Kenshi.zoneWorld Encyclopedia

Getting StartedReport

English:Getting Started · Game Mechanics

The first ten hours of Kenshi are not about killing things and levelling up; they are about learning not to die - the numbers behind hunger and wounds, farming experience off town guards, and making sure somebody is left to bandage you after you go down.

You are not the chosen one. You are not great, you are not powerful, and you do not have more health than anybody else. You are not the centre of the universe, and you are not special at all — unless you go and earn it.

That opening line is Kenshi's design manifesto, and the one thing a new player has to accept first: the world will not scale itself to you. You run on the same experience rules as the NPCs, take the same wounds that get worse if untreated, and pass out from hunger just like they do.

The first hour: do not fight

A new player's first mistake is almost always "trying to win a fight". What the first hour is actually for:

  1. Check what your start gave you — cash, weapon, whether you are malnourished (see Game Starts)
  2. Walk into the nearest town and note where the bar, the shops and the police station are
  3. Buy a backpack and Wooden Sandals. Most footwear slows you down, and run speed is life in the early game
  4. Buy the cheapest light armour you can find; Prototype or Shoddy grade is fine
ImportantDo not shop for quality when buying armour. A low-Strength character in heavy plate can neither hit anything nor run away, whereas light armour often carries combat stat bonuses of its own.

What your race decides

Racial differences are not decoration; they are survival parameters.

RaceKey advantageKey cost
GreenlanderThe only race with no experience penalties; bonuses to Cooking, Farming, ScienceMiddling at everything
ScorchlanderFastest healing of the organic races (1.1x), hunger 0.9x; bonuses to Stealth, Dodge, SmithingPenalties to Strength and farm work
Shek125 HP in every body part, bonuses to attack and ToughnessHealing 0.8x, hunger 1.25x, slowest runners
HiveHunger 0.5x, bleed rate 0.3x, fastest runnersOnly 50 blood; hits concentrate on the chest; heavy equipment restrictions
SkeletonNeeds no food at all, 200 HP in every part, healing 2xOnly repair kits and Skeleton Repair Beds work; cannot wear boots, shirts or armour
NoteSkeletons are attacked on sight inside Holy Nation territory, and humans are the only race that can move freely through Holy Nation land. Choosing a race is deciding in advance which regions of the map are closed to you.

Hunger and wounds: two sets of numbers to memorise

Hunger (300 max):

Slavers keep slaves at around 100 to hold their combat ability down, using exactly this mechanic.

Wounds:

The Camp Bed can be carried and set up anywhere, and is the most underrated early item in the game.

Your first money

From lowest risk to highest:

TipWearing a backpack drops combat stats sharply. Always keep enough inventory space free so a character can take the pack off before a fight starts.

The second person matters more than any piece of gear

Death in Kenshi is not decided by "health reaching zero" but by "nobody coming to help after you go down". The highest-value early investment is therefore recruiting a second character — a bar recruit, one of the unique characters who joins for free, or a mercenary at 2,000 Cats a day.

The classic tactic is the "secret medic": keep one character on Passive, hiding at the edge of the fight, and send them in to bandage once the enemy disperses. Stealth gear makes it better.

Watch out for a side effect of the First Aid job: when the whole squad is down, Passive plus Stealth lets you play dead until the enemy leaves — but if the First Aid job is enabled, your character will get up to treat someone and give the game away.

Levelling off the guards

This is the only safe source of combat experience in the early game: leave town, find a weak bandit squad (Dust Bandits, Hungry Bandits, Rebel Farmers), lead them back to the gate, let the guards take over and then join in for the finishing blows; afterwards bandage the wounded on both sides, which trains Field Medic and earns faction relations goodwill on the side. Every major town except The Hub has guards.

One streamer states the principle more broadly: the most practical early tactic is really borrowing someone else's blade — the anvil does not have to be a town garrison; manhunters or even a rival bandit gang will do. Drive your enemies into them, wait for both sides to finish, then move in to collect weapons and haul off any wounded with a bounty on them; going in yourself usually ends with the whole squad flat on the ground[V1 0:03:17].

Other training notes:

Common ways to die, and what to do about them

DeathCauseCountermeasure
Bleeding out after going downNo second characterAlways keep one "secret medic"
StarvationHunger below 100 for a long timeKeep high-nutrition food in the backpack
Eaten by wildlifeUnconscious in the wildStay away from Beak Thing nests; an animal that sees its "food" stand up will usually run
Taken as a slaveKnocked out inside United Cities territoryAvoid slave hunter patrol areas; do not go down near a slaver town
Lost limbsA part below −100% taking another hitDefault is rare; set to frequent, anything below −100% comes straight off
Wandered into the wrong regionStraying into the Fog Islands or the AshlandsSpend the first ten hours in the Border Zone and the western United Cities
Permanently banned from a shopCaught stealingShopkeepers remember the entire player faction; sending someone else in does not help
Base wiped outBuilt an outpost too earlyBuy a house in town first and do your research and manufacturing under guard protection

Crime and hostility are two different systems

Nobody out in the wilderness can report you, but attacking people still costs you faction goodwill in full.

NoteWalking into a town in stolen gear that carries a faction uniform tag is usually a crime in itself, unless you wear the complete set and your Stealth is high enough for it to count as a disguise.

Ten-hour checklist

Tick those off and you have moved from "could die at any moment" to "can afford to make mistakes". Where to go next, who to ally with, whether to start a rebellion — Kenshi will not offer a single hint. That is exactly the point.

See also

Video citations

  1. Kenshi | WE ARE DWARVES!! | Let's Play Kenshi Genesis (Ep. 1)HeroInHisHead