deflected by ____
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 Set of shitty leather armor - you probably wont have an early set of metal armor and make extra full sets of 
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leather armor for future adventurers. Read:
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 http://dwarffortresswiki.org/index.php/DF2012:Armor#Some_more_workaround_about_Size.2C_Permit_and_Layering
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 for knowing what to equip. Be aware that you can also make bone armor in the Quickstart Pack, which is shit, 
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but still better than nothing.
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 Set of shitty metal armor - Even the worst copper armor is like 20 times better leather. Get it early and trade 
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up to better whenever possible
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 All the knives you can carry.(Make knife caches errywhere) These make for wonderful light-weight throwing 
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weapons and are invaluable for raiding necro towers. Boning knives are also required to make bottles, which are 
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used for all FTN potion reactions.
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 1 of ea. Bow/Xbow/Blowgun - Store extras at home
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 Any and all ammo should be lugged to the place that will become your eventual home
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 Grabs bags and empty them. ALL the bags. Because you're going to have so much junk you'll soon need to compact 
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your stash piles using bags. Leave 1 identifier item on top then stuff the rest in bags for easy relocation.
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 Coin - You'll probably not need any Dosh after a bit but grab all you can and sort it in 3 piles of 
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copper/silver/gold from civ 1, civ 2, etc. for easy sourcing.
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 Grab spears if you want to pretend you're a javilineer.
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 Food - Make a larder in your home base as well as lightly stocking sites so you can restock even if you're far 
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from home
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 Books containing secrets of various things - These will be from far later on after you've trained and raided 
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necro/sorcerer towers.
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 Amusing books 
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 Take all metal armor home and sort by base material then quality with the masterwork stored separately.
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Stash Management - 
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Armory - Store all your armor in separate piles sorted by base material then type then quality. Keep leather and 
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masterwork in separate piles. Hopefully you'll accumulate full sets of decent 
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armor for future adventurers to start out geared. Keep piles for all your weapons as well.
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   Copper - well crafted
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   Left Boot, Right Boot, Greaves, Left Gauntlet, Right Gauntlet, Mail shirt, Breastplate, Helm
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   Repeat. Yes, this'll take forever and a TON of floor space but it's nice to grab and go in the future and 
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tell at a glance how complete your sets are and if you can improve instead of cycling through 15 pages of -
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copper high boot- to find the *copper high boot*
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Ditto with Weapons. Try to have at least one decent weapon per skill so if you feel like a whip/mace run you're 
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good to go.
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f. Training Time (OPTIONAL)
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Now the real work begins. 
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Equip a shield and Hit (C)hange your combat prefs and change them to close combat. Go sneaking around in search 
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of a hoary marmot/wolf/etc. just something without a way to gore/kick/tear off limbs with biting/etc. and 
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wrestle it until you reach wrestling & Fighting legendary+5.
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Then spam the wait command until dodge or shield user is legendary+5. If you don't mind the wait keep at it 
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until they are both at legend+5
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Now you can head back home or wherever you have a stable food/water source and find a tile with rocks to throw. 
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Read up on the wiki's macro page and make a throwing macro. spam it until you reach throwing+5. Go home and grab 
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a bow/xbow/blowgun and 1-3 stacks of ammo and repeat for each. Just a heads-up. Using bow/xbows in combat is a 
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BAD idea as you can spend ~6 turns reloading during which a goblin is just going to kill you. Just train them 
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for the attribute boosts and forget about them.
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Grab a wooden training weapon in your weapon skill and change combat prefs to striking to work in a smidge of 
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kicking/striking/misc. obj and sneak around the wilds hitting things. If you intend to use your shield as a 
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weapon leave your weapon hand open and run around with striking as your combat pref. Dual shield if you don't 
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want to train as much striking skill from punching things.
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After doing that for a bit you'll have solid defenses and competent offenses as well as a solid crutchwalker 
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skill in case of getting maimed, solid sneaking for reliable hunting and getting close to gobbos, and even if 
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you lose your weapon you can just shatter it's leg with your shield and use wrestling to take HIS weapon! Keep 
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in mind that maiming/crippling a pack of enemies while kiting them if probably going to be your main tactic 
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forever.
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At this point you'll probably want to consider savescumming as you've probably spent 12+ hours grinding like a 
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boss and would really hate to lose that to a random horse kicking your face in/random marksgob.lasher instagib. 
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Save often and use task manager to close DF and you'll restart from your last savepoint. So Save often!
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Once you know how to savescum go to a place where the (P)temperature is warm/hot and hop in a body of water to 
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train swimming. Spam the wait command until you reach legendary+5.  Be prepared to savescum because water in 
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areas where it can freeze will instagib you just to be a cunt after like 3 minute of swimming.
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P.S. Keep an adventurer log/write down the region location when you fight tough stuff. Always keep in mind 
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approximately where you are. If you get terrible wounds, STOP, check on the map where you are so you can spend 3 
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hrs finding the corpse. Bring it home to your "catacombs" and "bury" him with all his gear at the foot of his 
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corpse ;_;
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P.P.S. Don't fuck with things that have hooves/horns/firebreathing. It only takes one botched roll to end 15 
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hours of work.(And you still have to recover the body!) 
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P.P.P.S! This is all optional, you can still play and will in fact probably have just as much fun not grinding, 
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but you will die a lot more.
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g. Becoming a Necromancer
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[Do all the previous training/make sure you're pretty badass] and make sure you've stocked up on a few bags of 
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carving knives/daggers/throwing ammo. The name of the Zombie eradicating game is to arrive, survey the area 
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around the tower for a hole to dump collapsed corses in. Get JUST close enough to grab the attention of 1 or 2 
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undead and run about a map tile away then throw knives/daggers to wound/collapse them. Do NOT sever limbs as 
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ANYTHING with a [Grasp] tag like a arm/head can be reanimated. Do NOT be in melee range of more than one undead 
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and even then try to never be in melee range. Pretend that EVERY reanimated corpse is a god-tier bodybuilder 
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that uses 100% of his strength. They can EASILY grab AND RIP OFF YOUR LIMBs OR PUNCH YOUR BRAIN IN. So treat the 
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undead with respect. When you get a necro on the first floor make sure to pull him in the opposite direction of 
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where you're storing the collapsed bodies. Flaming Zombies also spread fire, which can and will melt you. 
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Summoners can turn any collapsed corpses into powerful demons that WILL fuck you up, so make sure there aren't 
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any nearby if it's a summoner tower. After you've cleared the first floor just sneak and work your way up 
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repeating until it's completely empty and disposed of. If you run into a necro/sorcerer be careful. They have 
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abilities which can seriously ruin your day. Dark Sorcerers will curse you, liches are nearly unkillable, 
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summoners can make demons and Infernomancers will melt your flesh off. Read books until you find ones regarding 
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the secrets and lug those home. congrats. You are no longer concerned about petty mortal troubles like 
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sustenance Undead are now peaceful (they will attack living people with you though). You may also have gained 
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the ability to curse people, throw fire, fly, or summon demons.
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If you feel like it (and you aren't an infernomancer) run around with a backpack stuffed with the corpses of 
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semi-megabeasts/megabeasts/titans/forgotten beasts, throw it, then reanimate it to kill difficult/dangerous 
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stuff. keep a spare backpack on hand to stock up your corpsebombs on the move.
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WARNING: DO NOT RUN AROUND WITH A GIANT 500+ UNDEAD ARMY. THIS IS A GIANT FLAG TELLING THE GOBLINS THAT YOU'RE 
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AN EASILY KILLABLE ASSHAT AND TO SEND 80 BOWGOBS TO SHRED YOUR ARMY AND GET YOU TO COMMIT SUICIDE FROM HAVING TO 
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REANIMATE 100 UNDEAD OVER A 30X30 AREA A TURN FOR LIKE 2000 TURNS. USE NECROMANCY JUST FOR THE NO HUNGER AND 
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PEACEFUL UNDEAD BENEFITS.
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h. Becoming a Vampire
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So you've decided you want to glitter in the daylight? Good, because it isn't going to be easy. Unlike vanilla, 
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FTN vampires aren't little pussy faggots and will seriously fuck you up. Minor vampires are the weakest, and you 
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shouldn't ever try to become one. Elders are the next step up, and are certainly more powerful than most 
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creatures. Master Vampires will KILL YOU DEAD. DO NOT FIGHT A MASTER WITHOUT BACKUP. When a vampire is injured 
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it will typically transform into an animal form to regenerate. This is your chance, kill it quickly and use the 
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corpse to create an extract. Drink to gain an interaction then activate it to convert. Make as many extracts as 
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possible and store them. Note that extracts require bottles to be made, so make sure you've got some. You can 
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re-use a corpse as many times as you want before it rots to create extracts. Also note that drinking the human 
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form's blood CAN convert you, but it's a bit of a crapshoot.
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WARNING: Becoming a vampire disallows you from becoming a werebeast/lich/infernomancer/other type of vampire. It 
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is also irreversible.
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------------------
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i. Thralls & Husks
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------------------
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Make test forts in evil regions to find out what that regions evil cloud/rain does. Once you find a husker have 
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fun. Keep in mind all living things are hostile to you afterwards.
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(Pasta'd from the wiki)
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Thralls, Husks, and Zombies
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Certain kinds of evil weather can instantly turn any syndrome-vulnerable creature into a bloodthirsty undead 
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killer, opposed to all life. These creatures are referred to be the sort of weather that transformed them, an 
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identifier as a thrall, husk, or zombie, and their original creature name-- for example, a stray guineahen 
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unholy gloom husk. The specific syndromes that generate these creatures are created at the time the world is 
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generated, but vary only slightly from one another. Some traits these creatures are likely to possess include:
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    Increased strength, toughness, and/or reduced speed.
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    Opposition to life, lack of emotion
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    Undead status (NOT_LIVING), sterility, no attribute rust or gain
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    An almost complete invulnerability to the effects of damage 
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    Transformation into one of many mutated forms, such as a one-armed ghoul
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Because of the plethora of tags added to these creatures, they are typically vulnerable only to beheading or 
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bisection. Because the interaction can happen without first killing the target, thrall-like creatures retain any 
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armor or weapons they were carrying. And, perhaps worst of all, they may still be contaminated with the material 
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leading to the transformation, infecting those with whom they wrestle. 
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-------------
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j. Werebeasts
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Do quests/get luck exploring to find a lair. When you find a werebeast in normal form, injure them severely to 
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cause them to transform. Once it transforms, use the material it's weak to to hurt it. Nothing else will do much 
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damage. Try to get it to bite/sting you and BAM, you're a werebeast. Get used to traveling w/o travel mode as 
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you can shift and lose all your gear while using travel mode. While it comes at a high price the ability to 
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regenerate severed limbs and nerves can be very powerful. You also gain the ability to shift at will, and 
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werebeast human forms are insanely strong. Just don't get hit by the material you're weak to, because it WILL 
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kill you.
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3. My Adventurer just died, now what?
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Well since you were a good anon, you know the region and approximately what tile you died in. You're going to 
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roll up a new character, make a beeline to your old home, gear up, possibly do a Training Montage, then go 
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recover your old corpse and stash it as well as all its gear in a floor of your home you'll use as the 
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"Catacombs" If you're having trouble finding it, save and quit DF, copy & paste the DF folder, go into the copy, 
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retire, go into legends, and look at the dead adventurer's entry. (You write down names right?) That'll give you 
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the region name of where it died. Then go back to the original, use the (Q)uests menu to look for the region, 
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then travel there and look around continually checking what region you are in to make sure you're in the right 
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place.
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Alternatively you can just restart.
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-------------
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Appendix
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-Age of Legends is generally the best for maximum fun.
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a. What _____ Age means. (Taken from the Wiki)
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-------------------------------------------
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Known Ages
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Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game 
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descriptions.
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    Age of Myth, Age of Legends, Age of Heroes
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    In previous versions, those three were the most common. Since the first .31 update, changes in underlying 
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parameters in world gen mean that it has become rarer for the world to reach even the Age of Legends. The 
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progression from Myth to Legends to Heroes is conditional upon the percentage death of megabeasts in a given 
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world during generation. Slaying Megabeasts that visit you in Fortress Mode is known to trigger change of Age. 
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When there are very few Megabeasts/Demons left, breaking into a very bad place can also trigger an Age change. 
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        The Age of Myth was a time when living gods and mighty beasts still held sway.
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        The Age of Legends was a time when powers of the world were fading.
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        The Age of Heroes was a time when the last of the powers fought their final battles.
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    Age of (Megabeast's/Demon's name/title)
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    Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list. 
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        The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.
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    Age of (Megabeast/Demon) and (Megabeast/Demon)
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    Same as above, but with two notable Megabeasts/Demons. eg: "The Age of Titan and Dragon" or "The Age of Two 
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Demons" 
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        The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great 
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powers in the world.
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    Age of Three Powers
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    Even better than above, three notable Megabeasts/Demons. 
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        The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were 
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the only great powers in the world.
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    Age of (Race name)
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    One race becomes dominant in the world, or it's the only race left in the world. eg: "The Age of Dwarves" 
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        The Age of Dwarves was a time when dwarves ruled the world.
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    The Golden Age
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    Civilizations are expanding, and there are no wars and other things for them to worry about. 
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        The Golden Age was a time when various civilized races peopled the world.
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    Age of Fairy Tales
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    Toady One' quote from 2008 devlog: 
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    "I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make 
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up at least 90% of the world's civilized population with the requirement that there are still a few fantasy 
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creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the 
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fairy tales were about people having their crap stolen." 
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        The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even 
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doubted their existence.
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    Age of Twilight
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    There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart. 
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        The Twilight Age was a time when fantastic creatures no longer lived in great numbers. 
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    Age of Civilization
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    Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful 
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creatures around. 
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        The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.
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    Age of Death
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    The Age of Death is a time when there are no civilizations left alive. It is respected in Dwarf Mode, so no 
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invaders, merchants, immigrants. 
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        The Age of Death was a time after civilization had crumbled completely. 
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    Age of Emptiness
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    The Age of Emptiness is a time when there are no civilized beings left alive. This is a game state that can 
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be achieved in adventure mode, because everything can be killed in adventure mode. However, the game does not 
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register the civilizations themselves as being extinct, so the Age of Emptiness is not respected in dwarf mode; 
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things will be re-populated. 
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        The Age of Emptiness was a time when no civilized peoples existed in the world.