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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Caradhras</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-11T06:44:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=149690</id>
		<title>v0.31:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bone&amp;diff=149690"/>
		<updated>2011-05-28T14:24:01Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|11:51, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bones''' are obtained when butchering {{L|animals}} or taking apart skeletons. Some severed body parts also eventually decay into usable bones, the same way a corpse rots into a skeleton.&lt;br /&gt;
&lt;br /&gt;
Skeletons are the last step of the {{L|wear|rotting}} procedure. After a {{L|corpse}} begins to rot, no {{L|food}} can be created from it, and it will eventually rot into a skeleton. The skeleton has to be taken to the {{L|butcher's shop}} and &amp;quot;butchered&amp;quot; to be torn apart into {{L|skull}}s and bones afterwards. Bone does not rot further or produce {{L|miasma}}. Note that many civilizations (like dwarves) consider it unethical to butcher certain corpses{{bug|1180}}.&lt;br /&gt;
&lt;br /&gt;
While bones are counted as &amp;quot;{{L|body parts}}&amp;quot; in the {{L|stocks}} menu, they have their own subcategory in the {{L|stockpile|refuse stockpile}} menu. It is a good idea to create an internal refuse stockpile to handle bones near one's {{L|craftsdwarf's workshop}} for easy access. Dwarves in a {{L|strange mood}} may require bone as an ingredient, also making it important to stockpile bone in a safe place. &lt;br /&gt;
&lt;br /&gt;
Be aware, stockpiled bones may disappear due to {{L|vermin}} such as {{L|rat}}s.&lt;br /&gt;
&lt;br /&gt;
==Uses for Bone==&lt;br /&gt;
&lt;br /&gt;
Bones are processed as follows:&lt;br /&gt;
&lt;br /&gt;
At the craftsdwarf's workshop, using the {{L|bone carving}} labour:&lt;br /&gt;
&lt;br /&gt;
* Bone {{L|craft}}s, for sale to visiting merchants.&lt;br /&gt;
* Bone {{L|armor}}, namely {{L|legging}}s, {{L|greave}}s, {{L|gauntlet}}s, and {{L|helm}}. Note that {{L|armor}} made out of bone can be used by dwarves assigned a {{L|uniform}} of {{L|metal}} armor.&lt;br /&gt;
* Bone {{L|decoration}}s. Any decoratable item can be decorated with bone, which adds to the items' value.&lt;br /&gt;
* Bone {{L|bolt}}s. These bolts are fired from crossbows. Each bone will produce 5 bolts. Whereas, in previous versions, a stack of bone would be turned into a single stack of bolts (a stack of Yak Cow bone [7] would be turned into a stack of yak bone bolts [35]), now each bone must be crafted individually (a stack of Yak Cow bone [7] becomes a stack of Yak Cow bone [6] plus a stack of yak bone bolts [5]). This renders the process for carving bone bolts much slower than in previous versions.&lt;br /&gt;
&lt;br /&gt;
At the {{L|bowyer's workshop}}, using the {{L|crossbow-making}} labour:&lt;br /&gt;
* Bone {{L|crossbow}}s. They are one of the few weapons available without access to {{L|wood}} or {{L|metal}}.&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=133356</id>
		<title>v0.31:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Activity_zone&amp;diff=133356"/>
		<updated>2010-12-10T14:19:45Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Clarifications around ponds; combined material on meeting areas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:37, 14 September 2010 (UTC)}}{{AV}}&lt;br /&gt;
&lt;br /&gt;
'''Activity zones''' are areas in which {{l|dwarf|dwarves}} are instructed to perform specific tasks, such as {{l|fishing}}, dumping objects, or collecting {{l|water}}. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for certain others (dumping), they can also be used to help keep dwarves out of {{l|fun|danger}}.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any {{l|revealed tile}}, including in {{l|open space}} or over a {{l|river}} or on top of a {{l|building}} or {{l|stockpile}}. They are placed in one of three ways: rectangular, flow, or floor flow. From within the Zones {{l|menu}}, ({{K|i}})Pressing {{K|e}} in the Zones menu cycles through each method, and pressing {{K|Enter}} begins designation. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using {{K|+}}/{{K|-}} to adjust the size (floor flow excludes walls). After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. In some cases ({{l|healthcare|hospital}}, pit/pond) additional orders can then be set from the same menu.&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.&lt;br /&gt;
&lt;br /&gt;
== Water Source ==&lt;br /&gt;
:Shortcut {{k|w}} &lt;br /&gt;
Dwarves will draw water from this zone, for instance when filling ponds. In order for your dwarves to use this zone correctly, some part of this zone must include the solid ground that is next to the water. For example, make half of your zone cover a brook and the other half cover the bank next to the brook.&lt;br /&gt;
&lt;br /&gt;
== Fishing ==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
The same above advice for '''water source''' zones is applicable to fishing zones. You cannot fish through a {{L|grate}} or {{L|well}}, it must be an open source of water.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items specifically designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}}, {{key|b}}, {{key|d}} to designate a larger area to be dumped (or use the mouse to point and click). Garbage dumps are not the same as {{l|Refuse#Refuse|refuse}} stockpiles, which can be designated to accept any specific type(s) of refuse-type item, such as animal {{l|corpse}}s or {{l|bones}}, and then are randomly filled by haulers as the items become available on the map.&lt;br /&gt;
&lt;br /&gt;
Garbage dumps:&lt;br /&gt;
:* Only accept items that have been marked for dumping.&lt;br /&gt;
:* Require dwarfs to have {{L|refuse hauling}} {{L|labor}} enabled.&lt;br /&gt;
::* Are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a {{L|cliff}} or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or {{L|pit}}), not onto an {{L|open space}}. &lt;br /&gt;
Items dumped into {{L|magma}} (provided they are not {{L|magma safe}}) will disappear permanently.  Otherwise a single tile (either a dump zone, or the ground below the open space) will hold any number of dumped objects.&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;{{l|forbid}}den&amp;quot; however they will not dump items that are also forbidden.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim {{L|designation}} to reclaim simultaneously all of the items dumped by using {{key|d}}, {{key|b}}, {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
If a garbage dump is located next to open space, dwarves will always stand on a garbage dump square when throwing ''into that open space'', even if it could potentially be done more efficiently.  If a garbage dump is located next to multiple tiles of open space, they seem to prefer the one farthest to the northwest.  If a tile to the north and a tile to the west are the only tiles available, they will throw to the west.  Since falling objects do not hurt dwarves, such garbage dumps can be a very efficient method of moving materials to the lower levels of your fortress.&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to throw dumped items in the nearest available garbage dump, although this is probably not reliable given that they don't always use the nearest available item to make things at workshops.  If a nearer zone becomes available as they are traveling to a zone they will ignore it.  Also, they seem to prefer dumps that allow them to throw things in to open space regardless of how far away they are.&lt;br /&gt;
&lt;br /&gt;
Probably due to a bug, dwarves periodically ignore items that are meant to be dumped.  Viewing the item by pressing {{k|k}} then toggling forbid and dump status on, then off again {{k|f}}-&amp;gt;{{k|f}}-&amp;gt;{{k|d}}-&amp;gt;{{k|d}} seems to correct this problem.&lt;br /&gt;
&lt;br /&gt;
== Pit/Pond ==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
&lt;br /&gt;
A Pit/Pond requires a {{L|ramp}} or hole with adjacent flooring on which a dwarf can stand.  Designate the zone from the top of the ramp or hole.  By default, the zone will be a pit.  To change it to a pond, press {{k|P}} then {{k|f}}.  It can be changed back to a pit the same way.&lt;br /&gt;
&lt;br /&gt;
Animals can be assigned to a pit through the {{k|P}} menu.  A dwarf will lead the beast to the pit and leave it there. (If the pit is a ramp rather than a hole, the animal will then wander off.)&lt;br /&gt;
&lt;br /&gt;
Dwarves will attempt to fill a pond with {{L|water}}, carried by {{L|bucket}} from a water-gathering zone.  They will stand on the floor adjacent to the top of the ramp or hole, and toss the water onto the ramp or into the hole.  Each bucketful increases the depth of the water in the tile below by 1/7.  Once the water is dumped from the bucket, the dwarf will either drop the bucket and perform a different task, or choose to fill a pond zone tile again using the bucket (s)he currently holds.&lt;br /&gt;
&lt;br /&gt;
Dwarves will stop scheduling the Fill Pond job when the water depth reaches 6/7.&lt;br /&gt;
&lt;br /&gt;
This is one technique used for {{L|farming}}, in order to make {{L|mud}}.&lt;br /&gt;
&lt;br /&gt;
Currently, no matter how large the designated pond area,{{verify}} only one dwarf at a time will try to fill the pond. In order to fill a large area quickly, it is necessary to designate multiple smaller pond zones (or several zones overlapping the same area).&lt;br /&gt;
&lt;br /&gt;
If you have more than one pond designated as a water source, your dwarves may endlessly try to fill each pond with the other pond's water, making a loop of useless duty.&lt;br /&gt;
&lt;br /&gt;
== Sand Collection ==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
&lt;br /&gt;
Sand collection zones are important in the {{L|glass industry}}. They may be placed anywhere, but are only useful when actually placed on {{L|sand}}.&lt;br /&gt;
&lt;br /&gt;
== Meeting Area ==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
&lt;br /&gt;
Meeting area zones are zones in which idle dwarves and animals will congregate, similar to meeting halls. Additionally, immigrants will collect at a meeting area until their &amp;quot;migrant&amp;quot; status wears off.&lt;br /&gt;
&lt;br /&gt;
Note that the {{l|wagon (embark)|wagon}} you {{l|embark|arrive with}} constitutes a meeting area until you designate the first meeting area of your own. If you start in hostile surroundings it is important to get your dwarves and animals out of danger quickly.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to have at least one meeting area, of one form or another: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress.&lt;br /&gt;
&lt;br /&gt;
There are several ways to designate a meeting hall. The preferred method is to use an Activity zone; type i, set up a zone, and mark it both &amp;quot;active&amp;quot; and &amp;quot;meeting&amp;quot;. {{L|Sculpture garden|Statue gardens}} and {{L|zoo}}s are intrinsically meeting halls, as are {{L|room}}s defined from a {{L|well}}. However, you can also create a Meeting Hall.&lt;br /&gt;
&lt;br /&gt;
A meeting area filled with dwarves increases the social skills of idlers.  It makes idle dwarves a little less idle, and makes selecting a replacement broker easier.  Because almost every dwarf visits a meeting hall at least occasionally, it's an ideal place to site valuable objects and buildings.  A meeting hall exposed to sunlight will prevent dwarves from becoming {{L|cave adaptation|cave-adapted}}.&lt;br /&gt;
&lt;br /&gt;
Be warned that having dwarves socialize will often result in them becoming {{L|friend}}s (or forming a {{L|grudge}}).&lt;br /&gt;
&lt;br /&gt;
== Hospital ==&lt;br /&gt;
:Shortcut {{k|h}}&lt;br /&gt;
&lt;br /&gt;
A Hospital zone is an area designated for the {{L|Healthcare|care and treatment}} of sick and {{L|Wound|wounded}} dwarves. &lt;br /&gt;
&lt;br /&gt;
===Setting up a Hospital===&lt;br /&gt;
&lt;br /&gt;
While there are no particular restrictions on the areas that can be set as hospital zones, a hospital requires certain {{l|furniture}} and supplies to function properly:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Furniture&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bed|Beds}}&lt;br /&gt;
| Allow sick dwarves to {{L|Rest|rest}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Table|Tables}}&lt;br /&gt;
| Used in surgery{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Traction bench|Traction benches}}&lt;br /&gt;
| Immobilize dwarves who need to stay still to heal&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Container|Boxes/Bags}}&lt;br /&gt;
| Storage for medical supplies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Medical equipment&lt;br /&gt;
! Function&lt;br /&gt;
! Unit quantity*&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Thread}}&lt;br /&gt;
| Required for suturing wounds &lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cloth}} &lt;br /&gt;
| Required for bandages &lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Splint|Splints}} &lt;br /&gt;
| Used to bind broken bones{{verify}} &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crutch|Crutches}}&lt;br /&gt;
| Walking aid for dwarves with leg injuries &lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gypsum plaster|Powder for casts}} &lt;br /&gt;
| Used to make plaster casts for setting bones{{Verify}}&lt;br /&gt;
| 150{{Verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bucket|Buckets }}&lt;br /&gt;
| &lt;br /&gt;
*Used by doctors to carry water for cleaning patients&lt;br /&gt;
*Used by dwarves with the Feed Patients/Prisoners labor to water patients&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap }}&lt;br /&gt;
| Used to reduce infections when washing patients &lt;br /&gt;
| 150{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''*The unit quantity is the quantity of each item that appears in the Hospital Information screen when one object of that type is stored. For example, if one bolt of cloth is stored in the hospital zone, the hospital will report that it contains 10000 cloth.''&lt;br /&gt;
&lt;br /&gt;
In addition to furniture and medical supplies, a {{L|Water|source of water}} is more or less mandatory, as sick dwarves need it for drinking as well as cleaning. The water source need not be in the hospital zone, although the shorter the distance between the two the better.&lt;br /&gt;
&lt;br /&gt;
When the Zones menu ({{k|i}}) is open and the cursor is in a hospital zone, {{k|H}} will bring up the Hospital Information screen.  This screen shows the quantity of each type of furniture piece and medical equipment present in the Hospital, and allows you to set the desired quantity of each type of equipment. Note that you must have boxes or bags constructed in the hospital zone for supplies to be stored for medical use; items in a stockpile do not count for the hospital, even if the stockpile is in the hospital zone.&lt;br /&gt;
&lt;br /&gt;
===Hospital Beds===&lt;br /&gt;
&lt;br /&gt;
When a dwarf becomes sick or {{l|wound}}ed, he will be carried to a {{l|bed}} in a hospital zone by a dwarf with the Recovering Wounded labor set, assuming such a bed is available; otherwise, he may be carried to a bed in a {{L|barracks}} or {{L|dormitory}}, or to an unassigned bed.  If an injured dwarf is resting in a bed outside a hospital zone, he will remain there even if hospital beds become available.  Deconstructing the sick dwarf's bed may cause him to be move to a hospital bed, however, and it may be possible for doctors to treat patients who are resting outside of a hospital zone, so long as adequate supplies are available.{{verify}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=81725</id>
		<title>v0.31 Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attribute&amp;diff=81725"/>
		<updated>2010-04-03T21:55:11Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why is Agility on the attribute page, but every other attribute has its own page?  Should we redirect all the attributes individual pages to here and condense information, or put links here and give agility its own page? --[[User:Squirrelloid|Squirrelloid]] 14:29, 2 April 2010 (UTC)&lt;br /&gt;
:You know, screw it, the page proliferation is ridiculous, I'm consolidating. --[[User:Squirrelloid|Squirrelloid]] 14:39, 2 April 2010 (UTC)&lt;br /&gt;
::Here are strings for mental attributes:&lt;br /&gt;
(snipped since they're in article)&lt;br /&gt;
::[[User:Denspb|Denspb]]&lt;br /&gt;
:::Well, someone saw these and added them while i was screwing around trying to extract them from my dwarves... lol.  Thanks, and pardon the snipping, but it was big --[[User:Squirrelloid|Squirrelloid]] 15:34, 2 April 2010 (UTC)&lt;br /&gt;
(Because we have newbie editors who don't bother to think of the larger picture or look at the old wiki as a pattern. [[Dwarf_Fortress_Wiki:Community_Portal#B|'''B''' is for '''Be Bold''']], Squirrelloid - you're doin' great!)--[[User:Albedo|Albedo]] 19:17, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Experience?==&lt;br /&gt;
Are attributes no longer affected by experience? [[User:Caradhras|Caradhras]] 21:55, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3607</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3607"/>
		<updated>2009-04-29T15:21:49Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Marked non-growable crops as &amp;quot;(n/a)&amp;quot; under Growing Seasons and removed the asterisks indicating their status.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|100px|Flowchart]]&lt;br /&gt;
'''Crops''' are [[plant]]s that may be grown at [[Farming|farm plots]].  There are two types of crops: above ground and subterranean.  The [[seed|seeds]] of [[subterranean crops]] may be brought from the starting screen or purchased from the [[dwarf]] traders.  Above ground crops and seeds may be purchased from [[human]] or [[elf|elven]] traders or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). Some of the plants listed below are not crops as such as they have no seeds and can't be planted. They are listed for the sake of completeness only, and are marked with an &amp;quot;(n/a)&amp;quot; under Growing Seasons.&lt;br /&gt;
&lt;br /&gt;
The list below uses the legend:&lt;br /&gt;
&lt;br /&gt;
a) [[Farmer's workshop]]&lt;br /&gt;
 &lt;br /&gt;
* P - Process&lt;br /&gt;
* b - Process to [[Bag]]&lt;br /&gt;
* B - Process to [[Barrel]]&lt;br /&gt;
* V - Process to [[Vial]]&lt;br /&gt;
&lt;br /&gt;
b) [[Mill]] or [[Quern]]&lt;br /&gt;
&lt;br /&gt;
* M - Milling  (requires a bag)&lt;br /&gt;
&lt;br /&gt;
c) [[Still]]&lt;br /&gt;
&lt;br /&gt;
* e - Extract plant essence (requires vial)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop Name &lt;br /&gt;
! Growing Seasons !! Habitat !! Plant Value !! Drink !! Drink Value* !! Edible Raw !! Cookable** !! Extracts/products !! Extract Value&lt;br /&gt;
|-&lt;br /&gt;
! [[Plump helmet]]&lt;br /&gt;
| SSFW || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[Dwarven wine]] || 10 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Pig tail]]&lt;br /&gt;
| _SF_ || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[Dwarven ale]] || 10 || {{no}} || {{no}} || [[Pig tail]] [[thread]] (P)|| 12&lt;br /&gt;
|-&lt;br /&gt;
! [[Cave wheat]]&lt;br /&gt;
| _SF_ || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[Dwarven beer]] || 10 || {{no}} || {{partial|if Milled}} || [[Dwarven wheat flour]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweet pod]]&lt;br /&gt;
| SS__ || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || [[Dwarven rum]] || 10 || {{no}} || {{partial|if Milled or Processed}} || [[Dwarven syrup]] (B), [[Dwarven sugar]] (M) || 100*, 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Quarry bush]]&lt;br /&gt;
| SSF_  || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || None || - || {{no}} || {{partial|if Processed}} || 5 [[Quarry bush]] leaves (b) || 25&lt;br /&gt;
|-&lt;br /&gt;
! [[Dimple cup]]&lt;br /&gt;
| SSFW || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 4 || None || - || {{no}} || {{no}} || Dimple [[dye]] (M) || 20&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop Name &lt;br /&gt;
! Growing Seasons !! Habitat !! Plant Value !! Drink !! Drink Value* !! Edible Raw !! Cookable** !! Extracts/products !! Extract Value&lt;br /&gt;
|-&lt;br /&gt;
! [[Muck root]]&lt;br /&gt;
| (n/a) || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Wet)&amp;lt;/font&amp;gt; || 2 || [[Swamp whiskey]] || 5 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloated tuber]]&lt;br /&gt;
| (n/a) || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Dry)&amp;lt;/font&amp;gt; || 4 || [[Tuber beer]] || 10 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Kobold bulb]]&lt;br /&gt;
| (n/a) || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Wet)&amp;lt;/font&amp;gt; || 10 || None || - || {{no}} || {{no}} || [[Gnomeblight]] (e) || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Prickle berry]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) || 2 || [[Prickle berry wine]] || 5 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Wild strawberry]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) ||  4 || [[Strawberry wine]] || 10 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Longland grass]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) || 4 || [[Longland beer]] || 10 || {{no}} || {{partial|if Milled}} || [[Longland flour]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Valley herb]]&lt;br /&gt;
| (n/a) || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Grassland (Dry)&amp;lt;/font&amp;gt; || 10 || None || - || {{no}} || {{yes}} || [[Golden salve]] (V) || 100&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop Name &lt;br /&gt;
! Growing Seasons !! Habitat !! Plant Value !! Drink !! Drink Value* !! Edible Raw !! Cookable** !! Extracts/products !! Extract Value&lt;br /&gt;
|-&lt;br /&gt;
! [[Rat weed]]&lt;br /&gt;
| SSFW || Not Freezing (Wet)|| 2 || [[Sewer brew]] || 5 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Fisher berry]]&lt;br /&gt;
| SSFW || Not Freezing (Wet) || 4 || [[Fisher berry wine]] || 10 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Rope reed]]&lt;br /&gt;
| SSFW || Not Freezing (Wet) || 4 || [[River spirits]] || 10 || {{no}} || {{no}} || [[Rope reed]] [[thread]] (P) || 12&lt;br /&gt;
|-&lt;br /&gt;
! [[Blade weed]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) || 4 || None || - || {{no}} || {{no}} || Emerald [[dye]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Hide root]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) || 2 || None || - || {{no}} || {{no}} || Redroot [[dye]] (M) || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Sliver barb]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) (Evil) || 2 || [[Gutter cruor]] || 5 || {{no}} || {{no}} || Black [[dye]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sun berry]]&lt;br /&gt;
| SSFW || Not Freezing (Wet) (Good) || 2 || [[Sunshine]] || 25 || {{yes}} || {{yes}} || None || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Whip vine]]&lt;br /&gt;
| SSFW || Not Freezing (Dry) (Savage)|| 2 || [[Whip wine]] || 15 || {{no}} || {{partial|if Milled}} || [[Whip vine flour]] (M) || 25&lt;br /&gt;
|- style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
! Crop Name &lt;br /&gt;
! Growing Seasons !! Habitat !! Plant Value !! Drink !! Drink Value* !! Edible Raw !! Cookable** !! Extracts/products !! Extract Value&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The value of five units of drink/syrup, the amount produced by a single plant, for comparison with extracts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Anything that can be cooked is edible afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Shrub]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze&amp;diff=29012</id>
		<title>40d Talk:Bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bronze&amp;diff=29012"/>
		<updated>2008-07-09T02:14:51Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: /* Smelting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Smelting==&lt;br /&gt;
So, to get bronze from tin you have to get copper? Or do you just have to re-smelt the tin? I only have a vein of tin ore in my mountain, but those kobold thieves supply me with a nice amount of usless large copper daggers. --[[User:Penguinofhonor|Penguinofhonor]] 12:02, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you don't really &amp;quot;get bronze from tin&amp;quot;. Bronze is an alloy of tin and copper. You can smelt it directly from tin bars and copper bars, and you likely can smelt it from tin ore and copper ore directly. [[User:G-Flex|G-Flex]] 03:23, 8 July 2008 (EDT)&lt;br /&gt;
::To smelt something you have to start with either all [[ore]] or all [[bar]]s. [[Melt]] the large copper daggers and you will eventually end up with some copper bars (I don't know the number of large copper daggers you need to melt to get a copper bar).&lt;br /&gt;
::The ''useless'' large copper daggers are also good for [[trading]] and [[weapon trap]]s. [[User:GarrieIrons|GarrieIrons]] 07:07, 8 July 2008 (EDT)&lt;br /&gt;
:::Are they actually useless or can they be used in weapon traps? --[[User:Makuus|Makuus]] 11:27, 8 July 2008 (EDT)&lt;br /&gt;
::::Did you try reading what you replied to? [[User:Caradhras|Caradhras]] 22:14, 8 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19892</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19892"/>
		<updated>2008-07-03T02:52:33Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.&lt;br /&gt;
&lt;br /&gt;
== About Drafting ==&lt;br /&gt;
You can draft any non-noble dwarf in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any non-recruit soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing Weapons and Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping Weapons and Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. A Marksdwarf might pick up a single Iron Bolt rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield- less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item(s).&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling Your Squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Food and water==&lt;br /&gt;
&lt;br /&gt;
Under the {{k|v}}iew squad menu, you can order squads to carry water and/or food along with them. To carry water the dwarves need access to [[waterskin]]s, and to carry food they need [[backpack]]s. This can be useful when sending your military out on long patrols.&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
*[[Assign animal]]&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41289</id>
		<title>40d:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41289"/>
		<updated>2008-05-26T04:25:50Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the bodies start falling, and sometimes even before, citizens will run like madmen right into the middle of a [[combat]] situation.  We'd like to think of it as natural selection, but all dwarves are potentially that stupid.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
===Corpse looting===&lt;br /&gt;
The most common cause is the death of a friend or enemy.  A dying creature who carries objects drops those objects on death, and your dwarves just can't wait to start looting the corpses.  Even the presence of hostiles will only deter them if they get close enough to be spooked, and then there's often no telling which direction they'll run - it's usually the wrong one.  This behavior only occurs after someone dies.  To prevent this behavior, as soon as bodies are generated immediately forbid ({{K|d}} - {{K|f}}) all objects they were carrying and their corpse - including all parts thereof.  Dwarves will cancel jobs to retrieve forbidden items.&lt;br /&gt;
&lt;br /&gt;
===Outside tasks===&lt;br /&gt;
The second behavior which leads to civilian dwarves in avoidable combat situations is dwarves who try to take jobs which take them outside.  This is really a more general version of the previous (as they are trying to job 'take item to depot' for dropped items), but can be generated by any object or stockpile that's sitting outside.  This is much harder to deal with unless you've kept your stockpiles inside and kept track of every object outside, because finding them to forbid them can be difficult, especially on larger maps or maps with many outdoor z-levels.  Finally, not all outdoor jobs are going to be item collecting jobs.  Woodcutters will want to chop designated trees (deselect them to stop this or turn off the labor), fisherdwarfs are going to want to go fishing (turn off the fishing labor), trappers will want to trap and hunters will want to hunt (turn off these labors).  You'll want to turn off gathering refuse from outside as well using the [[standing orders]] menu: ({{K|o}} - {{K|r}} - {{K|o}}).&lt;br /&gt;
&lt;br /&gt;
===Rescue missions===&lt;br /&gt;
One last behavior which can (rarely) bring a civilian into combat is an attempt to rescue a wounded dwarf.  Unfortunately you can't 'forbid' a living dwarf, but you can disable the &amp;quot;Health Care&amp;quot; job for the dwarf attempting the rescue. You may need to draft then undraft him to reset his health care job.&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
===&amp;quot;All dwarves stay inside&amp;quot;===&lt;br /&gt;
You can order all your dwarves, or just non-soldier dwarves, to stay inside by using the standing orders menu: {{k|o}} - {{k|i}}. However this is often an ineffective solution because the prohibition only kicks in when a dwarf actually steps outside. Thus, if combat (or other enemy deterrence systems) are at or near your entrance, telling dwarves to stay inside will not help - they will still try to take these jobs, walk outside (right into a combat situation), and then realize they aren't supposed to be there, cancel the job, walk back inside, and try to take the same job again.&lt;br /&gt;
&lt;br /&gt;
Setting only soldiers to go outside is not a cure-all, since soldiers can still generate Pickup Equipment jobs and run one by one into a hail of goblin crossbow fire.&lt;br /&gt;
&lt;br /&gt;
===Remove distractions===&lt;br /&gt;
As described above, as soon as a siege or ambush occurs, turn off the labors of dwarves who have outdoor tasks (woodcutting, fishing, trapping and hunting), un-designate ({{k|d}} - {{k|x}}) trees or shrubs that were set to be cut or gathered, and forbid ({{k|d}}} - {{{k|f}}) anything outdoors that your dwarves might want to fetch (such as freshly-cut logs). Continue doing this as the combat progresses and bodies and items start dropping. Turning off refuse hauling, as described above ({{K|o}} - {{K|r}} - {{K|o}}), may help. So can telling dwarves not to collect bodies: {{k|o}} - {{k|g}} if you use stockpiles for dead dwarves (which [[coffin|you shouldn't]]). &lt;br /&gt;
&lt;br /&gt;
===Batten down the hatches===&lt;br /&gt;
An easier solution to manage is locking all your dwarves inside, for instance by raising drawbridges.  This tends to break invader AIs however, as they will just mill about outside (not walking forward into your traps) because they can't find a path to a dwarf.  It also makes it more difficult to get military out to the invaders because when you open the doors your dwarves will start taking outdoor jobs again.&lt;br /&gt;
&lt;br /&gt;
===Martial law===&lt;br /&gt;
One last solution is to draft all your civilian dwarves and station them somewhere deep within your fortress.  It will generate a lot of unhappy thoughts, and kill your productivity for the duration of the siege, but it will stop them from being stupid. Watch out for newly-recruited dwarves who are set to equip armour or weapons, however: they may attempt to run out into the fray to equip themselves if 'Soldiers can go outside' is selected.&lt;br /&gt;
&lt;br /&gt;
===Forward barracks===&lt;br /&gt;
Create your barracks, a food stockpile, weapons and armour stockpiles, small meeting hall, etc. near the entrance of your fort for your military dwarves to use. Have the rest of your fort separated by lockable doors. When fighting occurs, lock all non-military dwarves in the back of the fort where they can continue working undisturbed. Forcing all incoming traffic to move through your barracks has the added benefit of making it likely that any sneaky [[thief]] will be discovered in the middle of your sparring ground -- with predictably gruesome results for the thief.&lt;br /&gt;
&lt;br /&gt;
The forward barracks concept can be extended by placing the barracks so far forward that they are on the surface, outside the fortress proper, forming a castle of sorts. This requires encircling walls or channels on the surface to force enemies into a designated approach path and block others, so there is more work required of the player. One benefit is that the &amp;quot;soldiers can go outside&amp;quot; order will keep civilians out of the castle, and thus hopefully out of harm's way; also this will consume large amounts of those stones that clutter up the fortress.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The existence of this problem is a strong argument for doing as much as you can to give your dwarves little reason to go outside.  The fewer reasons your dwarves have for going outside, the fewer dwarves you will lose to crazy dwarves wandering into the line of fire.  It has the side benefit of greatly reducing your casualties from ambushes. Strategies like building a [[trade depot]] indoors, behind a retractable drawbridge, will help keep your dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Providing indoor pastimes (like a [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[zone]]) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen the likelihood that they will get caught outside when siegers arrive. Creative use of water resources to create an [[underground forest]] can limit danger to woodcutters. Hunters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19887</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19887"/>
		<updated>2008-05-06T19:12:21Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added to the &amp;quot;swapping weapons&amp;quot; tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.&lt;br /&gt;
&lt;br /&gt;
== About Drafting ==&lt;br /&gt;
You can draft any non-noble dwarf in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing Weapons and Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping Weapons and Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. A Marksdwarf might pick up a single Iron Bolt rather than your stack of *Steel Bolts [25]*. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon. &lt;br /&gt;
&lt;br /&gt;
There are two ways to swap weapons and armour. The simpler way is to use the {{k|m}}ilitary menu. This process will let you swap out your soldier's weapon or ''entire'' suit of armour:&lt;br /&gt;
#Press {{k|m}} to access the military menu.&lt;br /&gt;
#Find the soldier whose weapon or armour you want to remove, and set them to Unarmed or armour- and shield- less. &lt;br /&gt;
#Watch the soldier until he or she removes his or her equipment.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed. &lt;br /&gt;
#Return to the military menu and re-designate the soldier to have the weapon and/or armour you want.&lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
The other way to swap out weapons or armour, which is particularly useful to replace an individual piece of armour but not the entire suit, is as follows:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the soldier whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select each item you want the soldier to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the hauler before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#As with step 4 above, {{k|d}}esignate all of your current weapons or armour as {{k|f}}orbidden. Manually find the weapon or armour piece(s) that you want your dwarf to pick up, and {{k|d}}esignate it, or them, to be re{{k|c}}laimed.&lt;br /&gt;
#As with step 5 above, wait until your newly-naked dwarf realizes his or her situation and picks up the proper equipment.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling Your Squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40678</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40678"/>
		<updated>2008-05-06T00:18:54Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Final consolidation of information, this time from the Soldier article. All *detailed* info on sparring should now be found in this article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats. 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.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. Silver weapons do only 50% of the damage of [[iron]] weapons. [[Wood|Wooden]] weapons also do only 50% of the damage of iron ones, but can only be gained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: metal bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swath through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. Because of this an expert miner can quickly level-up when sparring unarmed {{verify}}, and you run the risk of him or her becoming a [[Soldier#Heroes_and_Champions|heroic wrestler]] and refusing to mine anymore.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22452</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22452"/>
		<updated>2008-05-06T00:17:42Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Trimmed information that is now found in the Sparring article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. 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 [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
&lt;br /&gt;
== Soldier classes ==&lt;br /&gt;
&lt;br /&gt;
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. 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.&lt;br /&gt;
&lt;br /&gt;
=== Marksdwarves ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are 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 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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== Speardwarves ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Axedwarves ===&lt;br /&gt;
&lt;br /&gt;
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 bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== Sworddwarves ===&lt;br /&gt;
&lt;br /&gt;
Sworddwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== Macedwarves ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.&lt;br /&gt;
&lt;br /&gt;
=== Hammerdwarves ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Wrestlers ===&lt;br /&gt;
&lt;br /&gt;
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. Wrestlers are much weaker than any other soldier type.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill is also exercised when using any improvised weapon in combat.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|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.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, 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]]s to them.&lt;br /&gt;
&lt;br /&gt;
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, be sure to transfer them out while you still can. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. 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.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19886</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19886"/>
		<updated>2008-05-06T00:09:24Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Trimmed sparring section and merged it with Sparring article. Added notes on drafting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your '''military''' comprises the [[soldiers]] of your fortress. Pressing {{k|m}} will bring you to the Military screen, which lists your active soldiers at the top of the screen, and potential draftees below them.&lt;br /&gt;
&lt;br /&gt;
== About drafting ==&lt;br /&gt;
You can draft any non-noble dwarf in your fortress through the {{k|m}}ilitary screen by pressing {{k|a}} on the dwarf in question. Alternatively you can select a dwarf using {{k|v}} -&amp;gt; {{k|p}}, and then press {{k|A}} (Shift + 'a') to draft him or her. A dwarf that has not yet reached [[Soldier#Heroes_and_Champions|Hero]] or [[Soldier#Heroes_and_Champions|Champion]] status may be un-drafted by the same method.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally give them an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
Immigrant [[nobles]] will not show up in the military screen, and cannot be drafted. Appointed administrators do appear on the list, and can be drafted. However their military duties will interfere with their civilian ones, making it unwise to draft your administrators.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a hero subordinate to a normal military dwarf, nor a champion subordinate to anyone other than another champion, nor any soldier subordinate to a recruit. Dwarves who become heroes will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping weapons / Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon. To swap weapons or armour, follow these five steps:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the dwarf whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select the item you want the dwarf to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the dwarf before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece that you want your dwarf to pick up, and {{k|d}}esignate to be re{{k|c}}laimed. &lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Wrestling or melee weapon-equipped squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin [[sparring]] to train their skills. Soldiers with crossbows will go to a [[archery target|shooting range]] to practice.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40677</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40677"/>
		<updated>2008-05-05T23:57:18Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Imported information from the Military article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. However, it can be time consuming to force them to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve Novice (or better) Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: metal bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swath through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. Because of this an expert miner can quickly level-up when sparring unarmed {{verify}}, and you run the risk of him or her becoming a [[Soldier#Heroes_and_Champions|heroic wrestler]] and refusing to mine anymore.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18135</id>
		<title>40d:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Archery_target&amp;diff=18135"/>
		<updated>2008-05-05T23:53:37Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added information on how to designate the range from the target.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An archery target is a building used to improve the [[marksdwarf]] skill. They can be built by pressing the {{k|A}} key ({{k|shift}} and {{k|a}}) under the {{k|b}}uild menu. It uses one [[stone]] to be built and requires [[architecture]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
To create an archery range from an archery target, select the target using {{k|q}} and hit {{k|r}} to &amp;quot;Make Archery Range.&amp;quot;  After choosing the size of the archery range, you must then set a safe shooting direction using {{k|w}}, {{k|a}}, {{k|s}}, or {{k|d}}.&lt;br /&gt;
&lt;br /&gt;
Shooting at an archery target improves a [[dwarf]]'s [[marksdwarf]] skill. Shooting requires a [[crossbow]] and [[wood]]en or [[bone]] [[bolt]]s ([[metal]] bolts are considered too valuable and will not be used). Bolts shot at a target are destroyed and cannot be reclaimed, but will form a small rubble pile that can be cleaned up by a dwarf with the [[cleaning]] labor enabled.  Only off-duty squads will use archery targets. You can switch a squad to off-duty by accessing the military menu with {{k|m}}, selecting the appropriate squad with {{k|v}}, and setting it to off-duty with {{k|t}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17764</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17764"/>
		<updated>2008-05-05T23:36:18Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: With the &amp;quot;Help! My civilians keep running into combat!&amp;quot; page, much info around Civilians is now redundant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, keep civilians indoors, raise the draw bridges and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas ambushers or thieves are not.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
There have been no reports of humans sieging in the current version.{{version}}{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
There have been no reports of elves sieging in the current version.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their arrows have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help.&lt;br /&gt;
&lt;br /&gt;
*A moat can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down trees or hauling in items and corpses from outdoors. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]], [[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41282</id>
		<title>40d:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41282"/>
		<updated>2008-05-05T23:32:43Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Great work so far guys, this page is the #1 thing I wanted when I had my first siege in DF.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the bodies start falling, and sometimes even before, citizens will run like madmen right into the middle of a [[combat]] situation.  We'd like to think of it as natural selection, but all dwarves are potentially that stupid.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
===Corpse looting===&lt;br /&gt;
The most common cause is the death of a friend or enemy.  A dying creature who carries objects drops those objects on death, and your dwarves just can't wait to start looting the corpses.  Even the presence of hostiles will only deter them if they get close enough to be spooked, and then there's often no telling which direction they'll run - it's usually the wrong one.  This behavior only occurs after someone dies.  To prevent this behavior, as soon as bodies are generated immediately forbid ({{K|d}} - {{K|f}}) all objects they were carrying and their corpse - including all parts thereof.  Dwarves will cancel jobs to retrieve forbidden items.&lt;br /&gt;
&lt;br /&gt;
===Outside tasks===&lt;br /&gt;
The second behavior which leads to civilian dwarves in avoidable combat situations is dwarves who try to take jobs which take them outside.  This is really a more general version of the previous (as they are trying to job 'take item to depot' for dropped items), but can be generated by any object or stockpile that's sitting outside.  This is much harder to deal with unless you've kept your stockpiles inside and kept track of every object outside, because finding them to forbid them can be difficult, especially on larger maps or maps with many outdoor z-levels.  Finally, not all outdoor jobs are going to be item collecting jobs.  Woodcutters will want to chop designated trees (deselect them to stop this or turn off the labor), fisherdwarfs are going to want to go fishing (turn off the fishing labor), trappers will want to trap and hunters will want to hunt (turn off these labors).  You'll want to turn off gathering refuse from outside as well using the [[standing orders]] menu: ({{K|o}} - {{K|r}} - {{K|o}}).&lt;br /&gt;
&lt;br /&gt;
===Rescue missions===&lt;br /&gt;
One last behavior which can (rarely) bring a civilian into combat is an attempt to rescue a wounded dwarf.  Unfortunately you can't 'forbid' a living dwarf, but you can disable the &amp;quot;Health Care&amp;quot; job for the dwarf attempting the rescue.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
===&amp;quot;All dwarves stay inside&amp;quot;===&lt;br /&gt;
You can order all your dwarves, or just non-soldier dwarves, to stay inside by using the standing orders menu: {{k|o}} - {{k|i}}. However this is often an ineffective solution because the prohibition only kicks in when a dwarf actually steps outside. Thus, if combat (or other enemy deterrence systems) are at or near your entrance, telling dwarves to stay inside will not help - they will still try to take these jobs, walk outside (right into a combat situation), and then realize they aren't supposed to be there, cancel the job, walk back inside, and try to take the same job again.&lt;br /&gt;
&lt;br /&gt;
===Remove distractions===&lt;br /&gt;
As described above, as soon as a siege or ambush occurs, turn off the labors of dwarves who have outdoor tasks (woodcutting, fishing, trapping and hunting), un-designate ({{k|d}} - {{k|x}}) trees or shrubs that were set to be cut or gathered, and forbid ({{k|d}}} - {{{k|f}}) anything outdoors that your dwarves might want to fetch (such as freshly-cut logs). Continue doing this as the combat progresses and bodies and items start dropping. Turning off refuse hauling, as described above ({{K|o}} - {{K|r}} - {{K|o}}), may help. So can telling dwarves not to collect bodies: {{k|o}} - {{k|g}} if you use stockpiles for dead dwarves (which [[coffin|you shouldn't]]). &lt;br /&gt;
&lt;br /&gt;
===Batten down the hatches===&lt;br /&gt;
An easier solution to manage is locking all your dwarves inside, for instance by raising drawbridges.  This tends to break invader AIs however, as they will just mill about outside (not walking forward into your traps) because they can't find a path to a dwarf.  It also makes it more difficult to get military out to the invaders because when you open the doors your dwarves will start taking outdoor jobs again.&lt;br /&gt;
&lt;br /&gt;
===Military law===&lt;br /&gt;
One last solution is to draft all your civilian dwarves and station them somewhere deep within your fortress.  It will generate a lot of unhappy thoughts, and kill your productivity for the duration of the siege, but it will stop them from being stupid. Watch out for newly-recruited dwarves who are set to equip armour or weapons, however: they may attempt to run out into the fray to equip themselves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Forward barracks===&lt;br /&gt;
Create your barracks, a food stockpile, weapons and armour stockpiles, small meeting hall, etc. near the entrance of your fort for your military dwarves to use. Have the rest of your fort seperated by lockable doors. When fighting occurs, lock all non-military dwarves in the back of the fort where they can continue working undisturbed. Forcing all incoming traffic to move through your barracks has the added benefit of making it likely that any sneaky [[thief]] will be discovered in the middle of your sparring ground -- with predictably gruesome results for the thief.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The existence of this problem is a strong argument for doing as much as you can to give your dwarves little reason to go outside.  The fewer reasons your dwarves have for going outside, the fewer dwarves you will lose to crazy dwarves wandering into the line of fire.  It has the side benefit of greatly reducing your casualties from ambushes. Strategies like building a [[trade depot]] indoors, behind a retractable drawbridge, will help keep your dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Providing indoor pastimes (like a [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[zone]]) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen the likelihood that they will get caught outside when siegers arrive. Creative use of water resources to create an [[underground forest]] can limit danger to woodcutters. Hunters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17762</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17762"/>
		<updated>2008-05-05T20:30:04Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added more on preserving civilians' lives.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A siege is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, keep civilians indoors, raise the draw bridges and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas ambushers or thieves are not.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
Unknown if humans still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
Unknown if elves still siege this version, someone confirm.&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their arrows have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help.&lt;br /&gt;
&lt;br /&gt;
*A moat can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down trees or hauling in items and corpses from outdoors. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are several strategies to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
* The Dwarves Stay Inside [[standing orders|standing order]], accessible through the {{k|o}} command, will prevent dwarves from going outside, but only after they walk to the entrance (or even a few tiles beyond it). Since many of your major defenses will be inside the fortress, this is only somewhat useful. &lt;br /&gt;
* You should cancel all outdoor jobs -- un-{{k|d}}esignate trees for cutting, and set all freshly-cut logs and other outdoor objects that your dwarves might collect as {{k|f}}orbidden.&lt;br /&gt;
* Dwarves will still attempt to haul items and corpses, including the freshly-dropped weapons and armour of dead siegers. To prevent your civilians from running into the battle zone to pick them up, you should designate the items in the battlefield as forbidden. This can be tedious however because you will need to re-designate the entire battle area every few seconds as more units die and drop items.&lt;br /&gt;
* You can also use the standing orders menu to tell dwarves to ignore bodies. However dwarves may still attempt to place their own comrades' bodies into coffins despite this order.{{verify}}&lt;br /&gt;
* Possibly your best bet is to draft the dwarves in question (or simply all civilians) into one huge citizen-squad and station them somewhere out of harm's way. However, if any of your citizens are set to carry weapons or armor, they may decide to go collect equipment from slain [[goblins]]/dwarves during the siege, which means they'll run out into the fray. Keep an eye on this, and turn off their [[weapons]]/[[armor]] accordingly.&lt;br /&gt;
* Providing indoor pastimes (like [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area zone) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen teh likelihood that they will get caught outside when siegers arrive. Hunters, woodcutters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
See also: [[Fortress defense]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29604</id>
		<title>Template:Military FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29604"/>
		<updated>2008-05-05T17:40:37Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Removed &amp;quot;how do I get my dwarves to spar and fight with different weapons&amp;quot; -- this is essentially the same as &amp;quot;how do I arm my dwarves?&amp;quot;  Also added new idea for badly-needed page...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY THE FOLLOWING TWO LINES, AND PASTE THEM IN THE INDICATED SPOT&lt;br /&gt;
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|-&lt;br /&gt;
| [[Example of a question]]&lt;br /&gt;
&lt;br /&gt;
Leave the question mark out of the link, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second inserts your question, and the [[ and ]] cause the question to have its own answer page.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Military FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to fight|How do I get my dwarves to fight?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military|How do I organize my military?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military#Choosing_weapons_.2F_Armour|How do I arm my dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparring|How do I train my dwarves' martial skills?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Train|How do I train and deploy animals when needed?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Help! My civilians keep running into combat!]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Military_FAQ|Add a question to the Military FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Military]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19885</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19885"/>
		<updated>2008-05-05T17:36:27Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added information on swapping equipment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (Shift + 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a weaponmaster subordinate to a normal military dwarf, nor a champion subordinate to a weaponmaster (and possibly not a military dwarf subordinate to a recruit?). Dwarves who become weaponmasters will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
=== Swapping weapons / Armour ===&lt;br /&gt;
Frustratingly, a soldier will not necessarily choose the best-[[quality]] weapon available. Thus a Speardwarf might choose a -Bronze Spear- rather than a ≡Steel Spear≡ if given the chance. When equipping your dwarves for active duty, you will generally want them to use the best weapons available; when dwarves are set to spar, you generally want them to use the worst weapons available. Unless you are saving your good armour for a certain dwarf, you will always want your soldiers to be equipped with the best possible armour.&lt;br /&gt;
&lt;br /&gt;
Swapping weapons and armour is a frustrating and somewhat time-consuming process. It is easiest if you make different [[stockpile|stockpiles]] for your best and your worst-quality weapons. Creating a stockpile only for high-quality steel and iron weapons or armour will make it easier to find the weapon or armour you want to give your dwarf. Likewise, a special stockpile for low-quality silver or wooden weapons will make it easier to assign the right sparring weapon. To swap weapons or armour, follow these five steps:&lt;br /&gt;
&lt;br /&gt;
#Make sure you have an area (any area) assigned as a garbage [[dump]].&lt;br /&gt;
#Find the dwarf whose weapon or armour you want to replace, by using the {{k|v}}iew command and going to the dwarf's {{k|i}}nventory. Select the item you want the dwarf to get rid of, then hit Enter to view it. Press {{k|d}} to mark it for dumping. When you select an item to be dumped, it will create a hauling job for a civilian dwarf, who should presently arrive to cart the weapon off to your junk pile. If you want to save the weapon, catch the dwarf before he or she reaches your dump and un-designate the weapon; alternatively, find it in the dump and reclaim it.&lt;br /&gt;
#Next, {{k|d}}esignate all of your current weapons or armour (hopefully all of which are in your stockpiles)) as {{k|f}}orbidden. Then manually find the weapon or armour piece that you want your dwarf to pick up, and {{k|d}}esignate to be re{{k|c}}laimed. &lt;br /&gt;
#Wait until your newly-naked dwarf realizes his or her situation and decides to Pickup Equipment. If you have properly forbidden all other weapons or armour, the dwarf should make a beeline for your weapons or armour stockpile, and don the right item.&lt;br /&gt;
#Reclaim your stockpiles of weapons or armour for regular use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;br /&gt;
&lt;br /&gt;
Archery ranges offer the equivalent of sparring for Marksdwarves, and will only be taken advantage of when there are wooden or bone bolts available (Dwarves obviously view these inferior materials as 'practice' ammo). As with sparring, shooting on an archery range is only done off-duty. Make sure you set a safe shooting direction after designating the shooting range on an archery target using {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so make sure to get them involved in a few unarmed, armored sparring matches in the barracks.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him from duty]] so he can at least serve your economy as a hauler (or Royal Guard), and give his weapon and armor to a dwarf who will practice with them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:How_do_I_arm_my_dwarves&amp;diff=31221</id>
		<title>40d:How do I arm my dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:How_do_I_arm_my_dwarves&amp;diff=31221"/>
		<updated>2008-05-05T17:18:31Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Merged with Military. Trying to reduce number of military-related pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19884</id>
		<title>40d:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Military&amp;diff=19884"/>
		<updated>2008-05-05T17:18:00Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Adding info from &amp;quot;How do I arm my dwarves&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About drafting ==&lt;br /&gt;
You can draft any dwarves in your fortress by pressing {{k|v}} -&amp;gt; {{k|p}}. Then you press {{k|A}} (Shift + 'a'), or alternatively via the military screen {{k|m}} and then {{k|a}} on the dwarves in question.&lt;br /&gt;
&lt;br /&gt;
If you draft dwarves without any (non-dabbling) combat skills, it will generally produce an unhappy thought. Dwarves with little or no (non-dabbling) civilian skills will not like being undrafted.&lt;br /&gt;
&lt;br /&gt;
== Promotion / Squads ==&lt;br /&gt;
Pressing {{k|m}} will lead you to the military screen. Here you can promote dwarves and create squads. This is done by pressing {{k|Enter}} on recruits.  &lt;br /&gt;
&lt;br /&gt;
# Select the dwarf you want to be squad leader.&lt;br /&gt;
# Press {{k|Enter}} (-&amp;gt; promote).&lt;br /&gt;
# Use arrow keys to select the dwarf you want to be his subordinate.&lt;br /&gt;
# Press {{k|Enter}}.&lt;br /&gt;
# Repeat for each dwarf you want in the squad.&lt;br /&gt;
# Press {{k|Space}} space to exit promotion mode.&lt;br /&gt;
&lt;br /&gt;
To remove a dwarf from a squad select them and then press {{k|Enter}} again.&lt;br /&gt;
&lt;br /&gt;
You can do complex chains of command this way if the first dwarf you selected was already in a squad (he'll become leader of a sub-squad) though I don't know if that has any use right now. If you want to take a dwarf out of his squad, promote him and select himself as a subordinate.&lt;br /&gt;
&lt;br /&gt;
Note that there are restrictions to who can lead whom: you can't make a weaponmaster subordinate to a normal military dwarf, nor a champion subordinate to a weaponmaster (and possibly not a military dwarf subordinate to a recruit?). Dwarves who become weaponmasters will automatically become leaders of their squads if the current leader is less experienced.&lt;br /&gt;
&lt;br /&gt;
== Choosing weapons / Armour ==&lt;br /&gt;
Pressing {{k|m}} and then {{k|w}} will show you a screen containing: &lt;br /&gt;
*Shortened names for weapon types.&lt;br /&gt;
*A number indicating the number of weapons you want them to carry (note: this is not dual wielding, this is the dwarf carrying a backup weapon slung across their back in case the first weapon becomes stuck in a combatant)&lt;br /&gt;
*A Shortened name for the level of armour they should aim to wear and the shield they should carry.&lt;br /&gt;
Note: Giving a dwarf a weapon will affect their non-military professions, if the weapon in question conflicts with their labour tasks.  E.g. Issuing a mace to a dwarf, will cause them to discard any axe they may be carrying for Woodcutting, or a pick they might use for mining.&lt;br /&gt;
&lt;br /&gt;
When a dwarf is drafted into the army he or she will go pick up his or her equipment, if it is available (a dwarf set to fight with a sword will fight unarmed until a sword is forged), and when released back to civilian life, will drop this equipment. Exceptions being dwarves with the 'Woodcutter' labour enabled who carry an axe while in civilian mode, and dwarves with the 'Hunting' labour enabled who carry a crossbow and leather armour while in civilian mode.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s set to fight unarmed will use their [[pick]] as a weapon, and get damage bonuses from their Mining skill level.&lt;br /&gt;
&lt;br /&gt;
== Controlling your squads ==&lt;br /&gt;
By pressing {{k|x}} you will select squads near your marker. You can {{k|s}}tation the squads at the current cursor position if the squad in question is on-duty. Squads will fight and pursue hostile creatures until they or the enemies are dead or the squad moves too far from its station. Squads can be set to pursue regardless of how far they move from their station and to attack wild animals (along with various other options) via the {{k|m}}ilitary screen, in the {{k|v}}iew squad submenu. For more information on fighting, see [[Combat]].&lt;br /&gt;
&lt;br /&gt;
== Training / Sparring ==&lt;br /&gt;
Squads that you marked as &amp;quot;Off Duty&amp;quot; by the squad-management screen in the {{k|m}}ilitary screen will head to the barracks and begin sparring to train their skills.  It is possible to get horrendous injuries by letting your dwarves spar with weapons, so it is strongly advisable to make them train first without weapons to improve their [[wrestling]] skill, and then outfit them with armour before you give them real weapons to practice with.  {{k|m}} then select the squad in question, press {{k|v}} to view the squad's setting and then {{k|t}} to toggle their on-duty status.&lt;br /&gt;
&lt;br /&gt;
Archery ranges offer the equivalent of sparring for Marksdwarves, and will only be taken advantage of when there are wooden or bone bolts available (Dwarves obviously view these inferior materials as 'practice' ammo). As with sparring, shooting on an archery range is only done off-duty. Make sure you set a safe shooting direction after designating the shooting range on an archery target using {{k|w}}{{k|a}}{{k|s}}{{k|d}}. Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so make sure to get them involved in a few unarmed, armored sparring matches in the barracks.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him from duty]] so he can at least serve your economy as a hauler (or Royal Guard), and give his weapon and armor to a dwarf who will practice with them.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Army Arc]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Fortress Defense]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29603</id>
		<title>Template:Military FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29603"/>
		<updated>2008-05-05T17:16:00Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY THE FOLLOWING TWO LINES, AND PASTE THEM IN THE INDICATED SPOT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Example of a question]]&lt;br /&gt;
&lt;br /&gt;
Leave the question mark out of the link, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second inserts your question, and the [[ and ]] cause the question to have its own answer page.---&amp;gt;&lt;br /&gt;
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{| align=center style=&amp;quot;width: 80%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Military FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to fight|How do I get my dwarves to fight?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military|How do I organize my military?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military|How do I arm my dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparring|How do I train my dwarves' martial skills?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparring|How do I get my dwarves to spar and fight with different weapons?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Train|How do I train and deploy animals when needed?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Military_FAQ|Add a question to the Military FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Military]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22451</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22451"/>
		<updated>2008-05-05T17:01:08Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Copy editing + adding note on job names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. 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. &lt;br /&gt;
&lt;br /&gt;
[[Military#Training / Sparring|Sparring]] can sometimes cause horrible accidents involving loss of limb or life for your soldiers. To reduce these risks, you can take several precautions:&lt;br /&gt;
&lt;br /&gt;
* Outfit every dwarf (including wrestlers) with a [[shield]]. This will train their &amp;quot;[[shield user]]&amp;quot; skill as well.&lt;br /&gt;
* 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.&lt;br /&gt;
* Set inexperienced soldiers to &amp;quot;Unarmed&amp;quot; (wrestling) until their skills improve a few levels; Wrestling is also used for dodging attacks. Obviously don't let them spar against armed dwarves either.&lt;br /&gt;
* Arm dwarves with less-lethal weapons. [[Silver]] weapons are good for training, doing only 50% the damage of [[iron]]. Also, wooden weapons have the same strength as silver, but cannot be made locally; they must be imported. Dwarves armed with these weapons will do less damage when facing foes as well.&lt;br /&gt;
&lt;br /&gt;
== Soldier classes ==&lt;br /&gt;
&lt;br /&gt;
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. 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.&lt;br /&gt;
&lt;br /&gt;
=== Marksdwarves ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are 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 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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== Speardwarves ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Axedwarves ===&lt;br /&gt;
&lt;br /&gt;
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 bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== Sworddwarves ===&lt;br /&gt;
&lt;br /&gt;
Sworddwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== Macedwarves ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.&lt;br /&gt;
&lt;br /&gt;
=== Hammerdwarves ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Wrestlers ===&lt;br /&gt;
&lt;br /&gt;
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. Wrestlers are much weaker than any other soldier type.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill is also exercised when using any improvised weapon in combat.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|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.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, 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]]s to them.&lt;br /&gt;
&lt;br /&gt;
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, be sure to transfer them out while you still can. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. 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.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40676</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40676"/>
		<updated>2008-05-05T16:50:43Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: added Military FAQ link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. However, it can be time consuming to force them to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush.&lt;br /&gt;
*It is prudent to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve Novice  (or better) Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarfs do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]] -- metal bolts will not be wasted on target practice.&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swath through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. Because of this an expert miner can quickly level-up when sparring unarmed {{verify}}, and you run the risk of him or her becoming a [[Soldier#Heroes_and_Champions|heroic wrestler]] and refusing to mine anymore.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40675</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40675"/>
		<updated>2008-05-05T16:49:39Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. However, it can be time consuming to force them to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush.&lt;br /&gt;
*It is prudent to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve Novice  (or better) Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarfs do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]] -- metal bolts will not be wasted on target practice.&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swath through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. Because of this an expert miner can quickly level-up when sparring unarmed {{verify}}, and you run the risk of him or her becoming a [[Soldier#Heroes_and_Champions|heroic wrestler]] and refusing to mine anymore.&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15758</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15758"/>
		<updated>2008-05-05T16:37:51Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Consolidating info on sparring.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''barracks''' is a [[room]] defined from a [[bed]], [[armor stand]], or [[weapon rack]].  Barracks provide places for your dwarves to [[sparring|spar]] and sleep.&lt;br /&gt;
&lt;br /&gt;
Sparring requires enough clear floor space inside the barracks to dodge and maneuver in; 4x4 is probably a safe lower limit{{verify}}.&lt;br /&gt;
&lt;br /&gt;
When a [[bedroom]] is set as a barracks, dwarves will not claim the room when they sleep.  If no beds are available, they will sleep on the floor of a barracks.  If that isn't available, they will fall asleep where they stand, potentially leaving dwarves in dangerous locations.  Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15757</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15757"/>
		<updated>2008-05-05T16:36:10Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Trying to consolidate information on sparring.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''barracks''' is a [[room]] defined from a [[bed]], [[armor stand]], or [[weapon rack]].  Barracks provide places for your dwarves to [[How_do_I_train_my_dwarves_martial_skills|spar]] and sleep.&lt;br /&gt;
&lt;br /&gt;
[[Sparring]] requires enough clear floor space inside the barracks to dodge and maneuver in; 4x4 is probably a safe lower limit{{verify}}.&lt;br /&gt;
&lt;br /&gt;
When a [[bedroom]] is set as a barracks, dwarves will not claim the room when they sleep.  If no beds are available, they will sleep on the floor of a barracks.  If that isn't available, they will fall asleep where they stand, potentially leaving dwarves in dangerous locations.  Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29602</id>
		<title>Template:Military FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Military_FAQ&amp;diff=29602"/>
		<updated>2008-05-05T16:35:22Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Trying to consolidate information on sparring.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, COPY THE FOLLOWING TWO LINES, AND PASTE THEM IN THE INDICATED SPOT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Example of a question]]&lt;br /&gt;
&lt;br /&gt;
Leave the question mark out of the link, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second inserts your question, and the [[ and ]] cause the question to have its own answer page.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Military FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I get my dwarves to fight|How do I get my dwarves to fight?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Soldier|How do I get my dwarves to spar and fight with different weapons?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[How do I arm my dwarves|How do I arm my dwarves?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparring|How do I train my dwarves' martial skills?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Train|How do I train and deploy animals when needed?]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Military|How do I organize my military?]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Military_FAQ|Add a question to the Military FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Military]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20235</id>
		<title>40d:Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20235"/>
		<updated>2008-05-05T04:01:08Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: font correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''tomb''' is a room designated from a [[Burial receptacle|coffin (or casket or sarcophagus)]]. A tomb can be assigned to a specific dwarf, or to no dwarf at all. The primary function of tombs is to keep [[nobles]] happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the [[room#Specific_room_quality_grades|quality]] they will require. In some circumstances a [[noble]] will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
All dwarves, not just nobles, get a yearly happiness bonus if they have a personal tomb. However, making a tomb for every dwarf in your fortress can be time consuming. More convenient than creating tombs for common dwarves is to designate coffins for {{k|b}}urial -- a dwarf who dies will be placed in a randomly available coffin set for burial, unless he or she has a tomb assigned.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20234</id>
		<title>40d:Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20234"/>
		<updated>2008-05-05T04:00:33Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ''tomb'' is a room designated from a [[Burial receptacle|coffin (or casket or sarcophagus)]]. A tomb can be assigned to a specific dwarf, or to no dwarf at all. The primary function of tombs is to keep [[nobles]] happy: certain nobles demand their own tomb, and the more self-important the noble is, the higher the [[room#Specific_room_quality_grades|quality]] they will require. In some circumstances a [[noble]] will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a higher-quality tomb, however it is unclear what quality threshold the tomb must be to trigger the thought. Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
All dwarves, not just nobles, get a yearly happiness bonus if they have a personal tomb. However, making a tomb for every dwarf in your fortress can be time consuming. More convenient than creating tombs for common dwarves is to designate coffins for {{k|b}}urial -- a dwarf who dies will be placed in a randomly available coffin set for burial, unless he or she has a tomb assigned.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9751</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9751"/>
		<updated>2008-05-01T19:13:32Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added green glass + note on gems/glass&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''&lt;br /&gt;
&lt;br /&gt;
Periodically, individual dwarves in your fortress will be struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact single-mindedly.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within three months or so, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: &amp;quot;possessed&amp;quot; dwarves will create an artifact but gain no skill from it).&lt;br /&gt;
&lt;br /&gt;
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.&lt;br /&gt;
&lt;br /&gt;
== Strange-mood behavior ==&lt;br /&gt;
&lt;br /&gt;
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and &amp;quot;claim&amp;quot; it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]].  &lt;br /&gt;
&lt;br /&gt;
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.&lt;br /&gt;
&lt;br /&gt;
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]].  If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge.  Glassmakers will use either a charcoal- or a magma-fuelled{{verify}} glass furnace.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Most farming-, fishing-, trapping-, and combat-related skills (grower, thresher, brewer, fish cleaner, animal trainer, axedwarf, etc.) will not be used in construction of an artifact (although Tanners can enter strange moods, and will take over a [[tanner's shop]]).&lt;br /&gt;
&lt;br /&gt;
List of skills used &amp;quot;normal&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
* [[Carpenter]]&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Stonecrafter]]&lt;br /&gt;
* [[Bonecarver]]&lt;br /&gt;
&lt;br /&gt;
List of skills not used/ignored:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* all Military&lt;br /&gt;
* [[Woodcutter]]&lt;br /&gt;
* .&lt;br /&gt;
* .&lt;br /&gt;
Skills that may be used and gained by dwarves that have no other relevant skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
* [[Bone carver]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill for making the artifact, but give &amp;quot;correct&amp;quot; legendary skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
* .&lt;br /&gt;
&lt;br /&gt;
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.&lt;br /&gt;
&lt;br /&gt;
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to &amp;quot;legendary&amp;quot;.  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts (&amp;quot;Possessed&amp;quot; dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc.&lt;br /&gt;
&lt;br /&gt;
Moody miners and engravers will usually take over a craftsdwarf's or mason's workshop, turn out a stone craft or piece of furniture, and gain legendary skill as miners or engravers respectively (not as stone crafters or masons).  Furnace operators will turn out a metal craft or piece of furniture and become legendary furnace operators. Weavers will take over a [[clothier's shop]] and produce an article of clothing.&lt;br /&gt;
&lt;br /&gt;
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moods.  Such dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.&lt;br /&gt;
&lt;br /&gt;
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.&lt;br /&gt;
&lt;br /&gt;
Jewelers will usually require mainly rough gems, but can also demand other materials.&lt;br /&gt;
&lt;br /&gt;
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an &amp;quot;Item [[hauling|Haul]]er&amp;quot; who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;.  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.&lt;br /&gt;
&lt;br /&gt;
It is advisable that you keep a small supply of rare materials such as  rough gems and raw glass, as such things are often needed for the artifact's construction.&lt;br /&gt;
&lt;br /&gt;
A moody dwarf will ignore settings concerning [[economic stone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Demands ===&lt;br /&gt;
&lt;br /&gt;
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of &amp;quot;waiting&amp;quot; for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)&lt;br /&gt;
&lt;br /&gt;
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as &amp;quot;Kerging&amp;quot;. This word is the name of the artifact he or she intends to create.&lt;br /&gt;
&lt;br /&gt;
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.&lt;br /&gt;
&lt;br /&gt;
Things dwarves demand include:&lt;br /&gt;
&lt;br /&gt;
* [[Bones]] - &amp;quot;bones... yes&amp;quot;, &amp;quot;pictures of skeletons&amp;quot;&lt;br /&gt;
* [[Cloth]] (not thread) - &amp;quot;cloth... thread&amp;quot;, &amp;quot;pictures of stacked cloth&amp;quot;&lt;br /&gt;
* Cut [[gem]]s - &amp;quot;gems... shining&amp;quot;, &amp;quot;gems&amp;quot;. ''These must be ordinary cut gems, not &amp;quot;large&amp;quot; gems.''&lt;br /&gt;
* [[Leather]] - &amp;quot;leather... skin&amp;quot;, &amp;quot;pictures of stacked leather&amp;quot;&lt;br /&gt;
* Metal [[ore]] - &amp;quot;ore... particular ore&amp;quot;, &amp;quot;picture of an ore mine&amp;quot;, &amp;quot;the correct ore&amp;quot;&lt;br /&gt;
* Metal [[bar]]s - &amp;quot;shining bars... metal&amp;quot;, &amp;quot;shining bars of metal&amp;quot;&lt;br /&gt;
* Rough [[gem]]s - &amp;quot;rough... color&amp;quot;. ''Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw [[glass]]. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.''&lt;br /&gt;
* Raw crystal [[glass]] - &amp;quot;raw... crystal&amp;quot;, &amp;quot;rough gems and glass&amp;quot; (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)&lt;br /&gt;
* Raw clear [[glass]] - &amp;quot;raw... clear&amp;quot;, &amp;quot;glass with burning wood&amp;quot;&lt;br /&gt;
* Raw green [[glass]] - &amp;quot;raw... green...&amp;quot;&lt;br /&gt;
* A distinct [[Shell]] (turtle or cave lobster or both) - &amp;quot;a shell&amp;quot;&lt;br /&gt;
* [[Stone]] - &amp;quot;stone... rock&amp;quot;, &amp;quot;pictures of a quarry&amp;quot;, &amp;quot;the right stone&amp;quot;&lt;br /&gt;
* Stone [[block]]s - &amp;quot;blocks... bricks&amp;quot;, &amp;quot;the proper surface to work on&amp;quot;, &amp;quot;square blocks&amp;quot; &lt;br /&gt;
* [[Wood]] - &amp;quot;tree... life&amp;quot;, &amp;quot;pictures of a forest&amp;quot;, &amp;quot;a tree&amp;quot; &lt;br /&gt;
* Dwarven bones/[[refuse|remains]] - &amp;quot;things... certain things&amp;quot;. ''This demand is only seen during &amp;quot;Macabre&amp;quot; moods.'&lt;br /&gt;
&lt;br /&gt;
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf &amp;quot;has begun a mysterious construction!&amp;quot;. The artifact should be completed within a day or two.&lt;br /&gt;
&lt;br /&gt;
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:&lt;br /&gt;
&lt;br /&gt;
The dwarf &lt;br /&gt;
&lt;br /&gt;
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}&lt;br /&gt;
* Become nervous and hide the artifact.{{verify}}&lt;br /&gt;
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.&lt;br /&gt;
&lt;br /&gt;
== Types of strange moods ==&lt;br /&gt;
&lt;br /&gt;
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(please add information, if possible, under what circumstances a dwarf may become posessed)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary Bone Carver or Leatherworker.  Strangely, none of the other dwarves seem to mind the murder. &lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only &amp;quot;fail&amp;quot; if a hermit has a horrible fell look or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.&lt;br /&gt;
&lt;br /&gt;
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.&lt;br /&gt;
&lt;br /&gt;
== Multiple Moods ==&lt;br /&gt;
&lt;br /&gt;
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]   two mood dwarves at once&lt;br /&gt;
&lt;br /&gt;
== Unresolved questions ==&lt;br /&gt;
&lt;br /&gt;
* ''Can the same dwarf go into a strange mood more than once?''&lt;br /&gt;
** They can't.&lt;br /&gt;
* ''Can an already legendary dwarf go into a strange mood?''&lt;br /&gt;
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.&lt;br /&gt;
* ''How many strange moods can occur in a single fortress?'' &lt;br /&gt;
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.&lt;br /&gt;
* ''How often do they happen?''&lt;br /&gt;
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=15309</id>
		<title>40d:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refuse_stockpile&amp;diff=15309"/>
		<updated>2008-04-30T02:40:20Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Note on bone stockpile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your [[dwarves]] will bring mostly animal items to a '''refuse stockpile''', such as remains, [[bone]]s, [[shell]]s, skulls and [[corpse]]s. This helps in avoiding [[miasma]] from rotting items in your fortress.&lt;br /&gt;
&lt;br /&gt;
It is useful to keep a [[refuse]] stockpile either outside, where no miasma is created, or in a small, enclosed [[room]] next to your [[butcher]]'s shop to store [[corpse]]s waiting to be slaughtered, prevent [[clutter]], and lock in miasma from rotting butcher leftovers. Butcher's shops tend to become cluttered very quickly, as a single large [[animal]] already provides many items.&lt;br /&gt;
&lt;br /&gt;
It is also useful to keep a refuse stockpile holding only [[shells]], [[skulls]] and [[bones]] near your [[craftsdwarf]]'s shop for [[bone carving]] and [[bowyer]]'s shop for making bone [[crossbow]]s. Such a stockpile will not create miasma because nothing in it can rot.&lt;br /&gt;
&lt;br /&gt;
You can provide your stockpile with 2 doors arranged as an airlock. This will completely prevent miasma from spreading when a dwarf steps through. Or you can places the corridors on a diagonal pattern; miasma doesn't travel on diagonals the way dwarfs and fluids do.&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40674</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40674"/>
		<updated>2008-04-28T05:30:22Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added note on archery ranges.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. However, it can be time consuming to force them to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve Novice  (or better) Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarfs do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]].&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=25909</id>
		<title>40d Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Goblin&amp;diff=25909"/>
		<updated>2008-04-27T01:47:21Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Question re: snatchers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== Thieves &amp;amp; cage traps ====&lt;br /&gt;
Not sure that Goblin (master) thieves /can/ evade traps. I've caught a bucketful in cage traps. Didn't know what to do with them, mind... [[User:Runspotrun|Runspotrun]] 09:23, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed that when i melt down Narrow Steel Equipment, all i get is Copper! can someone verify this  as a bug or intentional? -- Bullion&lt;br /&gt;
&lt;br /&gt;
:I would think that that would be a bug. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does adding [CURIOUSBEAST_GUZZLER] actually semi-fix sieges? I thought that it didn't. [[User:Mindsnap|Mindsnap]] 18:42, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Uh, surely this isn't a real tag?  --[[User:Geofferic|Geofferic]] 17:15, 12 December 2007 (EST)&lt;br /&gt;
::It's used on gnomes, so that they can drink your booze if they find it.  Strangely, it's also used on bears.  Mindsnap, try &amp;lt;nowiki&amp;gt;[CURIOUSBEAST]&amp;lt;/nowiki&amp;gt;.  It's not anywhere in the default raws, but it's in the program text so it may be recognised.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:38, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Snatchers / pedophiles ==&lt;br /&gt;
&lt;br /&gt;
Why not just leave it as &amp;lt;s&amp;gt;pedophiles&amp;lt;/s&amp;gt; &amp;quot;snatchers&amp;quot;?  I think it's funny.  --[[User:Peristarkawan|Peristarkawan]] 13:55, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Why not deal with it as &amp;quot;civilized&amp;quot; people? I mean have some sort of a voting with an argumented discussion on the talk page before a wiki admin say his final word. Those who reverted the change were at least stating something in the summary field. I myself don't think that this bit of humor is appropriate to this article and the user who did it again and again seems to be a vandal for me.--[[User:Another|Another]] 15:12, 12 December 2007 (EST)&lt;br /&gt;
::Whatever you do or say, pedophiles are no laughing matter. What's wrong with you [[User:Peristarkawan|Peristarkawan]]? &amp;gt;:( --[[User:Eagle of Fire|Eagle of Fire]] 15:28, 12 December 2007 (EST)&lt;br /&gt;
:::There are about 30 episodes of Family Guy that would beg to differ.  However this turns out, please stop the edit war. --[[User:Peristarkawan|Peristarkawan]] 15:51, 12 December 2007 (EST)&lt;br /&gt;
::::I'm very confident that if it continue, it will result in the ban of [[User:Billdauterive|Billdauterive]]. --[[User:Eagle of Fire|Eagle of Fire]] 15:54, 12 December 2007 (EST)&lt;br /&gt;
:I support the word &amp;quot;snatcher&amp;quot; over &amp;quot;pedophile&amp;quot;, for three reasons.  First, it's more likely to be immediately understood by all wiki readers.  Second, we're not talking same-species kiddy snatchers here - these are goblins, and goblins enslave and/or eat dwarf children.  Third, why suggest nastiness and smut (as though dwarven kids ''a la carte'' wasn't horrid enough!) in a wiki without firm grounds?  [[User:Fedor|Fedor]] 16:07, 12 December 2007 (EST)&lt;br /&gt;
::I wasn't suggesting removing the word &amp;quot;snatcher&amp;quot; at all.  You've got to agree that it seems a bit peculiar that the snatchers ''only'' target children.  Why is it that murderous carp are funny but pedophile goblins are sick?  Seems like a double standard to me.  --[[User:Peristarkawan|Peristarkawan]] 16:27, 12 December 2007 (EST)&lt;br /&gt;
:::Nothing strange at all about targetting only children.  They're easier to catch, easier for goblins (who are no great size themselves) to carry, can't resist as well, are much more tender when cooked, and can be permanently enslaved more easily.  There's just flat-out no reason to bother with any mention of pedophilia. --[[User:Fedor|Fedor]]&lt;br /&gt;
:::''Why is it that murderous carp are funny but pedophile &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; are sick?'': Because it's the truth. --[[User:Eagle of Fire|Eagle of Fire]] 16:42, 12 December 2007 (EST)&lt;br /&gt;
::::Meh.  As long as it stays fantasy I don't have a problem with them.  Much.  I don't subscribe to the notion of thoughtcrime.  It's the pederasts, who act on the urge, that are the criminals.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 17:46, 12 December 2007 (EST)&lt;br /&gt;
:::::For the record, it's not just boys that get molested, girls do too. --Gotthard 17:52, 12 December 2007 (EST)&lt;br /&gt;
::::::Well, if I keep with the current &amp;quot;for the record&amp;quot; trend, I have to say that I would have no problem with having goblin pedophiles in game. It's a simulation afterall. Thing is, the current discussion is related to the article page, which is used in real life by humans and not dwarves. There is also no proof at all that goblin snatchers are pedophile, so not only it is a false entry but, as I said, since it's read by real life humans then the comment can also be considered offensive. Which is my case, I do find it offensive and there's no good reason to justify it. --[[User:Eagle of Fire|Eagle of Fire]] 18:10, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::&amp;lt;br/&amp;gt;Certainly.  I know that.  Pederasty is the closest word we have, though.  Statutory rape, while applicable, is a broader term.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:46, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The only reason I made the distinction is that girls are far more likely to suffer long term damage from sexual abuse.  Pederasty refers only to males.  Anyway, [[User:Eagle of Fire|Eagle of Fire]] I don't think the term should be in the article unless for some reason it is in the game.  My 'for the record' comment was more off topic on the definition of the word than an attack. [[User:0x517A5D|0x517A5D]] and I seem to be on the same page anyway. --Gotthard 19:12, 12 December 2007 (EST)&lt;br /&gt;
:::::::A through search of the games strings turns up no occurances of '''pedo''', '''pede''', or '''rape'''.  '''Sex'''  occurs only in the word '''''sex'''tuplets'', and in the programming term ''RegisterClas'''sEx'''''.  For what that's worth.  I will add my personal opinion that I also think it doesn't belong in the article.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:03, 12 December 2007 (EST)&lt;br /&gt;
::::::::To be fair, 'rape' is a word in the in-game goblin language, and often appears as a surname, or civilization name. I do agree that this oughtn't be in the article, though; I suspect that children are probably taken for eating, not raping. &amp;amp;mdash;[[User:Captain Epix|Captain Epix]] 22:51, 12 December 2007 (EST)&lt;br /&gt;
:::Besides, murderous carp aren't real to life the way pedophilia is.  A large zombie fish attacking a mythological creature is a bit more abstract than the a pedophile (traditionally viewed as human) molesting a small child.  Frankly, I like the lack of swearing and general offensiveness of the wiki, it's a nice change compared to most of the internet.  Why spoil that for the ones that like it, for information that is unclear and doesn't help understanding the article? --Gotthard 17:50, 12 December 2007 (EST)&lt;br /&gt;
:A thought: assume, arguendo, that the children are stolen for such a purpose.  This implies not only rape and statutory rape, but also sex outside one's species.  (Not quite bestiality, but similar.  We don't have a word for sex with a sapient that is not of one's own species.)  And since there are many snatchers, this must be sanctioned by goblin society.  How warped they must be!  Comments?  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:54, 12 December 2007 (EST)&lt;br /&gt;
::''We don't have a word for sex with a sapient that is not of one's own species.'' Isn't that more or less what the word yiffing means? --[[User:Peristarkawan|Peristarkawan]] 19:19, 12 December 2007 (EST)&lt;br /&gt;
:::Point.  Though I think it hasn't entered the mainstream.  Another one: in the ''Ringworld'' series, there's the concept of 'rishathra', ceremonial inter-species (though all descended from homo erectus) sex for the purpose of sealing trade agreements and alliances.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:53, 12 December 2007 (EST)&lt;br /&gt;
::::Mainstream? Crossbreeding would be a scientific term. --[[User:Digger|Digger]] 12:01, 25 February 2008 (EST)&lt;br /&gt;
'''I find it surprising that such a large debate has resulted [[User_talk:Billdauterive|from the actions of an obvious vandal.]]''' --[[User:Jackard|Jackard]] 20:04, 12 December 2007 (EST)&lt;br /&gt;
:Yeah, that comment's not scoring him any points.  Although at least he appears to have stopped editing the page. --[[User:Peristarkawan|Peristarkawan]] 21:05, 12 December 2007 (EST)&lt;br /&gt;
:It's not like I like to talk about those things, but I thought it was important to have a discussion against the idea of having pedophilia added to a page when it's unneeded... Read above. --[[User:Eagle of Fire|Eagle of Fire]] 23:18, 12 December 2007 (EST)&lt;br /&gt;
::I don't believe there was a chance it ''would'' be added, discussion or no. At best it was a crude, immature attempt at humor. --[[User:Jackard|Jackard]] 06:17, 13 December 2007 (EST)&lt;br /&gt;
:::[[User:Peristarkawan|Peristarkawan]] started this discussion, and I've taken his first comment as a suggestion to consider it. It was enough for me. --[[User:Eagle of Fire|Eagle of Fire]] 22:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Goblin Siege ==&lt;br /&gt;
&lt;br /&gt;
it´s the year 1059 and I stillwaiting for a goblin siege. the kitnappers are comming since 2 years already...&lt;br /&gt;
&lt;br /&gt;
I have the newest verison (0.27.169.33g)&lt;br /&gt;
so what´s wrong?&lt;br /&gt;
:Are you sure goblins have access to your fortress? You should be able to see that on the embark screen. If goblins used to raid you all the time (like me) and you don't see them at all since the new version (like me), goblin sieges might be broken again... (I'm very happy to have been able to play almost two years now without invasions... I now have almost double amount of dwarves and I can trade now!) --[[User:Eagle of Fire|Eagle of Fire]] 07:47, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::sorry. that waqs just a bad timing. (10 minutes later the goblins came. late but now they are here)&lt;br /&gt;
::bad luck ^^;&lt;br /&gt;
::by the way...since the first dig in the mountain I am waiting for the goblins (I have over 400 traps) and a bridge-system with fortifications...so it was a little bit boring without goblins. no matter &amp;gt;:D&lt;br /&gt;
::thank you for your help!&lt;br /&gt;
:::No problems... I've seen so many people complaining about the lack of gobling sieges since 33g that I was wondering myself if they were broken or not. They're supposed to attack you now instead of sitting on the edge of the map, can you confirm that? --[[User:Eagle of Fire|Eagle of Fire]] 08:42, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::of course they do. but they came in where no connection was (okok...it was a bridge)&lt;br /&gt;
::::so I had to dig a new way...and yes they are very agressive! I wondered why the goblin force came exacly at the beginning of 1060...coincidence?&lt;br /&gt;
:::::Depends if you're playing a game from a fortress ported from lower versions like me or not. Hard to say when you're playing an old game and didn't start the fortress on a world generated on the same version. It could be anything that Toady ajusted and you're simply over a certain limit by far and it takes a while before they raid you again... From that point on, it's only speculation unless some specific corrolations can be made. --[[User:Eagle of Fire|Eagle of Fire]] 09:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::it´s an old version generated world.&lt;br /&gt;
&lt;br /&gt;
== add smth about timing? ==&lt;br /&gt;
&lt;br /&gt;
Goblins seem to prefer arriving with caravans. Comments? Any guesses on percentage distribution?&lt;br /&gt;
&lt;br /&gt;
:I believe there's an event chance when something like caravan appears. Once i had a goblin squad spawn along with human caravan, after a reload, @same place&amp;amp;time it didn't happen. --[[User:Digger|Digger]] 12:05, 25 February 2008 (EST)&lt;br /&gt;
::things seem to like arriving in the middle of a season. that includes caravans, thieves, ambushes, and migrants. -[[User:Chariot|Chariot]] 02:45, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::For me, goblins always show up with the elves so I dont need to worry about trading with them. --CrazyMcfobo&lt;br /&gt;
&lt;br /&gt;
== Protection? ==&lt;br /&gt;
&lt;br /&gt;
Ive noticed that there are 3 ways to dispose of goblins.&lt;br /&gt;
&lt;br /&gt;
1. Make huge walls of cage traps to capture them and then proceed to drown them in your flooding chamber. This also prevents blood from getting on the goblins so the elves will trade for their items. (Thieves cannot be moved as they escape from cages as you take them out)&lt;br /&gt;
&lt;br /&gt;
2. Make a choke point at the entrance of your base and fire your ballistas! Usually around 4 should do the trick if they are close together. When they come, call in all your dwarves, and arm your ballistas. Once they enter the choke point, have them fire at will and they will be disposed of.&lt;br /&gt;
&lt;br /&gt;
3. Of course you can always set up zounds of stone-fall traps all over your map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Become friends with your fellow Goblin!==&lt;br /&gt;
&lt;br /&gt;
Goblins are fun to kill. I like watching them suffer as a barrage of bolts rains down upon the. Sometimes I watch them drown with a kitten in there to see if it survives. I look forward to goblins and their trolls. Oh goblins! Come to me now!&lt;br /&gt;
--[[User:CrazyMcfobo|CrazyMcfobo]] 14:42, 10 April 2008 (EDT)&lt;br /&gt;
:Is there any way to speed up the goblin ambushes?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:12, 10 April 2008 (EDT)&lt;br /&gt;
::Letting the kobolds/goblins steal from you makes them come with better gear I believe, but I am not sure about whether or not they come faster. --[[User:Wafl|Wafl]] 22:30, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== The goblin annoyance ==&lt;br /&gt;
&lt;br /&gt;
These forces of vile darkness are invading me more than once a year. I barely have time to clean off the battle-field before the next force arrives. This has, of course supplied me with 40+ bins of valuable goblin clothing, as well as a ridiculous amount of iron from melting down their gear. I can defeat these forces easily enough with my 50+ crossbow dwarfs raining death down upon them, but really, enough is enough. Are these attacks ever going to cease or slow down a bit? --[[User:Wafl|Wafl]] 14:28, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Snatcher message ==&lt;br /&gt;
&lt;br /&gt;
When the game tells you &amp;quot;A kidnapper has made off with Baby (name)!&amp;quot; does that mean the child has been successfully taken off the map? Or just that it has been grabbed? I never noticed any other warning about the snatcher so I'm guessing it succesfully remained invisible...? The baby doesn't show up on the unit list, nor does the snatcher. [[User:Caradhras|Caradhras]] 21:47, 26 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40673</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40673"/>
		<updated>2008-04-21T05:59:17Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion.&lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. However, it can be time consuming to force them to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush.&lt;br /&gt;
&lt;br /&gt;
It may be prudent to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve Novice  (or better) Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28424</id>
		<title>40d:Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28424"/>
		<updated>2008-04-08T21:21:11Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Metalsmith&lt;br /&gt;
| speciality = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Blacksmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Forge [[Cage]]&lt;br /&gt;
* Forge [[Bucket]]&lt;br /&gt;
* Forge [[Bin]]&lt;br /&gt;
* Forge [[Barrel]]&lt;br /&gt;
* Forge [[Pipe Section]]&lt;br /&gt;
* Forge [[Anvil]]&lt;br /&gt;
 | workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''blacksmith''' makes [[furniture]], [[bucket]]s, [[bin]]s, [[block]]s, [[cage]]s and [[anvil]]s at a [[Metalsmith's forge]].  Although [[chain]]s are listed under the &amp;quot;furniture&amp;quot; menu, chains are made by [[metal crafter]]s.&lt;br /&gt;
&lt;br /&gt;
Confusingly, the skill a blacksmith uses is called &amp;quot;Metalsmith&amp;quot; when viewing the list of experienced skills a dwarf possesses, but &amp;quot;Blacksmithing&amp;quot; on the list of labours.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=29543</id>
		<title>Template:Workshops</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Workshops&amp;diff=29543"/>
		<updated>2008-04-03T05:46:46Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Added magma kiln and magma glass furnace.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;collapsible infobox&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: 1px solid #aaa; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: center; width: 60%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #aaa; font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Workshops &amp;amp; Furnaces&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | [[:Category:Workshops|Workshops]]&lt;br /&gt;
| [[Alchemist's laboratory|Alchemist]] - [[Ashery]] - [[Bowyer's workshop|Bowyer]] - [[Butcher's shop|Butcher]] - [[Carpenter's workshop|Carpenter]] - [[Clothier's shop|Clothier]] - [[Craftsdwarf's workshop|Craftsdwarf]] - [[Dyer's shop|Dyer]] - [[Farmer's workshop|Farmer]] - [[Fishery]] - [[Jeweler's workshop|Jeweler]] - [[Kitchen]] - [[Leather works]] - [[Loom]] - [[Magma forge]] - [[Mason's workshop|Mason]] - [[Mechanic's workshop|Mechanic]] - [[Metalsmith's forge]] - [[Millstone]] - [[Quern]] - [[Siege workshop|Siege]] - [[Still]] - [[Tanner's shop|Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:120px;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | '''[[:Category:Furnaces|Furnaces]]'''&lt;br /&gt;
| [[Glass furnace]] - [[Kiln]] - [[Magma glass furnace]] - [[Magma kiln]] - [[Magma smelter]] - [[Smelter]] -  [[Wood furnace]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color: #ccf; padding-left: 1em; padding-right: 1em;&amp;quot; | Related Articles&lt;br /&gt;
| [[Clutter]] - [[Kennel]] - [[Shop]] - [[Trade depot]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace_operator&amp;diff=20917</id>
		<title>40d:Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace_operator&amp;diff=20917"/>
		<updated>2008-04-03T05:41:53Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Magma Kiln --&amp;gt; Magma kiln&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Furnace Operator&lt;br /&gt;
| speciality = Furnace Operator&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Furnace Operating&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Pearlash]]&lt;br /&gt;
* [[Melt]] metal object&lt;br /&gt;
* Smelt [[Ore]] and [[alloys]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Magma smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Magma kiln]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Furnace Operator''' skill is used to make [[metal]] bars at a [[smelter]], melt metal objects at a smelter and make [[pearlash]] at a [[kiln]].&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=22003</id>
		<title>40d:Armorsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armorsmith&amp;diff=22003"/>
		<updated>2008-04-03T05:38:41Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Armorsmith&lt;br /&gt;
| speciality = Armorsmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Armoring&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge [[Armor]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
Armorsmith is used to make all [[metal]] [[armor]]s and [[shields]] at the [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
Skilled armorsmiths make armor more quickly, and make higher [[quality]] [[armor]].&lt;br /&gt;
&lt;br /&gt;
Making one piece of armor grants 30 [[skill]] points, regardless of how many metal bars it takes to create.  It is more efficient to train your armorsmiths by making [[helm]]s instead of [[plate mail]].  Note that you can use a [[smelter]] or  [[magma smelter]] to melt items made for training back into bars but you only get approximately 1 bar back for every 3 bars used.&lt;br /&gt;
&lt;br /&gt;
Plate mail armor requires three metal bars, chain mail armor and plate greaves require two metal bars.  One bar for all other armors.&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace_operator&amp;diff=20916</id>
		<title>40d:Furnace operator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace_operator&amp;diff=20916"/>
		<updated>2008-04-03T05:38:01Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Furnace Operator&lt;br /&gt;
| speciality = Furnace Operator&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Furnace Operating&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Pearlash]]&lt;br /&gt;
* [[Melt]] metal object&lt;br /&gt;
* Smelt [[Ore]] and [[alloys]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Magma smelter]]&lt;br /&gt;
* [[Kiln]]&lt;br /&gt;
* [[Magma Kiln]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Furnace Operator''' skill is used to make [[metal]] bars at a [[smelter]], melt metal objects at a smelter and make [[pearlash]] at a [[kiln]].&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metal_crafter&amp;diff=20891</id>
		<title>40d:Metal crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metal_crafter&amp;diff=20891"/>
		<updated>2008-04-03T05:35:21Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: The grey guys' profession is Metalsmith, not Metal worker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Metal Crafter&lt;br /&gt;
| speciality = Metalcrafter&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Metalcrafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[crafts]]&lt;br /&gt;
* Forge [[goblet]]&lt;br /&gt;
* Forge [[instrument]]&lt;br /&gt;
* Forge [[toy]]&lt;br /&gt;
* Forge [[flask]]&lt;br /&gt;
* Mint [[coins]]&lt;br /&gt;
* Stud with metal&lt;br /&gt;
* Forge [[chain]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
The Metal Crafter skill is used to make metal craft goods and coins at a [[Metalsmith's Forge]].  It is also used to stud objects with metal.&lt;br /&gt;
&lt;br /&gt;
Metal Crafter is also used to make chains, which is listed under [[Furniture]] and not &amp;quot;other objects.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21984</id>
		<title>40d:Weaponsmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weaponsmith&amp;diff=21984"/>
		<updated>2008-04-03T05:34:31Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: The grey guys' profession is Metalsmith, not Metal worker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Weaponsmith&lt;br /&gt;
| speciality = Weaponsmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Weaponsmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Forge [[weapon]]&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
Weaponsmithing is used to make [[metal]] [[weapon]]s and [[bolt]]s at a [[metalsmith's forge]], with the exception of [[crossbow]]s, which requires the [[crossbow-making]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
Skilled weaponsmiths make weapons faster, and make them higher [[quality]].&lt;br /&gt;
&lt;br /&gt;
Making a weapon grants 30 [[skill]] points.&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28421</id>
		<title>40d:Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blacksmith&amp;diff=28421"/>
		<updated>2008-04-03T05:34:29Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: The grey guys' profession is Metalsmith, not Metal worker.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #444&lt;br /&gt;
| skill      = Blacksmith&lt;br /&gt;
| speciality = Blacksmith&lt;br /&gt;
| profession = [[Metalsmith]]&lt;br /&gt;
| job name   = Blacksmithing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct [[furniture]]&lt;br /&gt;
* Forge [[Cage]]&lt;br /&gt;
* Forge [[Bucket]]&lt;br /&gt;
* Forge [[Bin]]&lt;br /&gt;
* Forge [[Barrel]]&lt;br /&gt;
* Forge [[Pipe Section]]&lt;br /&gt;
* Forge [[Anvil]]&lt;br /&gt;
 | workshop = &lt;br /&gt;
* [[Metalsmith's forge]]&lt;br /&gt;
* [[Magma forge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''blacksmith''' makes [[furniture]], [[bucket]]s, [[bin]]s, [[cage]]s and [[anvil]]s at a [[Metalsmith's forge]].  Although [[chain]]s are listed under the &amp;quot;furniture&amp;quot; menu, chains are made by [[metal crafter]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soaper&amp;diff=13606</id>
		<title>40d:Soaper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soaper&amp;diff=13606"/>
		<updated>2008-04-03T05:30:28Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Not 100% sure about the names for this, b/c I don't have any migrant Soapers at the moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(128,128,0)&lt;br /&gt;
| skill      = Soaper&lt;br /&gt;
| speciality = Soaper&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Soap Maker&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[soap]]&lt;br /&gt;
&lt;br /&gt;
| workshop = [[Alchemist's laboratory]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''soaper''' is a [[dwarf]] who creates [[soap]] from [[tallow]] and [[lye]] at the [[Alchemist's laboratory]]. This is one of the least useful roles in the fortress (at present soap has no effect other than as a trade good), so soapers are typically excellent candidates to be drafted into the military.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fisherdwarf&amp;diff=7117</id>
		<title>40d:Fisherdwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fisherdwarf&amp;diff=7117"/>
		<updated>2008-04-03T05:27:49Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0, 0, 128)&lt;br /&gt;
| skill      = Fisherdwarf&lt;br /&gt;
| speciality = Fishing&lt;br /&gt;
| profession = [[Fishery Worker]]&lt;br /&gt;
| job name   = [[Fishing]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Fishing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Fisherdwarves''' catch [[fish]] from available [[water]] sources: ponds, [[river]]s, or the [[ocean]]. The higher the fisherdwarf skill, the faster they catch fish. Unfortunately they also deplete the stocks of fish in the water faster. If no fish are immediately available from a bank, they will often refuse to start the 'fish' job.  This can be fixed by designating an [[Activity zone]] for fishing.&lt;br /&gt;
&lt;br /&gt;
The fisherdwarf's nemesis is the deadly, deadly [[carp]].&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish_dissector&amp;diff=22026</id>
		<title>40d:Fish dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish_dissector&amp;diff=22026"/>
		<updated>2008-04-03T05:27:37Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #00f&lt;br /&gt;
| skill      = Fish Dissector&lt;br /&gt;
| speciality  = Fish Dissector&lt;br /&gt;
| profession = [[Fishery Worker]]&lt;br /&gt;
| job name   = Fish Dissecting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a raw fish&lt;br /&gt;
 | workshop = [[Fishery]]&lt;br /&gt;
}}&lt;br /&gt;
A '''fish dissector''' is a [[dwarf]] who can make [[extracts]] from certain [[fish]] caught in animal [[trap]]s, such as the [[moghopper]].&lt;br /&gt;
&lt;br /&gt;
There is little use for fish extracts currently, which makes [[migrant]] fish dissectors excellent candidates for your military.&lt;br /&gt;
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If you feel a sudden urge to strangle [[Toady]] because the umpteenth [[migrant]] fish dissector just arrived, soothe yourself with the thought that you are playing an otherwise superiorly designed game. Or draft them &lt;br /&gt;
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[[category: Skills]]&lt;br /&gt;
[[category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=12043</id>
		<title>40d:Fish cleaner</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fish_cleaner&amp;diff=12043"/>
		<updated>2008-04-03T05:26:16Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #00f&lt;br /&gt;
| skill      = Fish Cleaner&lt;br /&gt;
| speciality = Fish Cleaner&lt;br /&gt;
| profession = [[Fishery Worker]]&lt;br /&gt;
| job name   = Fish Cleaning&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Prepare a raw fish&lt;br /&gt;
| workshop = [[Fishery]]&lt;br /&gt;
}}&lt;br /&gt;
'''Fish cleaners''' gut and clean [[fish]] ready to be eaten or [[cook|cooked]]. They work in a [[fishery]]. &lt;br /&gt;
Generally you can get a free peasant to do this as your [[fisherdwarf]] can double this job up, but will tend to prefer to fish first, and will only do it when there is nothing left to catch, which can take a while.&lt;br /&gt;
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[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=16624</id>
		<title>40d:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=16624"/>
		<updated>2008-04-03T05:19:14Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
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&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| speciality = Trapper&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Trapping&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* [[Kennel]]&lt;br /&gt;
* [[Butcher's shop]]&lt;br /&gt;
}}&lt;br /&gt;
Trapping is used to catch [[vermin]] ([[creatures]] so small that they are represented by a '.' ). This function is performed at a [[kennel|kennels]] or [[butcher's shop]], and requires [[animal trap]]s (not [[cage]]s).&lt;br /&gt;
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You can also trap [[animals]] by building a [[trap]] and baiting it.  This is the only way to capture [[river]], [[magma]] or [[chasm]] creatures such as the [[purring maggot]].&lt;br /&gt;
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Large animals like [[horse]]s or [[groundhog]]s can be trapped with a [[Trap#Cage_Trap|cage trap]]. This however does require a [[Mechanic]] for building and reloading the trap, not trapping. A Hauler will bring the filled cage to a [[stockpile]].&lt;br /&gt;
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== Caveat ==&lt;br /&gt;
Oddly, like in the old version, only [[dwarves]] with the Trapping profession enabled can make animal traps at the [[carpenter's workshop]] and [[metalsmith's forge]].  {{ver|0.27.169.33a}}&lt;br /&gt;
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There is little use for vermin.  Most can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare.  A few have extracts.  Occasionally dwarves will eat them as food, even if you have plenty of available &amp;quot;real&amp;quot; food.&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15169</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15169"/>
		<updated>2008-04-03T05:19:06Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Training|Animal Training]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[war animal]]&lt;br /&gt;
* Train [[hunting animal]]&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
}}&lt;br /&gt;
'''Animal trainers''' train [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild animals and [[vermin]], though depending on the creature, you may also require a [[Dungeon master]].&lt;br /&gt;
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Higher skill only allows faster training of animals.&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22282</id>
		<title>40d:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=22282"/>
		<updated>2008-04-03T05:18:56Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| speciality = Animal Dissector&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal Dissection]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
}}&lt;br /&gt;
An '''animal dissector''' uses a [[vermin]] creature in an [[animal trap]] to create an extract.  This also requires a glass [[vial]].&lt;br /&gt;
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The only animal extracts so far are cave spider venom and liquid fire.  Neither have use so far other than as a [[trade]] good.&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category:skills]]&lt;br /&gt;
[[Category:jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_caretaker&amp;diff=22340</id>
		<title>40d:Animal caretaker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_caretaker&amp;diff=22340"/>
		<updated>2008-04-03T05:18:48Z</updated>

		<summary type="html">&lt;p&gt;Caradhras: Link to profession.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Caretaker&lt;br /&gt;
| speciality = Animal Caretaker&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Animal Care]]&lt;br /&gt;
| tasks =&lt;br /&gt;
* Treat injured animal&lt;br /&gt;
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}}&lt;br /&gt;
[[Dwarves]] with the Animal Caretaking labor enabled attempt to treat any injured [[pet]] assigned to them.  This skill is used automatically.&lt;br /&gt;
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This skill is bugged in the sense that some wounded animals with red wounds or organ damage may never recover, yet the [[dwarf]] with Animal Caretaking gains experience points.  As a result a dwarf could become a legendary Caretaker without any real effort.&lt;br /&gt;
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{{Skills}}&lt;br /&gt;
[[Category: skills]]&lt;br /&gt;
[[Category: jobs]]&lt;/div&gt;</summary>
		<author><name>Caradhras</name></author>
	</entry>
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