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		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=255836</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=255836"/>
		<updated>2020-11-29T17:34:48Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Loot variation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[fortress mode]] that send one or more of your dwarves, in military [[squad]]s, to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is both the general and default term for any type of mission to an ''occupied'' foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids).&lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There are no social considerations, so no options to demand tribute or attack, you're simply traveling to a ruin to search for artifacts to grab.  This can include explorations of sites previously inhabited by your civilization.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the {{k|c}}ivilization/{{k|w}}orld Info map, then using the up/down/left/right keys to navigate around the map to select your target. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. &lt;br /&gt;
&lt;br /&gt;
Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach (i.e. across oceans/glaciers), but can be sent to unoccupied/abandoned sites, as stated above. If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
In addition to a default &amp;quot;raid&amp;quot;, you can check {{k|d}}etails to choose a different sub-type of raid: &lt;br /&gt;
&lt;br /&gt;
:* '''raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''pillage''' (openly attack)&lt;br /&gt;
:* '''raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''demand''' one-time tribute&lt;br /&gt;
:* '''demand''' ongoing tribute&lt;br /&gt;
:* '''conquer''' and occupy&lt;br /&gt;
:* '''demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target in the {{k|h}}oldings screen (under {{k|c}}ivilizations). This shows the ''political'' situation. All target locations with the same icon - even ones that are not attached - are [[holding]]s of the ''same civilization''. So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization represented by all other squares of the same icon, near and far. &lt;br /&gt;
&lt;br /&gt;
And, the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options!  &lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if they're [[artifact]]s. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demand surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] may result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tameable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=255835</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=255835"/>
		<updated>2020-11-29T17:34:10Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Loot variation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[fortress mode]] that send one or more of your dwarves, in military [[squad]]s, to visit [[site]]s off your fortress map. Missions are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, and artifact/citizen recovery.&lt;br /&gt;
&lt;br /&gt;
Note: This is all done &amp;quot;off screen&amp;quot; - you have no control of the dwarves' actions once they leave your map, not until (with luck) they return.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is both the general and default term for any type of mission to an ''occupied'' foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids).&lt;br /&gt;
&lt;br /&gt;
An '''exploration''' is essentially a raid on any ''unoccupied'' site. There are no social considerations, so no options to demand tribute or attack, you're simply traveling to a ruin to search for artifacts to grab.  This can include explorations of sites previously inhabited by your civilization.&lt;br /&gt;
&lt;br /&gt;
Both raids and explorations are created by opening the {{k|c}}ivilization/{{k|w}}orld Info map, then using the up/down/left/right keys to navigate around the map to select your target. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed, along with the distance in time to the site (&amp;quot;a short trip&amp;quot;, &amp;quot;a day's travel&amp;quot;, etc.), the race, population, and your current political state (peace, neutral, allied, etc.). At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. &lt;br /&gt;
&lt;br /&gt;
Missions cannot be sent to occupied sites that are members of your civilization, or locations that are impossible for your squads to reach (i.e. across oceans/glaciers), but can be sent to unoccupied/abandoned sites, as stated above. If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
In addition to a default &amp;quot;raid&amp;quot;, you can check {{k|d}}etails to choose a different sub-type of raid: &lt;br /&gt;
&lt;br /&gt;
:* '''raid''' (default: squads will try to avoid detection)&lt;br /&gt;
:* '''pillage''' (openly attack)&lt;br /&gt;
:* '''raze''' (openly attack and destroy site)&lt;br /&gt;
:* '''demand''' one-time tribute&lt;br /&gt;
:* '''demand''' ongoing tribute&lt;br /&gt;
:* '''conquer''' and occupy&lt;br /&gt;
:* '''demand''' surrender and occupy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Neighboring Civilizations:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Now, before you launch your first squad to crush your enemies and see them driven before you, take a look at your target in the {{k|h}}oldings screen (under {{k|c}}ivilizations). This shows the ''political'' situation. All target locations with the same icon - even ones that are not attached - are [[holding]]s of the ''same civilization''. So, if you go to war with that tiny, isolated hamlet with a population &amp;lt;10 next to you, you're also going to war with the ''entire'' civilization represented by all other squares of the same icon, near and far. &lt;br /&gt;
&lt;br /&gt;
And, the map is not static - all those other, larger civilizations are looking to gobble up the smaller ones, just like you might be. Therefore, act fast, but act wisely, and consider your options!  &lt;br /&gt;
&lt;br /&gt;
=== Raid ===&lt;br /&gt;
&lt;br /&gt;
In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if they're [[artifact]]s. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
=== Pillage ===&lt;br /&gt;
&lt;br /&gt;
On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. Pillaging uses the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. &lt;br /&gt;
&lt;br /&gt;
=== Raze ===&lt;br /&gt;
&lt;br /&gt;
When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Like pillaging, a razing mission uses the military tactics skill.&lt;br /&gt;
&lt;br /&gt;
=== Tribute ===&lt;br /&gt;
&lt;br /&gt;
Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). They will do so in the form of a caravan that will drop off the goods at your depot and leave. Tribute caravans tend to be relatively small, but they are guarded. You don't have any control on the content of the tribute. What they bring depends on the civilization's available materials, the site's size and tracked items and so forth, and may range from excessively mundane (like a bunch of average quality clothing) to extremely useful (like exotic animals). Notably, tributes are one of the few ways to obtain evil animals tamed by goblins, such as [[beak dog]]s, for instance. Yearly tributes usually happen at the beginning of a season and may be arranged in any season, including winter. Demanding tribute is one of the few ways to &amp;quot;contact&amp;quot; another civilization without triggering an outright war, and therefore ensure that it will send out regular caravans afterwards.&lt;br /&gt;
&lt;br /&gt;
=== Conquer ===&lt;br /&gt;
&lt;br /&gt;
Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If your demand of surrender isn't successful, your dwarves will then attempt to openly attack the site. There is no visible drawback to not always demand surrender beforehand, and taking over sites with minimal bloodshed can be surprisingly easy, especially for the low-population ones.&lt;br /&gt;
&lt;br /&gt;
If successful, occupying a site will make it one of your fortress's [[holding]]s. Note that your forces will remain on-site as occupiers. One of them will then claim the title of administrator of the place, &amp;quot;after a polite discussion with rivals&amp;quot;. (This will be announced in a lovely purple message.) The previous administrator of the place will also likely be killed by your dwarves, as is standard in the conquering mechanics of ''Dwarf Fortress'' (in worldgen and afterwards).&lt;br /&gt;
&lt;br /&gt;
You may request (through a [[messenger]]) that your occupying dwarves come back to your fortress, but the administrator will remain there regardless. Dwarves that you request this way will still have the labor preferences you've enabled for them prior to sending them out, but won't be part of a squad, so you will have to re-enlist them after they come back. There is also no guarantee that they will wear the same equipment as they had when you sent them out, so you may not be that keen on strapping them with very valuable gear after all. Note that [[insurrection]]s are explicitly disabled for your holdings, so at the moment there is no drawback to not requesting every single occupying dwarf to come back to your fortress (apart from FPS concerns).&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarves in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
==Loot variation ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items; you will mostly get grown wood items instead. This also applies to livestock: Raiding [[elves]] will result in the looting of many different types of animals (all tame). When raiding [[goblin]]s, you will, interestingly, be able to obtain [[tame]] [[beak dog]]s, which are only trainable by dwarves, never tameable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads. The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
* Sieges against your fortress take from a hostile site's population, which will leave that site woefully undefended should you decide to retaliate.&lt;br /&gt;
&lt;br /&gt;
* Some Recover Artifact missions, in which the artifact to be recovered is held by a creature instead of placed at a site, produce no mission report. The [https://www.bay12games.com/dwarves/mantisbt/view.php?id=10367 bug] has been noted on the DF issue tracker&lt;br /&gt;
&lt;br /&gt;
* There is an uncommon bug where squads sent on missions will never return and be forever listed as 'traveling'. To fix this, enter your (m)ilitary screen and replace each member in the missing squad with a random civilian in your fortress, then remove those civilians from the squad and leave it empty. Next, go to your (c)ivilizations/World Info screen and cancel the mission the squad was originally sent out to do. This is possible now that the squad is technically disbanded. The former members of the squad will eventually return to the fortress after a few days (thankfully still carrying their equipment) and it will announce 'XYZ squad has returned' when they do, even though they aren't in the squad anymore. You will need to delete the old empty squad and make another, as the game still thinks they are part of the old squad and won't let you re-add them to it.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of opponent)&lt;br /&gt;
* The (species and name of combatant) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
*Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
*Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Training&amp;diff=245820</id>
		<title>Training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Training&amp;diff=245820"/>
		<updated>2019-07-19T22:21:32Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: Added a bit of information regarding sparring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:39, 29 July 2018 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about training the dwarven military in fortress mode.  For information on training animals, see [[Animal trainer]].  For information on training attributes, see [[Cross-training]].''&lt;br /&gt;
Training is how you improve the [[combat skill]]s of your [[soldier]]s in [[fortress mode]].  Training takes many forms, from solo practice to direct instruction, from sparring to actual (controlled) combats.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
The weapons you wish your soldiers to use can be chosen through the {{K|m}}ilitary screen, and then the {{K|e}}quip selection. When soldiers spar or perform weapon drills, they practice (and thereby gain experience) with whatever [[weapon]] (plus [[armor]] and [[shield]] in the case of sparring) they currently have equipped. Your soldiers will ''eventually'' pick up the equipment assigned in the military screen, though it is not uncommon to find them wandering around weaponless and half-armored when first drafted. Aside from a few specific circumstances, [[wood]]en [[training weapon]]s are not necessary for training, and can actually be counterproductive.&lt;br /&gt;
&lt;br /&gt;
==Organized squad training==&lt;br /&gt;
You cannot directly assign a soldier to train. Instead, you need to [[schedule]] his or her squad to train.  This is accomplished by opening the {{k|m}}[[military interface|ilitary screen]]. Open the {{k|a}}lerts panel, then assign the squad to Active/Training (or establish a more complex schedule of alerts). Now {{k|q}}uery a [[bed]], [[weapon rack]], and/or [[armor stand]] to designate a [[barracks]]. Highlight which squad you wish to train and press {{k|t}}. A {{Tile|T|3:0:1}} should appear on the right side of the screen beside that squad's name. Now your squad is set to be training, and has a place to train in. A squad set to the default Active/Training alert level (or a more complicated schedule using the advanced calendar system) will train in their assigned barracks. A squad with active orders delivered through the squad menu will carry out those orders, taking breaks to eat or sleep, but will not train.&lt;br /&gt;
&lt;br /&gt;
#Define a squad with members (equip with whatever armor and weapons you like)&lt;br /&gt;
#Designate a [[barracks]] and have the squad set to train there&lt;br /&gt;
#Have an active training order for the squad&lt;br /&gt;
&lt;br /&gt;
==Sparring and demonstrations==&lt;br /&gt;
Sparring is a form of practice melee [[combat]] performed by two or more members of a [[squad]]. Sparring is a mostly-safe way to get experienced soldiers. Sparring appears to train every usable combat skill (weapon, Fighting, Wrestling, Discipline, etc.) even when dwarves have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Demonstrations are teaching sessions, organized by one dwarf, led by another dwarf (teacher), and observed by one or more other dwarves (student). Demonstrations tend to confer skill increases much more slowly than sparring, particularly with low teacher, student and organizer skills.&lt;br /&gt;
&lt;br /&gt;
It is currently believed that the best way to encourage sparring (rather than demonstrations) is to use 2 (or 3)-dwarf squads for training.  Both dwarves should have the same weapon, to minimize useless cross-weapon teaching. It appears that the more experienced the training military dwarves are, the more likely they are to spar. However, sparring management is still a poorly understood science. &lt;br /&gt;
Building a barracks and designating a squad to train in it will allow squad members to train there individually instead of going idle, but they will never spar/demonstrate. In order to make them spar/demonstrate you need to activate the squad, either via the {{k|s}} menu and then hitting {{k|t}}, or by the {{k|m}}-{{k|a}} menu.&lt;br /&gt;
&lt;br /&gt;
==Individual Training==&lt;br /&gt;
Your inactive soldiers will continue to do jobs outside the military if they don't have a place to train or an active schedule.&lt;br /&gt;
&lt;br /&gt;
However, [[Personality_trait|motivated]]{{verify}} dwarves will also conduct individual training (&amp;quot;Individual Combat Drill&amp;quot;). This happens if:&lt;br /&gt;
* the dwarf squad has no scheduled orders&lt;br /&gt;
* the squad has a designated barracks to train at&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
=== Injury===&lt;br /&gt;
Dwarves do not hurt each other directly while sparring with any type of weapon. They can however have accidents due to certain Wrestling move(s), namely throwing. A thrown dwarf may skid along the ground and sustain injury. It can be lethal to a dwarf if his head skids on the ground, so have your sparring dwarves wear helmets.{{verify}}&amp;lt;!-- Verify if helmets help protect them from skidding damage--&amp;gt; '''Note:''' ''all'' sparring dwarves may decide to do a bit of Wrestling, even if they have weapons equipped.&lt;br /&gt;
&lt;br /&gt;
Also make sure they have a safe environment to train in. Avoid having your barracks near high cliffs or open water, because dwarves have a habit of dodging off of cliffs and injuring themselves or dodging into water and becoming stunned, which leads to drowning.  Also, dwarves can dodge up one level if they are next to a wall. Make sure they can walk back down or build a roof, because otherwise you risk a military dwarf trapping himself and starving to death.&lt;br /&gt;
&lt;br /&gt;
Due to a bug, dwarves can teleport through at least two solid wall tiles when using charge attacks.{{bug|7444}} To avoid problems, barracks should not be located close to cisterns, pits, magma reservoirs, sealed-off areas, or any other potential danger. &lt;br /&gt;
&lt;br /&gt;
===Default Schedule===&lt;br /&gt;
The default Active/Training alert tells the full squad to train. This can be changed from the [[Scheduling]] menu, if for some reason you only want part of a squad to train, or only to train during certain months, etc.&lt;br /&gt;
&lt;br /&gt;
===Happy Soldiers===&lt;br /&gt;
Be kind to your soldiers. Civilians with no military experience will get bad [[thought]]s from going on duty. Soldiers will get a bad thought when going ''off'' duty if they don't have any civilian skills (if their title becomes &amp;quot;peasant&amp;quot;). In either case, [[cross-training]] can raise attributes while providing a larger and more flexible military.&lt;br /&gt;
&lt;br /&gt;
=== [[Live training]] on disarmed prisoners ===&lt;br /&gt;
A very effective way to train your dwarves is to equip them with [[training weapon]]s and full armor and let them fight unarmed prisoners. This allows your dwarves to be &amp;quot;attacked&amp;quot; in real combat with relative safety, increasing their defensive skills rapidly. In other words: if you're interested in having your dwarves quickly train as Dodgers, Armor Users and Shield Users, it'll be worth the effort to set up some [[live training]] exercises.&lt;br /&gt;
&lt;br /&gt;
See [[Cage#Remotely_Opening_Cages|Remotely Opening Cages]] for information on how to arrange for the training.&lt;br /&gt;
&lt;br /&gt;
== See also==&lt;br /&gt;
* [[Archery]]&lt;br /&gt;
* [[Military]]&lt;br /&gt;
* [[Danger room]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
[[ru:Training]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=241076</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=241076"/>
		<updated>2019-04-30T00:02:48Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: Added section describing effectivenness of corpses when building&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the secrets of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. A necromancer can take more than one apprentice.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[Vampire|vampires]]. Necromancers are still fertile, and at least in fortress mode, female dwarf necromancers can give birth. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight - about 15 tiles - to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions.&lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will become a necromancer. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s (Edit: Codices and scrolls list) and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer themself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancers will ever arrive, except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if they have an apprentice) may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find them.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they'll be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; However, caged necromancers do not appear to revive stuff.  You must put them on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. As of version 0.42, it is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace.&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.  &lt;br /&gt;
&lt;br /&gt;
As of version 0.44, it is possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a necromancer is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads. That is, if the creature's head explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs of their undead slaves, and reanimate them, counting as an additional companion, and reducing build time.  However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to improve the number of necromancers and therefore, towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal (Elves, Goblins) with the MAXAGE token, or by adding intelligence to other creature tokens.&lt;br /&gt;
&lt;br /&gt;
It should be noted that having the ability to pray seems to add more original necromancers (that have discovered the secret by worshiping). It could be done by giving religion to races that don't have it. (like Goblins).&lt;br /&gt;
(see some digging on these subject here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0)&lt;br /&gt;
It also seems that having a DEATH sphere in the religion of the race vastly improve the ability to discover secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will pop a lot of necromancers that will build towers.&lt;br /&gt;
&lt;br /&gt;
Making this for all races with massive population amount in your world will ensure that towers and therefore, undead, are present in large numbers for more FUN. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=240882</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=240882"/>
		<updated>2019-04-22T12:00:32Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Description */  Referencing how zombies might attack necromancers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:33, 6 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the secrets of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized [[animal people]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. A necromancer can take more than one apprentice.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality, in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[Vampire|vampires]]. Necromancers are still fertile, and at least in fortress mode, female dwarf necromancers can give birth. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight - about 15 tiles - to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions.&lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will become a necromancer. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s (Edit: Codices and scrolls list) and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer themself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancers will ever arrive, except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if they have an apprentice) may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find them.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they'll be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; However, caged necromancers do not appear to revive stuff.  You must put them on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. As of version 0.42, it is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down tremendously for it to be worth it.  They ''may'' also raise the occasional corpse, which will attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace.&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.  &lt;br /&gt;
&lt;br /&gt;
As of version 0.44, it is possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a necromancer is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads. That is, if the creature's head explodes into gore, collapses into gore, or otherwise is pulped via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling and can be used to build for you. However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, syndrome inducing materials) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate tokens.&lt;br /&gt;
&lt;br /&gt;
It is also possible to improve the number of necromancers and therefore, towers, by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal (Elves, Goblins) with the MAXAGE token, or by adding intelligence to other creature tokens.&lt;br /&gt;
&lt;br /&gt;
It should be noted that having the ability to pray seems to add more original necromancers (that have discovered the secret by worshiping). It could be done by giving religion to races that don't have it. (like Goblins).&lt;br /&gt;
(see some digging on these subject here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0, http://www.bay12forums.com/smf/index.php?topic=161352.0)&lt;br /&gt;
It also seems that having a DEATH sphere in the religion of the race vastly improve the ability to discover secret of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will pop a lot of necromancers that will build towers.&lt;br /&gt;
&lt;br /&gt;
Making this for all races with massive population amount in your world will ensure that towers and therefore, undead, are present in large numbers for more FUN. &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240225</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240225"/>
		<updated>2019-03-25T22:47:23Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: Undo revision 240173 by Silverwing235 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblin|goblins]], you will, interestingly, be able to obtain [[tame]] [[Beak dog|Beak dogs]], which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240172</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240172"/>
		<updated>2019-03-23T20:20:45Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Variation of Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal items. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblin|goblins]], you will, interestingly, be able to obtain [[tame]] [[Beak dog|Beak dogs]], which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240171</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240171"/>
		<updated>2019-03-23T20:19:57Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Variation of Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal objects. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblin|goblins]], you will, interestingly, be able to obtain [[tame]] [[Beak dog|Beak dogs]], which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240170</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240170"/>
		<updated>2019-03-23T20:19:19Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Variation of Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal objects. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblin|goblins]], you will, interestingly, be able to obtain [[tame]] [[Beak Dogs]], which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240169</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240169"/>
		<updated>2019-03-23T20:18:41Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Variation of Loot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal objects. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblin|goblins]], you will, interestingly, be able to obtain [[tame]] [[beak dogs]], which are only trainable by dwarves, never tamable.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240168</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=240168"/>
		<updated>2019-03-23T20:17:10Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: Added section talking about differences in loots based on civiliation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in multiple flavors, these being the standard &amp;quot;'''raid'''&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;, &amp;quot;'''demand tribute'''&amp;quot;, &amp;quot;'''conquer'''&amp;quot;, and &amp;quot;'''demand surrender'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. Demanding tribute (one-time or ongoing) may result in the site providing goods to your fortress (if successful). Conquering a site relies on military force, while demanding surrender relies on negotiation under the threat of military force. If successful, occupying a site will make it one of your fortress's [[holding]]s (your forces will remain on-site as administrators and occupiers).&lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission sets a specific artifact as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Captive citizens can join civilizations that captured them, so your next raid to the same site can be met with your own armor-clad legendary warriors as defenders, leading to unexpected '''fun'''.&lt;br /&gt;
&lt;br /&gt;
You can also instruct your squad to free members of other civilizations you find at your destination. These other prisoners you rescue will come back with your squad and seek sanctuary at your fortress. Sometimes, even uninhabited [[tombs]] can contain &amp;quot;prisoners&amp;quot; that you can rescue. If you accept their request, these prisoners will become partial citizens. These units will have all basic labors enabled (such as hauling, construction, and the like), and will have any labors they are skilled in set to active with no way to deactivate them. Consider setting your workshop profiles a little more aggressively than normal if you don't want them filling orders reserved for more capable hands.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Variation of Loot ==&lt;br /&gt;
Depending on the civilization you are raiding/razing, the loot may change. For example, when you are raiding elves, you won't get metal objects. You will mostly get grown wood items. This also applies to livestock. Raiding [[elves]] will result in you stealing many different types of animals (all tame). When raiding [[goblins]], you will, interestingly, be able to obtain [[tame]] [[beakdogs]], which are only trainable by dwarves, never tamable. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned, hospitalized, or otherwise [[stress|unfit for duty]]. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
* Sending a token dwarf to demand the surrender of a site can initiate contact with a distant civilization, providing an additional yearly trade [[caravan]].   &lt;br /&gt;
&lt;br /&gt;
* Receiving tribute from a site can establish peace with that civilization, at least temporarily. &lt;br /&gt;
&lt;br /&gt;
* [[Noble]]s on missions still expect their existing [[mandate]]s to be fulfilled, but are unable to issue any new requests.&lt;br /&gt;
&lt;br /&gt;
* Missions to a site will still be carried out if the site has changed ownership. This can lead to [[fun]] when you end up accidentally raiding your ally.&lt;br /&gt;
&lt;br /&gt;
* Missions against your parent civilization or your current holdings cannot be created, but any existing missions against those sites can be modified and dispatched. Raiding your parent civilization may start a civil war.&lt;br /&gt;
&lt;br /&gt;
== Mission reports ==&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
== Mission events ==&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Looted treasure from (site)&lt;br /&gt;
* Seized livestock from (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off/crushed&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
* (Name) spotted (your forces) slipping out of (site) &lt;br /&gt;
* (Your forces) attacked (site government) at (site)&lt;br /&gt;
* (Squad), led by (leader), clashed with (forces)&lt;br /&gt;
* (Your forces) rampaged throughout (site)&lt;br /&gt;
* (Your forces) defeated (site government) and took over (site)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Missions may cause military equipment list corruption, frequently leading to crashes. {{bug|11014}}&lt;br /&gt;
&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|10545}} {{bug|10426}}&lt;br /&gt;
&lt;br /&gt;
Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Mission]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236279</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236279"/>
		<updated>2018-07-02T14:05:25Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Artifact/Citizen recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in three flavors, these being the standard &amp;quot;raid&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. &lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. Sometimes, uninhabited [[tombs]] can even contain &amp;quot;prisoners&amp;quot; that you can rescue.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Tombs&amp;diff=236278</id>
		<title>DF2014:Tombs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Tombs&amp;diff=236278"/>
		<updated>2018-07-02T14:03:20Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: Created redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
#REDIRECT [[DF2014:Tomb]]&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236277</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236277"/>
		<updated>2018-07-02T14:01:41Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Artifact/Citizen recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in three flavors, these being the standard &amp;quot;raid&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. &lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. Sometimes, [[tombs]] can even contain &amp;quot;prisoners&amp;quot; that you can rescue.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236276</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236276"/>
		<updated>2018-07-02T13:59:59Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Artifact/Citizen recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in three flavors, these being the standard &amp;quot;raid&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. &lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. Sometimes, tombs can even contain &amp;quot;prisoners&amp;quot; that you can rescue.&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236275</id>
		<title>Mission</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mission&amp;diff=236275"/>
		<updated>2018-07-02T13:56:58Z</updated>

		<summary type="html">&lt;p&gt;HanTheNah: /* Artifact/Citizen recovery */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|04:43, 3 December 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
'''Missions''' are commands in [[Fortress mode]] that send one or more of your [[squad|squads]] to visit [[site|sites]] outside of your fortress. They are created in the [[Civilization/World Info]] screen (accessed by pressing {{k|c}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery.&lt;br /&gt;
&lt;br /&gt;
== Raids and explorations ==&lt;br /&gt;
&lt;br /&gt;
A '''raid''' is a general mission to an occupied, foreign site, usually in the name of pillaging artifacts and death-dealing (although artifact looting seems to be the primary focus of most raids). An '''exploration''' is a general mission to ''unoccupied'' sites, including those previously inhabited by your civilization, and these missions focus almost entirely upon finding artifacts that might be held at these locations.&lt;br /&gt;
&lt;br /&gt;
Raids and explorations are created by selecting a site on the Civilization/World Info map. If the site you're viewing holds or is rumored to hold artifacts or prisoners, these will be listed. At the bottom of the screen, a prompt gives you information about the type of mission you're creating (i.e. 'r: Raid/Explore this site'). If a site is unable to be visited, the prompt will appear grayed out, and the text will explain why you cannot create the mission. Missions cannot be sent to occupied sites that are members of your civilization, but can be sent to unoccupied/abandoned sites, as stated above. They also cannot be sent to locations that are impossible for your squads to reach (i.e. across oceans/glaciers). If all is well, you can then press {{k|r}} to create the mission and move into [[squad]] selection.&lt;br /&gt;
&lt;br /&gt;
Raids come in three flavors, these being the standard &amp;quot;raid&amp;quot;, &amp;quot;'''pillage'''&amp;quot; and &amp;quot;'''raze'''&amp;quot;. In a raid, your dwarves will sneak in and attempt to steal items from the site, especially if it's an [[artifact]]. It will usually train your [[ambusher]] [[skill]], so it may be useful if you want to raise that particular skill quickly. On a pillaging mission, your dwarves will openly attack the site, and if successful will result in your dwarves stealing livestock and loot if you have those options selected in the [d]etails menu. When razing a site, your dwarves will both openly attack and attempt to destroy the site, resulting in a more prolonged attack. If you are sure that your army will win against the opposing one, and you want that site gone, a razing mission is probably what you want to perform. Your dwarves will still bring home loot and livestock if you have these options selected. &lt;br /&gt;
&lt;br /&gt;
The pillaging and razing options both use the [[military tactics]] skill of each army's highest-leveled tactician, giving the side with a better one major advantages in the battle. Standard sneaky raids, however, will use the [[ambusher]] skill.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Raiding a site of a civilization you are at Peace with, for any reason, could cause them to declare [[war]] on your civilization. Act with care when choosing sites to pillage.&lt;br /&gt;
&lt;br /&gt;
== Artifact/Citizen recovery == &lt;br /&gt;
&lt;br /&gt;
An '''artifact recovery''' mission allows for a specific artifact to be selected as the objective of a mission. This usually involves traveling to the last known or rumored location of said artifact. If your squad manages to encounter a bit of [[fun]] on any form of mission, members of those parties can be captured as prisoners by the inhabitants of the site you attempted to raid. When this happens, you can create a '''citizen recovery''' mission, whereupon the assigned squads will attempt to rescue the prisoner from whatever site they are held at. Other prisoners you rescue can come back with your squad and seek sanctuary at your fortress. In some cases, you can &amp;quot;rescue&amp;quot; elves from tombs.&lt;br /&gt;
&lt;br /&gt;
Artifact recovery and citizen recovery missions are created by selecting the desired recoverable from either the missing citizens menu (accessible with {{k|p}}) or the artifact menu (accessible with {{k|a}}). Once you've selected something, press {{k|r}} to create a new mission, and move into squad selection. Although you can technically select recoverables that belong to sites of your civilization, squads on these missions will almost instantaneously return, and will deliver no report data.&lt;br /&gt;
&lt;br /&gt;
== Squad selection ==&lt;br /&gt;
&lt;br /&gt;
Squad selection, as the name implies, simply involves selecting a squad (or multiple squads) to be sent out on the mission. Even if you do not select any squads by exiting the selection, the created mission will remain extant and active, albeit with no squads assigned to it.&lt;br /&gt;
&lt;br /&gt;
Once an active mission has one or more squads assigned to it, the dwarfs in those squads will automatically prepare themselves and leave the map's edge.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
&lt;br /&gt;
* Pressing {{k|m}} on the Civilization/World Info screen will show a list of active missions. You can reassign squads and delete missions on this screen.&lt;br /&gt;
&lt;br /&gt;
* When a squad returns from a mission, an announcement to the effect of &amp;quot;&amp;lt;squad name&amp;gt; has returned&amp;quot; will be generated, and a mission [[report]] will be visible in the {{k|r}}eport menu. In the report, the path the squad took is traced on the map, and the events that took place along the way are revealed.&lt;br /&gt;
&lt;br /&gt;
* Pets and other animals on missions can be killed or injured.&lt;br /&gt;
&lt;br /&gt;
* The mission will NOT start until all dwarves assigned to the mission exit the fortress. This includes military dwarves that are imprisoned and dwarves that get hospitalized before leaving. This can be fixed by removing the problem dwarves from the assigned squads.&lt;br /&gt;
&lt;br /&gt;
* The mission will also NOT start if any assigned war animals have not left the fortress. Ensure no assigned animals are caged, chained, or roosting if your squad is gone for a long time.&lt;br /&gt;
&lt;br /&gt;
=== Mission reports ===&lt;br /&gt;
[[DF2014:Reports|Mission reports]] have an animated map on the left side of the screen. A path is traced out from your fortress to the destination and events are &amp;quot;revealed&amp;quot; on the right side of the screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Mission report example.png|center|700px]]&lt;br /&gt;
&lt;br /&gt;
=== Mission events ===&lt;br /&gt;
:''This list is incomplete and might contain errors, please feel free to contribute''&lt;br /&gt;
* Found nothing&lt;br /&gt;
* Slipped into (settlement) undetected&lt;br /&gt;
* Searched (settlement)&lt;br /&gt;
* Stole (artifact)&lt;br /&gt;
* Asked about (artifact)&lt;br /&gt;
* Caroused in (site)&lt;br /&gt;
* Freed the (species and name of prisoner)&lt;br /&gt;
* Confronted the (species and name of confrontee)&lt;br /&gt;
* The (species and name of combattee) fought with...&lt;br /&gt;
* (Name)'s (body part) was torn out/ripped off&lt;br /&gt;
* (Name) was struck down&lt;br /&gt;
* (Item/Artifact) was looted from (former person holding it)&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
Dwarves sent on artifact retrieval missions sometimes don't return. {{bug|0010545}} {{bug|0010426}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>HanTheNah</name></author>
	</entry>
</feed>