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.

Difference between revisions of "Mercenary"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (Added quality rating "Fine" using the rating script)
(Cleaned up for clarity's sake)
Line 3: Line 3:
 
{{new in v0.42}}
 
{{new in v0.42}}
  
A '''Mercenary''' is a type of [[visitor]]. They will try to petition for residence in your fort, for the purpose of soldiering.  
+
A '''Mercenary''' is a type of [[visitor]], and can be of any race that can be found in a nearby [[civilization]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.  
  
 
==Behaviour==
 
==Behaviour==
If you accept their residency request, they will be enlisted into your military, and you can add them to a squad. They will then adhere to any orders the squad receives. They will be added to your fort's civilian list as if they were migrants (they will still have their race listed, i.e. "Human Axeman"), but you can't assign labors to them or make them work.
+
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.
  
 
==Considerations==
 
==Considerations==
You cannot have a mercenary be the leader of a squad. They will need equipment from your fort, and they will not bring their own armor (although they will of course bring regular clothing). You '''can''' make armor fit for them, by going to the workshop producing armor (this works for clothing, leather armor, and metal armor), moving the cursor to the job producing armor, pressing {{k|d}}etails and selecting humans. You can find them more easily by using the {{k|f}}ilter. This will change the armor size to the selected creature's size, in this case large.
+
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own fort (They ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.
  
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside.
+
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to [[drunk]]enness.

Revision as of 03:44, 3 September 2016

This article is about the current version of DF.
Note that some content may still need to be updated.


A Mercenary is a type of visitor, and can be of any race that can be found in a nearby civilization. If you offer rented rooms through your tavern, they may try to petition for residence in your fort for the purpose of soldiering.

Behaviour

If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.

Considerations

Because visitors cannot be made nobles, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own fort (They will bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press details and select the race involved. You can find the desired race more easily by using the filter. This will change the produced armor's size to the selected creature's size.

Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as pikes or mauls. Also note that since only dwarves suffer from cave adaptation, non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and are more susceptible to drunkenness.