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	<updated>2026-04-12T08:03:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_references&amp;diff=134314</id>
		<title>Dwarf fortress references</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_references&amp;diff=134314"/>
		<updated>2011-01-02T09:10:21Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to List of Dwarf Fortress References&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of Dwarf Fortress References]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_dwarf_fortress_references&amp;diff=134313</id>
		<title>List of dwarf fortress references</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_dwarf_fortress_references&amp;diff=134313"/>
		<updated>2011-01-02T09:09:20Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to List of Dwarf Fortress References&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of Dwarf Fortress References]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_dwarf_fortress_references&amp;diff=134312</id>
		<title>List of dwarf fortress references</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_dwarf_fortress_references&amp;diff=134312"/>
		<updated>2011-01-02T09:07:51Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Created page with '#REDIRECT List of Dwarf Fortress References}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[{{L|List of Dwarf Fortress References}}]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&amp;diff=134311</id>
		<title>List of Dwarf Fortress references</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_Dwarf_Fortress_references&amp;diff=134311"/>
		<updated>2011-01-02T09:05:59Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Created page with 'As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered. == Confirmed DF Re…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As the popularity of Dwarf Fortress has grown, many references to it have shown up in other video games. This is a list of the ones which have been discovered.&lt;br /&gt;
== Confirmed DF References ==&lt;br /&gt;
These are confirmed to be references to Dwarf Fortress.&lt;br /&gt;
==== Blue Planet ====&lt;br /&gt;
In the [http://www.hard-light.net/forums/index.php?topic=70168.0 back story] of the popular mod of Freespace 2 called &amp;quot;Blue Planet&amp;quot;, there is a mention of Dwarf Fortress:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;In the mainstream, the colonies developed very advanced models to predict societal development and to maximize their productivity. There are rumours that these simulations were based on a 21st century program that simulated dwarves living in fortresses; however, these are only unsubstantiated rumours, no more. Regardless of their origins, these models were very accurate and effective, and some claim that they formed a significant backbone to the models used by Ubuntu to guide the development of the society and economy throughout the Sol system.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== DoomRL ====&lt;br /&gt;
In the roguelike DoomRL, picking up a chainsaw results in the message &amp;quot;BLOOD! BLOOD FOR ARMOK, GOD OF BLOOD!&amp;quot; and puts the player in berserk state.&lt;br /&gt;
==== Runescape ====&lt;br /&gt;
In the MMORPG Runescape, there is a quest called [http://runescape.wikia.com/wiki/From_Tiny_Acorns From Tiny Acorns] in which players must steal a Ruby Toy Dragon from a crafting stall tended by a Dwarf named [http://runescape.wikia.com/wiki/Urist_Loric Urist Loric]. When it is stolen, Urist remarks that he &amp;quot;might tantrum&amp;quot;.&lt;br /&gt;
==== Super Scribblenauts ====&lt;br /&gt;
In the DS title Super Scribblenauts, typing in the word &amp;quot;Urist&amp;quot; produces a Dwarf onscreen. In-game Dwarves are also deathly afraid of carp. It is debatable, but the fact that Dwarves are also afraid of elephants and try to fight demons could also be a reference.&lt;br /&gt;
==== World of Warcraft ====&lt;br /&gt;
In the MMORPG World of Warcraft (WoW) there is a quest called [http://www.wowhead.com/quest=24685 Dwarf Fortress] in which the player must retrieve the schematics to the Dwarven Fortress Bael'Dun. The description of the item says: &amp;quot;A depiction of the fortress using [http://en.wikipedia.org/wiki/Code_page_437 primitive icons] to represent essential structures.&amp;quot; There is also an NPC in the quest named [http://www.wowhead.com/npc=38183 Haggis Boatmurder].&lt;br /&gt;
In the same area, but unrelated to the Dwarf Fortress quest, there are two Dwarves sitting on sandbags in a town:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Hargin Mundar says:''' Flood's not so bad. Not as bad as the ones we've had in Ironforge.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' Aye, you mean the one you caused?&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' You watch your tongue, ya blootered chuff! That was an honest mistake!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' You put a floodgate on a channel from the inside and trapped yerself!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' An honest mistake!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' An' then you tunneled from the channel straight into a dining hall!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Junder Brokk says:''' We were findin' carp behind the furniture for weeks!&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hargin Mundar says:''' Well, at least the ale was safe.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Debated DF References ==&lt;br /&gt;
These are possible references, but have not been confirmed.&lt;br /&gt;
==== Starcraft II ====&lt;br /&gt;
In Starcraft II, there is a technician named Swan who looks suspiciously like a futuristic Dwarf. His workshop? In Docking Bay 12. [http://www.imdb.com/title/tt0078748/ Probably a ][http://bay12please.ytmnd.com/ coincidence.]&lt;br /&gt;
==== Tibia ====&lt;br /&gt;
In the MMORPG Tibia, there is a Dwarven city called Kazordoon. In an inaccessible area there is a [http://map.tibiaml.com/?p=32650,31892,11:9 giant] [http://map.tibiaml.com/?p=32574,31894,12:9 fortress] [http://map.tibiaml.com/?p=32570,31927,10:9 built] [http://map.tibiaml.com/?p=32570,31927,10:9 in] [http://map.tibiaml.com/?p=32577,31909,13:9 the shape of] [http://static.tibia.com/images/news/colossus_after.jpg a giant Dwarf]. There is a comment by some inhabitant NPCs that it may be able to defend itself better if it could walk and shoot magma.&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=83228</id>
		<title>40d:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Biome&amp;diff=83228"/>
		<updated>2010-04-05T02:22:29Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[40d:plant|plant]]s, [[40d:creatures|animal species]] and [[40d:climate|climate]]. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[40d:dwarves|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
== Selecting a biome ==&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your [[40d:surroundings|surroundings]]. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. ''(See the [[40d:Indecisive%27s_illustrated_fortress_mode_tutorial|illustrated guide]] for more detail).''&lt;br /&gt;
&lt;br /&gt;
== Understanding Biomes ==&lt;br /&gt;
&lt;br /&gt;
Selecting different Biomes gives you some ability to influence the difficulty of your game.  Each biome has a different set of resources; the availability of [[40d:tree|tree]]s, [[40d:sand|sand]], certain [[40d:plant|plant]]s or [[40d:animal|animal]]s, and sometimes [[40d:water|water]] is specific to a particular biome, and different biomes may have different stone layers containing [[40d:flux|flux]], [[40d:coal|coal]], useful [[40d:ore|ore]]s, or a high chance of [[40d:magma|magma]].  [[40d:Mountain|Mountain]]s have a lot of [[40d:ore|ore]] and some exclusive [[40d:underground river|features]], but no [[40d:soil|soil]].&lt;br /&gt;
&lt;br /&gt;
Generally it is advantageous to plot your embark [[40d:location|location]] at the convergence of multiple different biomes, the more the better (within reason) - which is made easier if you enlarge your starting embarkation area.  However, it is not usually too hard to find three or four biomes using the default size.&lt;br /&gt;
* ''Note: Making the starting plot larger will slow your game down considerably; likewise, a small embark area can dramatically increase framerate.{{version|0.28.181.40d}}''&lt;br /&gt;
&lt;br /&gt;
By making use of several biomes you can provide more resources for your fort.  Making sure one of your biomes contains either a broadleaf or conifer [[40d:forest|forest]] will provide you with an ample supply of [[40d:tree|tree]]s, even if the rest of your plot extends into badlands and [[40d:desert|desert]].  You might get wood from a forest, ore from a mountain, and flux from [[40d:hills|hills]] that just happen to have a flux layer; many other permutations are possible.&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of [[40d:surroundings|surroundings]]; for example a [[40d:glacier|glacier]] could be [[40d:haunted|haunted]], [[40d:wilderness|wilderness]] or [[40d:mirthful|mirthful]].  However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil.  It is not uncommon to see a large mountain range with one alignment and a few mountains, disconnected from the main mountain range by a single region tile, with a different alignment.  Therefore, the more biomes you have, the more likely it is to have several alignments, if so desired.&lt;br /&gt;
&lt;br /&gt;
If your plot contains only [[40d:ocean|ocean]], [[40d:lake|lake]] or [[40d:mountain|mountain]] biomes you will not be able to embark. The dwarves would have difficulty parking their [[40d:wagon|wagon]] on water, while mountains are too barren and remote to reach.&lt;br /&gt;
&lt;br /&gt;
The exact process is unknown, but no relation has been found between biomes and the stone layers that lie deep beneath them in the same area block.  They do seem to be influenced by the first, top layer - a top layer of sand seems to cause drier biomes, where swamps rarely (if ever?) appear on sand, and (obviously) plants and trees do not grow on a top layer of stone.  (More research is needed.)&lt;br /&gt;
&lt;br /&gt;
== Available Biomes ==&lt;br /&gt;
&lt;br /&gt;
=== Arctic ===&lt;br /&gt;
*Arctic [[40d:Ocean|Ocean]]&lt;br /&gt;
*[[40d:Badlands|Badlands]]&lt;br /&gt;
*[[40d:Glacier|Glacier]]&lt;br /&gt;
*[[40d:Mountain|Mountain]]&lt;br /&gt;
*[[40d:Rocky wasteland|Rocky wasteland]]&lt;br /&gt;
*[[40d:Sand desert|Sand desert]]&lt;br /&gt;
*[[40d:Tundra|Tundra]]&lt;br /&gt;
*[[40d:Taiga|Taiga]]&lt;br /&gt;
&lt;br /&gt;
=== Temperate ===&lt;br /&gt;
*[[40d:Temperate|Temperate]] [[40d:Broadleaf forest|Broadleaf forest]]&lt;br /&gt;
*Temperate [[40d:Conifer forest|Conifer forest]]&lt;br /&gt;
*Temperate [[40d:Grassland|Grassland]]&lt;br /&gt;
*Temperate [[40d:Lake|Freshwater lake]]&lt;br /&gt;
*Temperate [[40d:Marsh|Freshwater marsh]]&lt;br /&gt;
*Temperate [[40d:Swamp|Freshwater swamp]]&lt;br /&gt;
*Temperate [[40d:Ocean|Ocean]]&lt;br /&gt;
*Temperate [[40d:Marsh|Saltwater marsh]]&lt;br /&gt;
*Temperate [[40d:Swamp|Saltwater swamp]]&lt;br /&gt;
*Temperate [[40d:Savanna|Savanna]]&lt;br /&gt;
*Temperate [[40d:Shrubland|Shrubland]]&lt;br /&gt;
&lt;br /&gt;
=== Tropical ===&lt;br /&gt;
*[[40d:Tropical|Tropical]] Dry [[40d:Broadleaf forest|Broadleaf forest]]&lt;br /&gt;
*Tropical Wet [[40d:Broadleaf forest|Broadleaf forest]]&lt;br /&gt;
*Tropical [[40d:Conifer forest|Conifer forest]]&lt;br /&gt;
*Tropical [[40d:Marsh|Freshwater marsh]]&lt;br /&gt;
*Tropical [[40d:Grassland|Grassland]]&lt;br /&gt;
*Tropical [[40d:Ocean|Ocean]]&lt;br /&gt;
*Tropical [[40d:Savanna|Savanna]]&lt;br /&gt;
*Tropical [[40d:Shrubland|Shrubland]]&lt;br /&gt;
&lt;br /&gt;
==Biomes at World Generation==&lt;br /&gt;
&lt;br /&gt;
Biomes are created at [[world generation]] based on the elevation, rainfall, and drainage of the tile as follows:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Biome !!Elevation !!Rainfall !!Drainage&lt;br /&gt;
|-&lt;br /&gt;
|Water ||0-99 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Sand Desert ||100-299 ||0-9 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Rock Desert ||100-299 ||0-9 ||33-49&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands A ||100-299 ||0-9 ||50-65&lt;br /&gt;
|-&lt;br /&gt;
|Desert Badlands B ||100-299 ||0-9 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
|Grassland ||100-299 ||10-19 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Savanna ||100-299 ||20-32 ||0-49&lt;br /&gt;
|-&lt;br /&gt;
|Marsh ||100-299 ||33-65 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Shrubland ||100-299 ||33-65 ||33-49 &lt;br /&gt;
|-&lt;br /&gt;
|Hills ||100-299 ||10-65 ||50-100&lt;br /&gt;
|-&lt;br /&gt;
|Swamp ||100-299 ||66-100 ||0-32&lt;br /&gt;
|-&lt;br /&gt;
|Forest ||100-299 ||66-100 ||33-100&lt;br /&gt;
|-&lt;br /&gt;
|Low Mountain ||300-332 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|Mountain ||333-365 ||Any ||Any&lt;br /&gt;
|-&lt;br /&gt;
|High Mountain ||366-400 ||Any ||Any&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More visually, for just the middle elevations:&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center; &amp;quot;&amp;lt;!-- copied from Prettytable template, but those colspans required centering. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 colspan=2 |&lt;br /&gt;
! colspan=5 |Rainfall&lt;br /&gt;
|-&lt;br /&gt;
!0-9 ||10-19 ||20-32 ||33-65 ||66-100&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=4 |Drainage ||0-32&lt;br /&gt;
| Sand Desert&lt;br /&gt;
| rowspan=2 |Grassland&lt;br /&gt;
| rowspan=2 |Savanna ||Marsh ||Swamp&lt;br /&gt;
|-&lt;br /&gt;
!33-49&lt;br /&gt;
|Rock Desert ||Scrubland&lt;br /&gt;
| rowspan=3 |Forest&lt;br /&gt;
|-&lt;br /&gt;
!50-65&lt;br /&gt;
|Badlands A&lt;br /&gt;
| colspan=3 rowspan=2 |Hills&lt;br /&gt;
|-&lt;br /&gt;
!66-100&lt;br /&gt;
|Badlands B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[40d:Regions|Regions]] for the possible values for Trees, Vegetation and Surroundings.&lt;br /&gt;
*[[40d:Volcano|Volcano]]es which are not a biome in Dwarf Fortress, but may provide important resources&lt;br /&gt;
*[[40d:Climate|Climate]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Conifer_forest&amp;diff=83227</id>
		<title>40d:Conifer forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Conifer_forest&amp;diff=83227"/>
		<updated>2010-04-05T02:21:17Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to Forest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Forest]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Broadleaf_forest&amp;diff=83226</id>
		<title>40d:Broadleaf forest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Broadleaf_forest&amp;diff=83226"/>
		<updated>2010-04-05T02:20:57Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to Forest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Forest]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wilderness&amp;diff=83222</id>
		<title>40d:Wilderness</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wilderness&amp;diff=83222"/>
		<updated>2010-04-05T02:16:21Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to 40d:Region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Region]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mirthful&amp;diff=83221</id>
		<title>40d:Mirthful</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mirthful&amp;diff=83221"/>
		<updated>2010-04-05T02:15:59Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to 40d:Region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Region]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Haunted&amp;diff=83220</id>
		<title>40d:Haunted</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Haunted&amp;diff=83220"/>
		<updated>2010-04-05T02:15:04Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to 40d:Region&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Region]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coal&amp;diff=83217</id>
		<title>40d:Coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coal&amp;diff=83217"/>
		<updated>2010-04-05T02:12:37Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: Redirected page to 40d:Refined coal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Refined coal]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Deity&amp;diff=83215</id>
		<title>40d:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Deity&amp;diff=83215"/>
		<updated>2010-04-05T02:09:01Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''Deity''' is the object of worship chosen by a creature.&lt;br /&gt;
&lt;br /&gt;
Deities differ among races.&lt;br /&gt;
[[40d:Dwarves|Dwarves]] worship multiple deities that are often depicted as a Dwarf. Dwarves may also on occasion worship a deity that is depicted of a [[40d:animal|animal]] or [[40d:vermin|vermin]].&lt;br /&gt;
[[40d:Humans|Humans]] also worship multiple deities, but only depict them as Humans.&lt;br /&gt;
[[40d:Elves|Elves]] do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
In [[40d:Adventurer mode|Adventurer mode]], if you speak to a High Priest and offer your service, you will be able to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Herbalist&amp;diff=83212</id>
		<title>40d:Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Herbalist&amp;diff=83212"/>
		<updated>2010-04-05T02:06:01Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| speciality = Herbalist&lt;br /&gt;
| profession = [[40d:Farmer|Farmer]]&lt;br /&gt;
| job name   = Plant Gathering&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
* Extract Plant Essence&lt;br /&gt;
| workshop   = [[40d:Still|Still]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''herbalist ''' is a [[40d:dwarf|dwarf]] with high profession levels in gathering [[40d:plants|plants]] from [[40d:shrub|shrub]]s.&lt;br /&gt;
&lt;br /&gt;
A highly skilled herbalist will not only pick shrubs more quickly, but will also be able to get a larger quantity per shrub (stacks); this has a positive effect when further processing and will allow for more efficient [[40d:barrel|barrel]] use.&lt;br /&gt;
&lt;br /&gt;
The herbalist skill will only affect shrubs that you did not plant as [[40d:crops|crops]], and will only collect those you designate {{K|d}} with the gather plant {{K|p}} command.&lt;br /&gt;
&lt;br /&gt;
Plant gathering can be a good food source early on, and a source for [[40d:seed|seed]]s otherwise not obtainable, but tends to be rather useless later in game unless you are in a biome where you can find the valuable [[40d:Kobold bulb|Kobold bulb]] or [[40d:Valley herb|Valley herb]] or feel the weird urge to do no farming or food trading at all. However, as both trees and shrubs compete against each other toward an overall plant life limit within a particular region, having several skilled herbalists can be useful in encouraging [[40d:tree|tree]] growth (if you mark the otherwise trampled saplings as restricted traffic areas).&lt;br /&gt;
&lt;br /&gt;
Any plant appropriate to the [[40d:biome|biome]] will appear as a shrub. This includes seedless plants such as the [[40d:muck root|muck root]] and [[40d:bloated tuber|bloated tuber]]. If you have discovered an underground [[40d:river|river]] or [[40d:lake|pool]], shrubs (and [[40d:tower-cap|tower-cap]]s) will start to grow in [[40d:underground|underground]] [[40d:soil|soil]] and [[40d:mud|mud]] in all biomes of the map.&lt;br /&gt;
&lt;br /&gt;
An herbalist is also responsible for processing [[40d:kobold bulb|kobold bulb]]s into [[40d:Gnomeblight|Gnomeblight]] at a [[40d:Still|Still]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=83209</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=83209"/>
		<updated>2010-04-05T02:00:05Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Your '''military''' comprises the [[40d:soldier|soldiers]] of your fortress. Pressing {{k|m}} will bring you to the '''military screen''', which lists your active soldiers ''by squad'' at the top of the screen, and potential draftees below them.  &lt;br /&gt;
&lt;br /&gt;
If a dwarf is &amp;quot;complaining about the draft&amp;quot;, it has nothing to do with lack of doors on bedrooms - see &amp;quot;drafting&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== About drafting ==&lt;br /&gt;
To get your dwarves to fight instead of fleeing when confronted with anything remotely dangerous you need to '''{{k|A}}ctivate''' or '''draft''' them.&lt;br /&gt;
&lt;br /&gt;
You can draft any non-[[noble]] [[dwarf]] in your fortress one of two ways: either 1) through the {{k|m}}ilitary screen by then pressing {{k|a}} on the dwarf in question, or 2) you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} ( that's capitalized, {{k|Shift}} + {{k|a}} ) to draft him or her. A dwarf that has not yet reached [[40d:Soldier#Heroes_and_Champions|hero]] or [[40d:Soldier#Heroes_and_Champions|champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
Note that Activating any member of a '''squad''' will activate all members in that squad, and adding a non-Active member will automatically Activate them. Likewise de-Activating one member will de-Activate all members of a squad.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy [[40d:thought|thought]] and they will complain &amp;quot;about the draft&amp;quot;.  Likewise, dwarves with no (non-dabbling) civilian skills will not like being de-Activated.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[40d:noble|nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the [[40d:sheriff|sheriff]] being a notable exception). It is worth noting that drafting the dwarf whom the [[40d:liaison|liaison]] has targeted will cause said dwarf to cease all other non-priority activities (i.e. everything but eating, drinking, resting, sleeping, etc.) and will proceed to Conduct Meeting.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are in a [[40d:strange mood|strange mood]] can not be drafted and neither can dwarves who are affected by an [[40d:insanity|insanity]] following a failed [[40d:strange mood|strange mood]].  Drafting a dwarf who is throwing a [[40d:tantrum|tantrum]] for another reason may work and may also cancel the [[40d:tantrum|tantrum]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Military Screen==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can assign individual dwarves different weapons and armor to seek out when they are Activated.  You can also create squads and give those squads standing orders to follow when on duty, and determine which squads are, in fact, &amp;quot;on duty&amp;quot; and which are &amp;quot;standing down&amp;quot; and training their skills.&lt;br /&gt;
&lt;br /&gt;
=== Promotion / squads ===&lt;br /&gt;
Creating a squad consists of selecting a leader for a squad and then selecting the members of that squad.  This is done by highlighting a dwarf and pressing {{k|Enter}} on recruits.  Note that Activating (or de-Activating) any member of a squad will do the same for all members in that squad, and adding a non-Active member will automatically Activate them. Removing an active member will simply put them in their own active squad of 1.  De-activated squads otherwise have no effect on civilian dwarves.&lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader, using either the up/down arrow keys, or {{k|8}}/{{k|2}} (or {{k|9}}/{{k|3}} to jump a screen) on the keypad.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow or number keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
Complex chains of command can be created this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad), though it is unknown if this has any current use.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom, based on weapons-skill: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit.  Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
===Squad Orders===&lt;br /&gt;
If you then highlight a dwarf in the military screen and press {{k|v}}iew squad, you are viewing the entire squad that dwarf belongs to, whether that's 1 dwarf or dozens.  Changes to the orders for that squad include:&lt;br /&gt;
&lt;br /&gt;
:* {{k|f}}ood carried - active dwarves will seek out a [[40d:backpack|backpack]] and then either 1 or 2 food rations. This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek [[40d:food|food]] to eat. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station.&lt;br /&gt;
&lt;br /&gt;
:* {{k|w}}ater carried - active dwarves will seek out a [[40d:waterskin|water skin]] and then fill it from a nearby source of drinking [[40d:water|water]].  This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek something to [[40d:drink|drink]]. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station, and may cause them to leave the fortress in search of water. Dwarves need [[40d:alcohol|alcohol]] to get them through the day - military dwarves forced to stay on duty with nothing but water will soon have very unhappy [[40d:thought|thought]]s.  ''(It is reported that carrying [[40d:booze|booze]] will be an option in the upcoming [[DF2010:Release Information|DF 2010]] version.)''&lt;br /&gt;
&lt;br /&gt;
:* {{k|s}}leep - &amp;quot;in barracks&amp;quot;, &amp;quot;in room&amp;quot;, or &amp;quot;on ground&amp;quot;. This designates where active military will sleep. If &amp;quot;on ground&amp;quot;, then they will fall unconscious and sleep at their station, possibly even if a fight is raging around them. (Pro tip: Sleeping dwarves do not defend themselves well against attack.)&lt;br /&gt;
&lt;br /&gt;
:* {{k|c}}hase opponent (vs.) stay close to station. A squad that &amp;quot;chases opponents&amp;quot; will pursue a target dozens of tiles from their assigned station before determining they are &amp;quot;too far&amp;quot; away - a squad that stays close to their station will give up a chase much sooner and return to where they have been assigned.  If micro-managing a combat, it is not difficult to move stations (see below) so that squads with either order will not give up a chase.&lt;br /&gt;
&lt;br /&gt;
:* {{k|a}} - (probably for &amp;quot;attack&amp;quot;) - This order is either &amp;quot;ignore wild animals if possible&amp;quot; or &amp;quot;harasses dangerous wild animals&amp;quot;.  Just what it says, but includes any [[40d:creature|creature]] that is listed as an &amp;quot;enemy&amp;quot;, including [[Invader|invader]]s. Useful if one member of a squad is waiting for backup before an attack is launched.  Dwarves ordered to ignore wild animals will fight to defend themselves. Note that some clearly &amp;quot;dangerous&amp;quot; animals are not seen as &amp;quot;enemies&amp;quot; until they attack.&amp;lt;sup&amp;gt;(examples?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* {{k|t}}raining - squad is either on duty and will report to their designated station or patrol, or is standing down and so will [[40d:Sparring|spar]] or train with crossbows.&lt;br /&gt;
&lt;br /&gt;
:* {{k|z}}oom to commander - Any squad will tend to follow their commander, despite any ongoing combat or designated station. If that commander is [[40d:sleep|sleep]]ing, [[40d:Food|eat]]ing, [[40d:drink|drink]]ing, [[40d:on break|on break]] or  picking up equipment, the squad will tend to be gathered around them, waiting for their fearless leader.  If you find the commander, you will usually find the majority of the squad, or where they are headed at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Choosing weapons and armour ===&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for [[dwarven weapon|weapon]] types:&lt;br /&gt;
&lt;br /&gt;
::*Unm = [[40d:wrestling|wrestling]] (or [[40d:pick|pick]] if the dwarf currently has one and the [[40d:mining|mining]] [[40d:labor|labor]] designated.)&lt;br /&gt;
::*Axe = [[40d:Weapon|axe]]&lt;br /&gt;
::*Cbw = [[40d:crossbow|crossbow]]&lt;br /&gt;
::*Ham = [[40d:Weapon|hammer]]&lt;br /&gt;
::*Spr = [[40d:spear|spear]]&lt;br /&gt;
::*Swd = [[40d:sword|sword]]&lt;br /&gt;
&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A shortened name for the level of [[40d:Armor|armour]] they should aim to wear ('''L'''ea'''th'''er, '''Ch'''ai'''n''', '''Pl'''a'''t'''e) and the [[40d:shield|shield]] they should carry ('''B'''uc'''kl'''er, '''Sh'''iel'''d''').&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their [[40d:labor|labor]] tasks.  For instance, issuing a [[40d:mace|mace]] to a dwarf will cause them to discard an axe they were carrying for woodcutting, or a [[40d:pick|pick]] they were using for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a [[40d:sword|sword]] will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the '[[40d:woodcutter|woodcutter]]' labor enabled who carry an axe while in civilian mode, and dwarves with the 'hunting' labor enabled who carry a [[40d:crossbow|crossbow]] and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[40d:Miner|Miner]]s set to fight unarmed will use their [[40d:pick|pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
''(Note that the &amp;quot;dual weapon&amp;quot; code is currently{{v|0.28.181.40d}} broken - see [[Talk:Dual_wielding]])''&lt;br /&gt;
&lt;br /&gt;
==== Swapping weapons and armour ====&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[40d:quality|quality]] weapon available. Thus a speardwarf might choose a -[[40d:bronze|bronze]] [[40d:spear|spear]]- rather than a ≡[[40d:steel|steel]] spear≡ if given the chance. A marksdwarf might pick up a single [[40d:iron|iron]] [[40d:bolt|bolt]] rather than your stack of *steel bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[40d:stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality [[40d:silver|silver]] or [[40d:wood|wood]]en weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or [[40d:Armor piece|armour piece]](s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[40d:dump|dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or [[40d:Armor piece|armour piece]](s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. You can also place {{k|p}}atrol points, which creates a path for the soldier to follow. The last patrol point placed will always be connected back to the first in a loop. Pressing {{k|x}} again after placing patrol points will remove the entire path. Setting a patrol for a squad leader will set all dwarves in that squad to that patrol. Dwarves will keep their old patrols when assigned to a new squad, so a number of dwarves can be given individual patrols, and then put into a single squad so as to activate them all at once. Squads will fight and pursue hostile [[40d:creatures|creatures]] until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[40d:combat|combat]].&lt;br /&gt;
&lt;br /&gt;
== Equipment and encumbrance ==&lt;br /&gt;
{{main|Equipment and encumbrance}}&lt;br /&gt;
Depending on what equipment you outfit your soldiers with, they can easily become [[40d:encumbrance|encumbered]].  A new recruit with no strength [[40d:attribute|attribute]], for instance, can only carry 2000Γ before being encumbered, which is less than the weight of a full suit of chain mail.  A crossbow plus a full stack of metal bolts can weigh as much as 1000Γ by itself.&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry [[40d:water|water]] and/or [[40d:food|food]] along with them. To carry water the dwarves need access to [[40d:waterskin|waterskin]]s, and to carry food they need [[40d:backpack|backpack]]s. This can be useful when sending your military out on long patrols, but has drawbacks. See [[40d:Military#Squad Orders|Squad Orders]], above.&lt;br /&gt;
&lt;br /&gt;
== Training / sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;standing down&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the [[40d:barracks|barracks]] and begin [[40d:sparring|sparring]] to train their skills. Soldiers with crossbows will go to a [[40d:archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
How to increase soldier skills is covered in-depth in the [[40d:sparring|sparring]] article. You may also want to peruse the [[40d:cross-training|cross-training]] article, which covers how to beef up your recruits most efficiently, and how to support army's logistic needs best.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Army arc|Army arc]]&lt;br /&gt;
*[[40d:Assign animal|Assign animal]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=83207</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=83207"/>
		<updated>2010-04-05T01:59:07Z</updated>

		<summary type="html">&lt;p&gt;Gatleos: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{red link}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Your '''military''' comprises the [[40d:soldier|soldiers]] of your fortress. Pressing {{k|m}} will bring you to the '''military screen''', which lists your active soldiers ''by squad'' at the top of the screen, and potential draftees below them.  &lt;br /&gt;
&lt;br /&gt;
If a dwarf is &amp;quot;complaining about the draft&amp;quot;, it has nothing to do with lack of doors on bedrooms - see &amp;quot;drafting&amp;quot;, below.&lt;br /&gt;
&lt;br /&gt;
== About drafting ==&lt;br /&gt;
To get your dwarves to fight instead of fleeing when confronted with anything remotely dangerous you need to '''{{k|A}}ctivate''' or '''draft''' them.&lt;br /&gt;
&lt;br /&gt;
You can draft any non-[[noble]] [[dwarf]] in your fortress one of two ways: either 1) through the {{k|m}}ilitary screen by then pressing {{k|a}} on the dwarf in question, or 2) you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} ( that's capitalized, {{k|Shift}} + {{k|a}} ) to draft him or her. A dwarf that has not yet reached [[40d:Soldier#Heroes_and_Champions|hero]] or [[40d:Soldier#Heroes_and_Champions|champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
Note that Activating any member of a '''squad''' will activate all members in that squad, and adding a non-Active member will automatically Activate them. Likewise de-Activating one member will de-Activate all members of a squad.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy [[40d:thought|thought]] and they will complain &amp;quot;about the draft&amp;quot;.  Likewise, dwarves with no (non-dabbling) civilian skills will not like being de-Activated.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[40d:noble|nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators (the [[40d:sheriff|sheriff]] being a notable exception). It is worth noting that drafting the dwarf whom the [[40d:liaison|liaison]] has targeted will cause said dwarf to cease all other non-priority activities (i.e. everything but eating, drinking, resting, sleeping, etc.) and will proceed to Conduct Meeting.&lt;br /&gt;
&lt;br /&gt;
Dwarves who are in a [[40d:strange mood|strange mood]] can not be drafted and neither can dwarves who are affected by an [[40d:insanity|insanity]] following a failed [[40d:strange mood|strange mood]].  Drafting a dwarf who is throwing a [[40d:tantrum|tantrum]] for another reason may work and may also cancel the [[40d:tantrum|tantrum]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
==Military Screen==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can assign individual dwarves different weapons and armor to seek out when they are Activated.  You can also create squads and give those squads standing orders to follow when on duty, and determine which squads are, in fact, &amp;quot;on duty&amp;quot; and which are &amp;quot;standing down&amp;quot; and training their skills.&lt;br /&gt;
&lt;br /&gt;
=== Promotion / squads ===&lt;br /&gt;
Creating a squad consists of selecting a leader for a squad and then selecting the members of that squad.  This is done by highlighting a dwarf and pressing {{k|Enter}} on recruits.  Note that Activating (or de-Activating) any member of a squad will do the same for all members in that squad, and adding a non-Active member will automatically Activate them. Removing an active member will simply put them in their own active squad of 1.  De-activated squads otherwise have no effect on civilian dwarves.&lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader, using either the up/down arrow keys, or {{k|8}}/{{k|2}} (or {{k|9}}/{{k|3}} to jump a screen) on the keypad.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow or number keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
Complex chains of command can be created this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad), though it is unknown if this has any current use.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom, based on weapons-skill: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit.  Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
===Squad Orders===&lt;br /&gt;
If you then highlight a dwarf in the military screen and press {{k|v}}iew squad, you are viewing the entire squad that dwarf belongs to, whether that's 1 dwarf or dozens.  Changes to the orders for that squad include:&lt;br /&gt;
&lt;br /&gt;
:* {{k|f}}ood carried - active dwarves will seek out a [[40d:backpack|backpack]] and then either 1 or 2 food rations. This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek [[40d:food|food]] to eat. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station.&lt;br /&gt;
&lt;br /&gt;
:* {{k|w}}ater carried - active dwarves will seek out a [[40d:waterskin|water skin]] and then fill it from a nearby source of drinking [[40d:water|water]].  This prevents active dwarves from leaving their posts or patrols and returning to the main fortress to seek something to [[40d:drink|drink]]. However, it does significantly increase the time it takes for a newly activated dwarf to report to their designated station, and may cause them to leave the fortress in search of water. Dwarves need [[40d:alcohol|alcohol]] to get them through the day - military dwarves forced to stay on duty with nothing but water will soon have very unhappy [[40d:thought|thought]]s.  ''(It is reported that carrying [[40d:booze|booze]] will be an option in the upcoming [[DF2010:Release Information|DF 2010]] version.)''&lt;br /&gt;
&lt;br /&gt;
:* {{k|s}}leep - &amp;quot;in barracks&amp;quot;, &amp;quot;in room&amp;quot;, or &amp;quot;on ground&amp;quot;. This designates where active military will sleep. If &amp;quot;on ground&amp;quot;, then they will fall unconscious and sleep at their station, possibly even if a fight is raging around them. (Pro tip: Sleeping dwarves do not defend themselves well against attack.)&lt;br /&gt;
&lt;br /&gt;
:* {{k|c}}hase opponent (vs.) stay close to station. A squad that &amp;quot;chases opponents&amp;quot; will pursue a target dozens of tiles from their assigned station before determining they are &amp;quot;too far&amp;quot; away - a squad that stays close to their station will give up a chase much sooner and return to where they have been assigned.  If micro-managing a combat, it is not difficult to move stations (see below) so that squads with either order will not give up a chase.&lt;br /&gt;
&lt;br /&gt;
:* {{k|a}} - (probably for &amp;quot;attack&amp;quot;) - This order is either &amp;quot;ignore wild animals if possible&amp;quot; or &amp;quot;harasses dangerous wild animals&amp;quot;.  Just what it says, but includes any [[40d:creature|creature]] that is listed as an &amp;quot;enemy&amp;quot;, including [[Invader|invader]]s. Useful if one member of a squad is waiting for backup before an attack is launched.  Dwarves ordered to ignore wild animals will fight to defend themselves. Note that some clearly &amp;quot;dangerous&amp;quot; animals are not seen as &amp;quot;enemies&amp;quot; until they attack.&amp;lt;sup&amp;gt;(examples?)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:* {{k|t}}raining - squad is either on duty and will report to their designated station or patrol, or is standing down and so will [[40d:Sparring|spar]] or train with crossbows.&lt;br /&gt;
&lt;br /&gt;
:* {{k|z}}oom to commander - Any squad will tend to follow their commander, despite any ongoing combat or designated station. If that commander is [[40d:sleep|sleep]]ing, [[40d:Food|eat]]ing, [[40d:drink|drink]]ing, [[40d:on break|on break]] or  picking up equipment, the squad will tend to be gathered around them, waiting for their fearless leader.  If you find the commander, you will usually find the majority of the squad, or where they are headed at the moment.&lt;br /&gt;
&lt;br /&gt;
=== Choosing weapons and armour ===&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for [[dwarven weapon|weapon]] types:&lt;br /&gt;
&lt;br /&gt;
::*Unm = [[40d:wrestling|wrestling]] (or [[40d:pick|pick]] if the dwarf currently has one and the [[40d:mining|mining]] [[40d:labor|labor]] designated.)&lt;br /&gt;
::*Axe = [[40d:Weapon|axe]]&lt;br /&gt;
::*Cbw = [[40d:crossbow|crossbow]]&lt;br /&gt;
::*Ham = [[40d:Weapon|hammer]]&lt;br /&gt;
::*Spr = [[40d:spear|spear]]&lt;br /&gt;
::*Swd = [[40d:sword|sword]]&lt;br /&gt;
&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A shortened name for the level of [[40d:Armor|armour]] they should aim to wear ('''L'''ea'''th'''er, '''Ch'''ai'''n''', '''Pl'''a'''t'''e) and the [[40d:shield|shield]] they should carry ('''B'''uc'''kl'''er, '''Sh'''iel'''d''').&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their [[40d:labor|labor]] tasks.  For instance, issuing a [[40d:mace|mace]] to a dwarf will cause them to discard an axe they were carrying for woodcutting, or a [[40d:pick|pick]] they were using for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a [[40d:sword|sword]] will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the '[[40d:woodcutter|woodcutter]]' labor enabled who carry an axe while in civilian mode, and dwarves with the 'hunting' labor enabled who carry a [[40d:crossbow|crossbow]] and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[40d:Miner|Miner]]s set to fight unarmed will use their [[40d:pick|pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
''(Note that the &amp;quot;dual weapon&amp;quot; code is currently{{v|0.28.181.40d}} broken - see [[Talk:Dual_wielding]])''&lt;br /&gt;
&lt;br /&gt;
==== Swapping weapons and armour ====&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[40d:quality|quality]] weapon available. Thus a speardwarf might choose a -[[40d:bronze|bronze]] [[40d:spear|spear]]- rather than a ≡[[40d:steel|steel]] spear≡ if given the chance. A marksdwarf might pick up a single [[40d:iron|iron]] [[40d:bolt|bolt]] rather than your stack of *steel bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[40d:stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality [[40d:silver|silver]] or [[40d:wood|wood]]en weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield-less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or [[40d:Armor piece|armour piece]](s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[40d:dump|dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or [[40d:Armor piece|armour piece]](s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. You can also place {{k|p}}atrol points, which creates a path for the soldier to follow. The last patrol point placed will always be connected back to the first in a loop. Pressing {{k|x}} again after placing patrol points will remove the entire path. Setting a patrol for a squad leader will set all dwarves in that squad to that patrol. Dwarves will keep their old patrols when assigned to a new squad, so a number of dwarves can be given individual patrols, and then put into a single squad so as to activate them all at once. Squads will fight and pursue hostile [[40d:creatures|creatures]] until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[40d:combat|combat]].&lt;br /&gt;
&lt;br /&gt;
== Equipment and encumbrance ==&lt;br /&gt;
{{main|Equipment and encumbrance}}&lt;br /&gt;
Depending on what equipment you outfit your soldiers with, they can easily become [[40d:encumbrance|encumbered]].  A new recruit with no strength [[40d:attribute|attribute]], for instance, can only carry 2000Γ before being encumbered, which is less than the weight of a full suit of chain mail.  A crossbow plus a full stack of metal bolts can weigh as much as 1000Γ by itself.&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry [[40d:water|water]] and/or [[40d:food|food]] along with them. To carry water the dwarves need access to [[40d:waterskin|waterskin]]s, and to carry food they need [[40d:backpack|backpack]]s. This can be useful when sending your military out on long patrols, but has drawbacks. See [[40d:Military#Squad Orders|Squad Orders]], above.&lt;br /&gt;
&lt;br /&gt;
== Training / sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;standing down&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the [[40d:barracks|barracks]] and begin [[40d:sparring|sparring]] to train their skills. Soldiers with crossbows will go to a [[40d:archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
How to increase soldier skills is covered in-depth in the [[40d:sparring|sparring]] article. You may also want to peruse the [[40d:cross-training|cross-training]] article, which covers how to beef up your recruits most efficiently, and how to support army's logistic needs best.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[40d:Army arc|Army arc]]&lt;br /&gt;
*[[40d:Assign animal|Assign animal]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Gatleos</name></author>
	</entry>
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