v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d:Soldier

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Quality|Exceptional|10:57, 18 May 2015 (UTC)}}
+
Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen (key:{{key|m}}). The dwarven military is organized via use of the [[squad]] system.
{{av}}
 
Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill|skilled]] at using. All soldiers can carry [[shield|shields]], regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.
 
 
 
==Weapon & Military Skills==
 
 
 
In Fortress mode, any dwarf can be assigned any weapon and try to use it, with or without the skill - but the better the skill, the better the soldier.  If a dwarf's highest skill is a weapons skill, that will determine the dwarf's [[profession]].  It's quite possible to order an axedwarf, or any untrained peasant, to pick up a short sword and order them to fight - they just won't be as good.
 
 
 
 
 
:* [[Axedwarf]]
 
:* [[Hammerdwarf]]
 
:* [[Macedwarf]]
 
:* [[Marksdwarf]]
 
:* [[Speardwarf]]
 
:* [[Swordsdwarf]]
 
:* [[Wrestler]]
 
 
 
:* [[Armor user]]
 
:* [[Shield user]]
 
 
 
Note that in Fortress Mode, dwarfs cannot wield knives or larger versions of the above weapons, nor can they learn the skills to do so.
 
  
 
== Training ==
 
== Training ==
  
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target|archery targets]] if they are correctly set up and you have wood or bone [[bolt|bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].
+
Soldiers will train when not at war. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will spar with their weapons in a [[barracks]] if you have built one.  
 
 
== Squads ==
 
 
 
You may organize your dwarves into squads of troops through the {{k|m}}ilitary menu. Select the squad commander, then press {{k|Enter}}. Select another dwarf, and press {{k|Enter}} to add this dwarf to the first soldier's squad. When you are finished adding to a particular squad, use the {{k|Spacebar}} to end the assignments. Adding an unenlisted dwarf to a currently active squad will activate this new soldier. Adding dwarves to an inactive squad will not activate the squad.
 
 
 
You may also select sub-commanders in this manner, creating an established chain of command.
 
 
 
Active squads will stay close to the leader of their squad. If he takes a break to Eat or Drink, his squad will follow him.  They will also follow him back to his bed if he goes to rest or heal.  If a squad leader is hospitalized, the dwarves under his command will do nothing useful until he is healed, or a different leader is assigned.  Squads will work towards a single goal -- if attacking a group of hostiles that scatter in several directions, the entire squad will follow one hostile.{{verify}}
 
  
=== Duty Roster ===
+
[[Sparring]] can sometimes cause horrible accidents involving loss of limb or life for your soldiers. To reduce these risks, you can take several precautions:
  
You must activate and deactivate your squads through the {{k|m}}ilitary menu's "{{k|v}}iew squad" sub-menu. Some dwarves will grow unhappy if left on patrol duty too long, and they will not have a chance to improve their skills. A squad that is off-duty will spar in a [[barracks]] or train at [[archery target|archery targets]] with wooden or bone bolts.
+
*Outfit every dwarf (including wrestlers) with a [[shield]]. This will train their "shield user" skill as well.
 +
*Outfit every soldier with the best [[armor]] possible. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.
 +
*Set inexperienced soldiers to "Unarmed" (wrestling) until their skills improve a few levels.
 +
*Arm dwarves with less-lethal weapons. [[Silver]] weapons are good for training, doing only 50% the damage of [[iron]]. However, dwarves armed with these weapons will do less damage when facing foes as well.
  
You may wish to design outdoor training areas so that your soldiers do not fall prey to [[Cave adaptation]].
+
== Soldier Classes ==
 +
Every weapon has an associated skill, soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one.
  
=== Rations ===
+
=== Marksdwarves ===
  
You may also specify if the squad should carry food and water, using [[backpack|backpacks]] and [[waterskin|waterskins]] respectively, using the military menu.
+
Armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].
  
== Soldier professions ==
+
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow.
  
Every weapon has an associated skill. Soldiers will have professions according to what [[Weapon|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.
+
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.
  
=== [[Axeman|Axedwarves]] ===
+
=== Speardwarves ===
  
Axedwarves, thought by some to be the only true dwarven soldier, specialize in [[slash]] damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. Battle axes move slower than swords but do more damage per stroke.
+
Specialize in pierce damage, and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.
  
=== [[Hammerman|Hammerdwarves]] ===
+
=== Axedwarves ===
  
Hammerdwarves, the other true dwarven soldiers, specialize in [[bludgeon]] damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.
+
Specialize in slash damage, aka the fine art of mangling and severing limbs (red and dark grey wounds) on opponents. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.
  
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.
+
=== Sworddwarves ===
  
=== [[Maceman|Macedwarves]] ===
+
Deal both slash and pierce damage. Short swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear. A good all-around weapon.
  
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts or finds an opponent in his face (he bashes enemies with his crossbow.  This is the only time when it's good to have a metal crossbow, by the way.)
+
=== Macedwarves ===
  
=== [[Spearman|Speardwarves]] ===
+
Specialize in blunt damage. Blunt damage breaks the bones of the enemy (yellow wounds) and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.
  
Speardwarves specialize in [[pierce]] damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.
+
=== Hammerdwarves ===
  
=== [[Swordsman|Swordsdwarves]] ===
+
Specialize in blunt damage. A war hammer is, in game terms, exactly the same as a mace or morningstar, but human Hammermen use a two-handed maul instead of a war hammer.
  
Swordsdwaves deal [[slash]] damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.
+
Mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. This weapon has a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.
  
=== [[Marksman|Marksdwarves]] ===
+
=== Wrestlers ===
  
Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow|crossbows]] and deal [[pierce]] damage from afar. A [[bolt]] does a fine job at destroying the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].
+
Focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks.
 
 
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.
 
 
 
Immigrating [[Trapper|Trappers]] often arrive with a Novice Marksdwarf skill.
 
 
 
=== [[Wrestler|Wrestlers]] ===
 
 
 
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.
 
 
 
Wrestler skill will be improved somewhat even while practicing with a weapon.
 
  
 
=== Recruits ===
 
=== Recruits ===
  
Any dwarf without at least one of the above skills at [[skill|Novice]] level or higher will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.
+
Any dwarf without at least one of the above skills at [[Skills|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.
  
 
== Heroes and Champions ==
 
== Heroes and Champions ==
[[Image:Champions.png|thumb|left|Melee goblins are no match for a champion Axedwarf.]]
 
Once soldiers reach ''great'' [[skill]] level ''(the 11th above "no skill")'' in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different color shade and can no longer be removed from the military. Their "Pref" menu will be replaced by the text "This hero need not work", and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress guard|Guard]], or assign work [[dog|dogs]] to them. Note that armor user skill and shield user skills ''do not'' make a hero.
 
 
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, and don't wish them to be locked into the military, transfer them out. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be assigned another weapon and will continue training there; the attribute bonuses from gaining each weapon skill do stack. This is one method of making a legendary shield user/armor user without making a hero. Heroes cannot trade, so it is advisable for your trader not to be given military training.
 
 
Upon reaching [[Legendary|legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: <tt>"''<dwarfname>'' has become a legendary champion! Hail ''<dwarfname>''!"</tt>. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.
 
 
:'''''Exception:''''' From observed behavior, it seems that if a dwarf gains Great skill (or above) in a weapons skill while a civilian (as a [[Hunter]]), they will not become a Hero (or Champion), not even when Activated ''as'' military.  To become a Hero or Champion, some experience over the limit must be gained ''while'' activated as a soldier.  Weapon skills can only be improved as a civilian while [[Hunting]], depending on the weapon assigned to the dwarf. If the dwarf is then activated as military and gains any experience in a weapon that is at rank 15 or better, the dwarf becomes a Champion or Hero as usual and cannot then be de-activated.
 
 
Heroes will gain a special job title related to their weapon proficiency (Hammer Lord, Axe Lord, etc.) Champions will use Champion as their job title regardless of weapon proficiency.
 
 
Once a dwarf becomes a Hero, his profession cannot change to become a hero of another weapon type and will not become a Champion until the original weapon skill reaches Legendary - for example, a Hammer Lord can train to become a Legendary Marksdwarf but will remain a Hammer Lord, only becoming a Champion once the Hammerdwarf skill is also trained to Legendary.
 
 
Only Heroes and Champions can wear [[artifact]] weapons and armor (and once they do, they will '''never''' unequip them).
 
 
 
----
 
  
'''See Also:'''
+
Once soldiers reach [[skills|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', and can no longer be removed from the military. Their "Pref" menu will be replaced by the text "This hero need not work", and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign [[dog|work dogs]] to them.
  
:* [[Weapons]]
+
You can still change their weapon and armor settings via the ['''m''']ilitary screen (['''w''']eapons), and to change their soldiering orders (['''v''']iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders (via the Squads screen, ['''x''']), and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, be sure to transfer them out while you still can.
:* [[Armor]]
 
  
{{Military FAQ}}
+
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: <tt>"''<dwarfname>'' has become a legendary champion! Hail ''<dwarfname>''!"</tt>. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.
  
{{Category|Dwarves}}
+
[[Category:Dwarves]]
{{Category|Military}}
+
[[Category:Military]]

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: