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		<title>Labor</title>
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		<summary type="html">&lt;p&gt;Mettalink: /* Managing Labor &amp;amp; Demand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:27, 14 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{quote|'''&amp;quot;To get a job done, a dwarf has to do it.&amp;quot;''' - Boss Urist Mc Overstates-the-obvious}}&lt;br /&gt;
&lt;br /&gt;
==Introduction to Labor==&lt;br /&gt;
At the most basic level, '''labor is how you get things done'''. When you want your [[dwarf]] to do a job of work you must assign that dwarf to a '''&amp;quot;labor&amp;quot;''' type that corresponds with the job.  You, as the [[fortress]] overseer, create jobs to be done by [[designations menu|designating]] them, and the dwarves who have been assigned the corresponding labor type appropriate to the job will complete the job.  Your dwarves function as semi-autonomous entities, fulfilling their own basic needs as they see fit, while also meeting the demand of work to be done when time and conditions allow.  Assigning specific labors to your dwarves tells them what type of work you want them to do. A labor &amp;quot;preference&amp;quot; simply designates whether a dwarf is allowed do a particular job or not. Multiple labors can be assigned to a single dwarf, (unless they are exclusive - see below) but specialization within a category is usually best as this will result in highly skilled (faster/ higher quality) labor.&lt;br /&gt;
&lt;br /&gt;
=== Basic Terminology ===&lt;br /&gt;
*'''Labor:''' the ability to complete a job specific to a given type of work, which must be assigned individually to each Dwarf.&lt;br /&gt;
*'''Preference:''' a somewhat ambiguous term associated with process of assigning a labor to a Dwarf.  Dwarves do not merely ''prefer'' assigned labors over unassigned labors; instead, they will '''completely refuse''' to do unassigned labors.&lt;br /&gt;
*'''[[Skill]]:'''  the level of proficiency a dwarf has when performing a specific labor.  Skill increases with experience in completing the work.  (The term labor and skill are '''NOT''' synonyms.  Skill is a measure of proficiency for a given labor, while a labor is the ability to do the work.) &lt;br /&gt;
*'''[[Unit_type_token|Profession]]:'''  Each dwarf is assigned a professional title, which is determined from the dwarf's assigned / preferred labors that has the highest skill level.&lt;br /&gt;
*'''Job:'''  a specific task or work order queued to be completed, which can only be completed by a dwarf assigned to the labor that corresponds to the job.  Typically there are multiple jobs that can be completed by a specific labor.&lt;br /&gt;
:*Additionally, basic needs are also appear as jobs, such as [[Food|eating]], [[sleep]]ing, [[Alcohol|drinking]], etc..  These are not assigned, but are created automatically as needed.&lt;br /&gt;
*'''Social Skill:'''  [[Social skill]]s are not labors, in that no work is performed using them, but they are similar in that they are unique abilities which will increase in competency the more they are used.  &lt;br /&gt;
*'''Miscellaneous Abilities:'''  are similar to labors and social skills, but again are not used in the performance of work.  An example is [[swimming]].&lt;br /&gt;
&lt;br /&gt;
===Assigning Labors===&lt;br /&gt;
There are several steps required to assign a particular labor to a dwarf.  For an example, lets say you have designated a section of underground [[rock]] to be [[mining|mined]] in order to make a tunnel for your fortress.  This designation of work is a &amp;quot;job&amp;quot;, and will now appear in your {{k|j}} job's [[menu]] as &amp;quot;dig&amp;quot;.  In order for a dwarf to complete the job, you must assign a dwarf the [[mining]] labor.  This can be done as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# From the main map screen, select the [[unit list]] menu, {{k|u}}, which will list all your Dwarves and show their current activity.&lt;br /&gt;
##  Alternatively, you can use the {{k|v}}iew menu. &lt;br /&gt;
# From the [[unit list]] menu, arrow scroll down to select the dwarf whom you want to assign a labor to then select {{k|z}} to zoom to their location.  Your view will change to the main map, and the dwarf you have chosen should be flashing on and off.  In the task window on the right you will see information about the selected dwarf,  in the Dwarf Details menu.&lt;br /&gt;
##  The default view for the selected dwarf in the Dwarf Details menu is 'general' {{k|g}}, which will list the dwarf's nickname or first name, dwarvish last name,  and profession, followed below by their [[Technical tricks#Settings - d_init.txt|nickname]] or first name and last name as it reads in english, and their [[noble]] title if they are a [[noble]].  This is followed by a list that shows the current job (or lack thereof) in blue text, [[combat]] role {{k|c}}, labors {{k|b}}, and miscellaneous [[social skill]]s and abilities {{k|m}}.  To see only the current labors, turn the combat {{k|c}} and miscellaneous {{k|m}} sections off.&lt;br /&gt;
#  From the Dwarf Details screen, select {{k|p}} for preference, and then {{k|l}} for labor.  This will take you to the Labor Categories screen, which categorizes the individual labor options into various categories based on similarity of work.  (See Labor Categories below.)&lt;br /&gt;
## Note that [[Mining]] is unique on the list, as it is the only item that is a labor in its own right, and not a category of several labors.&lt;br /&gt;
#  Scroll through the list using the {{k|+}} or {{k|-}} keys, select a category, and scroll through the individual labor list, and once you have the desired labor selected, press {{k|Enter}}.  For this example, since Mining is a labor and not a category you need only select [[Mining]] from the category menu.&lt;br /&gt;
#  Exiting:  To return to the Dwarf Details screen, select preference {{k|p}} then general {{k|g}}, and you should see the new assigned labor in the list.  You can also exit directly to the main screen by selecting {{k|Esc}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
## Note that changes in labors '''will not always take effect immediately''', if a labor is deselected on a dwarf, say Mining, who is performing the job, they will first finish mining the current tile and then stop mining.&lt;br /&gt;
&lt;br /&gt;
{{TipBox2|titlebg=#dd0|float=right|Utilities|You may have noticed that the UI for managing dwarves is a bit difficult to use. If you are using a supported operating system, [[Utilities#Dwarf Therapist|Dwarf Therapist]] and/or [[Utility:DFHack|DFHack]] can make this much easier.}}&lt;br /&gt;
&lt;br /&gt;
'''Note:'''  The word '''&amp;quot;preference&amp;quot;''' can be confusing, as it suggest that a Dwarf will do work associated with any labor, but will 'prefer' and prioritize work associated with labors you have assigned.  '''This is not the case.'''  A dwarf will '''only''' do work associated with assigned preferred labors, so it is not a preference, but is in fact functions as a switch to enable or disable the labor.  (Prioritization of work is based on several factors that are not fully understood, but are presented in [[micromanaging tricks]].)&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single labor can be applied to many different jobs.  For instance, a dwarf with the [[bone carving]] labor designated might carve a totem out of a skull, craft bone practice [[bolt]]s for a [[crossbow]], create bone [[armor]], or carve bone [[craft]]s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Tool Requirements: ===&lt;br /&gt;
For certain jobs, such as mining in our example, a '''tool''' is also required for the job to be completed.  [[Miner]]s need [[pick]]s, [[Wood cutter]]s need an [[axe]], and [[Hunter]]s need a [[crossbow]].  If a labor needs a tool, the labor is considered '''exclusive''' such that you can only assign one of the three labors listed to any single Dwarf.  Additionally, the assignment of these tools '''overrides''' any [[Squad|uniform]] assigned to a dwarf's [[squad]], so military dwarves should never be assigned any of the aforementioned labors.&lt;br /&gt;
&lt;br /&gt;
=== Labor &amp;amp; Facility Requirements:  ===&lt;br /&gt;
Many jobs require a [[workshop]] or some other [[Furnace|facility]] in order to be completed.  Jobs are designated by way of the workshop, and any dwarf with the corresponding labor associated with the workshop will go to the shop, provided they are not eating, sleeping, drinking, etc..., and begin to complete the task.  Most workshop jobs also require some raw materials in order to complete the production.&lt;br /&gt;
&lt;br /&gt;
== Labor Categories ==&lt;br /&gt;
Labor is divided into the following categories which are typically related by function or material, and for which there are multiple labors associated with each category:&lt;br /&gt;
#  [[Mining]]:  In this case, this is the individual labor, and not a category of labors.&lt;br /&gt;
#  [[Wood industry|Woodworking]]: [[Carpentry]], [[Crossbow-making]], [[Wood cutting]]&lt;br /&gt;
#  [[Stone industry|Stoneworking]]:  [[Masonry]], [[Stone detailing]]&lt;br /&gt;
#  [[Hunting]]/Related:  [[Animal training]], [[Animal care]], [[Hunting]], [[Trapping]], [[Small animal dissection]]&lt;br /&gt;
#  [[Healthcare]]:  [[Diagnosis]], [[Surgery]], [[Setting bones]], [[Suturing]], [[Dressing wounds]], Feed Patients/Prisoners, Recovering Wounded&lt;br /&gt;
#  [[Farming]]/Related:  [[Butchery]], [[Tanning]], [[Grower|Farming (Fields)]], [[Dyeing]], [[Soaper|Soap making]], [[Wood burner|Wood Burning]], [[Potash maker|Potash Making]], [[Lye maker|Lye Making]], [[Milling]], [[Brewing]], [[Herbalist|Plant Gathering]], [[Thresher|Plant Processing]], [[Cheese making]], [[Milking]], [[Shearing]], [[Spinning]], [[Cooking]], [[Beekeeping]]&lt;br /&gt;
#  [[Fishing]]/Related:  [[Fishing]], [[Fish cleaning]], [[Fish dissection]]&lt;br /&gt;
#  [[Metal industry|Metalsmithing]]: [[Furnace operating]], [[Weaponsmithing]], [[Armoring]], [[Blacksmithing]], [[Metalcrafting]]&lt;br /&gt;
#  [[Jewelry]]:  [[Gem cutting]], [[Gem setting]]&lt;br /&gt;
#  [[Crafts]]:  [[Leatherworker|Leatherworking]], [[Wood crafter|Woodcrafting]], [[Stone crafter|Stonecrafting]], [[Bone carver|Bone Carving]], [[Glassmaker|Glassmaking]], [[Weaver|Weaving]], [[Clothier|Clothesmaking]], [[Strand extractor|Strand Extraction]], [[Potter|Pottery]], [[Glazer|Glazing]], [[Wax worker|Wax Working]]&lt;br /&gt;
#  Engineering:  [[Siege engineer]], [[Siege operator]], [[Mechanic]], [[Pump operator|Pump operating]]&lt;br /&gt;
#  [[Hauling]]:  Stone Hauling, Wood Hauling, Item Hauling, Burial, Food Hauling, [[Refuse]] Hauling, Animal Hauling, Water Hauling, Trade Good Hauling, Push/Haul Vehicles&lt;br /&gt;
#  Other Jobs:  [[Architecture]], [[Alchemy]], [[Cleaning]], Road building, Wall/floor construction, [[Construction removal]], [[Lever operation]]&lt;br /&gt;
&lt;br /&gt;
In the preference screen, a labor category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
'''Useless / Limited Labors:'''&lt;br /&gt;
* As of 8-2014, Animal Care &amp;amp; Alchemy are not functioning.&lt;br /&gt;
* Trapping, Small Animal Dissection, and Fish Dissection have limited utility.  &lt;br /&gt;
&lt;br /&gt;
=== Jobs that are not associated with Labor ===&lt;br /&gt;
* Basic Needs: [[food|eat]]ing, [[thirst|drinking]], [[sleep]]ing, going [[on break]], [[party]]ing, [[clean self|cleaning themselves]], and [[rest]]ing. &lt;br /&gt;
* A few things are listed as &amp;quot;No Job&amp;quot; but can be considered labors in a different sense: running scared, not having a path to anyplace useful, and being [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Managing Labor &amp;amp; Demand ==&lt;br /&gt;
* To quickly change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor. Use {{k|+}} and {{k|-}} to move the cursor up and down to highlight different categories or skills to enable or disable.  Or, use [[Utilities#Dwarf Therapist|Dwarf Therapist]]/[[Utility:DFHack|DFHack]].&lt;br /&gt;
* Using {{k|u}} can help you quickly locate dwarves. Select a dwarf, hit {{k|z}} for &amp;quot;zoom to creature&amp;quot; and you'll automatically be placed in view mode on that dwarf. Use {{k|p}}-{{k|l}} to get to the labor configuration menu.&lt;br /&gt;
* You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
* A [[manager]] is incredibly useful for managing production jobs ([[workshop]] based).  He or she can queue up a significant list of jobs without the need to select the various workshops, and place orders in bulk (or to be repeated).  That said, there are some caveats, the most important being that queued jobs must be done in the correct order of materials required, or the orders will auto cancel.  Also, you should not assign your manager to labors that are in high demand, as this will keep them from going to their [[office]] to place the orders.&lt;br /&gt;
* [[Migrants|Migrating]] dwarves will typically arrive with a certain number of labors already active.  You will probably want to change the assigned labors, as often they will not meet your demand, or may be useless based on your access to raw materials.&lt;br /&gt;
&lt;br /&gt;
==Advanced Labor Management &amp;amp; Design==&lt;br /&gt;
Managing your Dwarves can be a tricky, and time consuming business.  Many a fortress has been abandoned not because of destruction from external threat, but rather from labor management fatigue. [[Utilities#Dwarf Therapist|Dwarf Therapist]] or [[Utility:DFHack|DFHack]] are both useful tools that assist you in managing your labors.&lt;br /&gt;
&lt;br /&gt;
As your fortress grows, so will your labor pool, and the way you assign that labor will change over time.  Typically at embark you will have at least one Miner, a Wood cutter, Farmer, Carpenter, Mason/ Stone crafter, Cook/Brewer, Mechanic/Architect, one of which will also be a Broker / Appraiser.  There are multiple combinations but this is typical (see [[Embark]] and [[Starting build]]).  Early on, you will probably want focus on fortress design and development, such that you will place priority on [[mining]] and [[masonry]], supplemented by [[carpentry]].&lt;br /&gt;
&lt;br /&gt;
In order to maximize the benefit of highly skilled labor, you will eventually want to specialize your labor such that each Dwarf has a very limited number of labors assigned.&lt;br /&gt;
&lt;br /&gt;
Hauling:  Nothing can bog down your production like the distraction of hauling jobs.  Losing your fort to a siege is [[fun]], but losing because all your skilled laborers spend all their time hauling stuff is no fun.  One solution is to use dedicated haulers.  The migrants who appear &amp;amp; have no skilled labor, and whose attributes pretty much suck all around, aka [[peasant]]s are best used as dedicated haulers.&lt;br /&gt;
&lt;br /&gt;
==Labor, Skill,  and product quality==&lt;br /&gt;
The amount of [[experience]] a dwarf has with a certain labor will determine how well he goes about performing this labor.  The more experience, the greater the skill. Certain job types can be completed more quickly based on the skill of the labor.  There are exceptions, such as [[Health care|nursing]] and [[hauling]] which will never be completed more quickly regardless of skill.  &lt;br /&gt;
&lt;br /&gt;
Certain labors will produce products that have a [[quality]] tag, typically those associated with the production of an item from a workshop.  The table below lists in which labors the dwarf's experience will impact the quality of produced items and in which labors a higher experience will only be beneficial for the speed of production.&lt;br /&gt;
&lt;br /&gt;
* Many labors, most notably [[hauling]], have no associated skill, do not generate experience, and do not improve with practice.   &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Category !! Labors !! Quality-effects? !! Details&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* [[Mining]] &lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 |Woodworker ||&lt;br /&gt;
* [[Carpentry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood cutting]]&lt;br /&gt;
| no &lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Stoneworking ||&lt;br /&gt;
* [[Masonry]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, and designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone detailing]]&lt;br /&gt;
| yes &lt;br /&gt;
| engraving quality, speed only for smoothing and track carving&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Hunting/Related ||&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
| yes &lt;br /&gt;
| training quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Animal care]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate tends to rise from increasing ambusher and marksdwarf skills&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
| no&lt;br /&gt;
| success rate? trap quality?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Doctoral) ||&lt;br /&gt;
* [[Diagnosis]]&lt;br /&gt;
* [[Surgery]]&lt;br /&gt;
* [[Setting bones]]&lt;br /&gt;
* [[Suturing]]&lt;br /&gt;
* [[Dressing wounds]]&lt;br /&gt;
| yes&lt;br /&gt;
| success chance, accuracy (and speed) of treatment &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] (Nursing) ||&lt;br /&gt;
* [[Feed patients/prisoners]]&lt;br /&gt;
* [[Recovering wounded]]&lt;br /&gt;
| no &lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=20 | Farming/Related ||&lt;br /&gt;
* [[Butchery]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Tanning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Farming (fields)]]&lt;br /&gt;
| yes&lt;br /&gt;
| crop yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Dyeing]]&lt;br /&gt;
| yes&lt;br /&gt;
| dye quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gelding]]&lt;br /&gt;
| no&lt;br /&gt;
| less likely to be injured&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Soap making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood burning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potash making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lye making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milling]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Brewing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant gathering]]&lt;br /&gt;
| yes&lt;br /&gt;
| success and plant yield (stack size)&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Plant processing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cheese making]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Milking]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Shearing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Spinning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cooking]]&lt;br /&gt;
| yes&lt;br /&gt;
| meal and ingredient quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pressing]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Beekeeping]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3 | Fishing/Related ||&lt;br /&gt;
* [[Fishing]]&lt;br /&gt;
| yes&lt;br /&gt;
| fish stack size&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Fish dissection]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5 | Metalsmithing ||&lt;br /&gt;
* [[Furnace operating]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaponsmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| weapon quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Armoring]]&lt;br /&gt;
| yes&lt;br /&gt;
| armor quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
| yes&lt;br /&gt;
| item, furniture, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Metalcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, decoration, designed building quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | Jewelry ||&lt;br /&gt;
* [[Gem cutting]]&lt;br /&gt;
| yes&lt;br /&gt;
| gem craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Gem setting]]&lt;br /&gt;
| yes&lt;br /&gt;
| decoration quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=11 | Crafts ||&lt;br /&gt;
* [[Leatherworker|Leatherworking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration, craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wood crafter|Woodcrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Stone crafter|Stonecrafting]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Bone carving]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, decoration quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glassmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Weaver|Weaving]]&lt;br /&gt;
| yes&lt;br /&gt;
| cloth quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Clothier|Clothesmaking]]&lt;br /&gt;
| yes&lt;br /&gt;
| clothing, decoration quality &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Strand extractor|Strand extraction]]&lt;br /&gt;
| no&lt;br /&gt;
| speed only&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Potter|Pottery]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft, item, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Glazer|Glazing]]&lt;br /&gt;
| no&lt;br /&gt;
| no experience gain {{bug|4577}}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Wax worker|Wax working]]&lt;br /&gt;
| yes&lt;br /&gt;
| craft quality&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4 | Engineering  ||&lt;br /&gt;
* [[Siege engineer|Siege engineering]]&lt;br /&gt;
| yes&lt;br /&gt;
| part, ammunition quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Siege operator|Siege operating]]&lt;br /&gt;
| yes&lt;br /&gt;
| accuracy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Mechanic|Mechanics]]&lt;br /&gt;
| yes&lt;br /&gt;
| mechanism, furniture quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Pump operator|Pump operating]]&lt;br /&gt;
| no&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[Hauling]] ||&lt;br /&gt;
* Stone hauling&lt;br /&gt;
* Wood hauling&lt;br /&gt;
* Item hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food hauling&lt;br /&gt;
* Refuse hauling&lt;br /&gt;
* Furniture hauling&lt;br /&gt;
* [[Hauling#Animal hauling|Animal hauling]]&lt;br /&gt;
* Trade Good Hauling&lt;br /&gt;
* Water Hauling &lt;br /&gt;
* [[Hauling#Push /Haul Vehicle|Push /Haul Vehicle]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=7 | Other Jobs ||&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
| yes&lt;br /&gt;
| building design quality&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
| no&lt;br /&gt;
| not implemented&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Cleaning]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Lever operation]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Road building&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Wall/floor construction&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* [[Construction removal]]&lt;br /&gt;
| no&lt;br /&gt;
| unskilled&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = èrith&lt;br /&gt;
| elvish  = equa&lt;br /&gt;
| goblin  = akul&lt;br /&gt;
| human   = ebe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unicorn&amp;diff=225177</id>
		<title>Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unicorn&amp;diff=225177"/>
		<updated>2016-06-17T05:05:50Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:42, 9 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=10-22&lt;br /&gt;
|fat=9&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=2&lt;br /&gt;
|bone=14&lt;br /&gt;
|skull=1&lt;br /&gt;
|hoof=4&lt;br /&gt;
|horn=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Unicorns are large herbivores with beautiful [[bone]]s. They can be found in [[Surroundings#Good|good-aligned]] forests and shrublands in fairly large herds. Elves will sometimes ride them as mounts when at war.&lt;br /&gt;
&lt;br /&gt;
It is impossible to [[tame]] a unicorn, and any unicorn harvesting must be done by either your [[ambusher|hunters]], automated death chambers, or your [[military]]. Unicorn products are worth four times as much as domestic animals, making unicorn genocide in the name of profit an attractive proposition.&lt;br /&gt;
&lt;br /&gt;
Unicorns generally attempt to flee at the first sign of combat. Most dwarves attempting to hunt them will not sustain any injuries. In close quarters, however, unicorns primarily use their horns to impale dwarves.&lt;br /&gt;
&lt;br /&gt;
[[File:Oftheunicorn.jpg|thumb|400px|center|Drawing of a unicorn]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unicorn&amp;diff=225175</id>
		<title>Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unicorn&amp;diff=225175"/>
		<updated>2016-06-16T22:40:08Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:42, 9 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|meat=10-22&lt;br /&gt;
|fat=9&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=2&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=2&lt;br /&gt;
|bone=14&lt;br /&gt;
|skull=1&lt;br /&gt;
|hoof=4&lt;br /&gt;
|horn=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Unicorns are large herbivores with beautiful [[bone]]s. They can be found in [[Surroundings#Good|good-aligned]] forests and shrublands in fairly large herds. Elves will sometimes ride them as mounts when at war.&lt;br /&gt;
&lt;br /&gt;
It is impossible to [[tame]] a unicorn, and any unicorn harvesting must be done by either your [[ambusher|hunters]], automated death chambers, or your [[military]]. Unicorn products are worth four times as much as domestic animals, making unicorn genocide in the name of profit an attractive proposition.&lt;br /&gt;
&lt;br /&gt;
Unicorns generally attempt to flee at the first sign of combat. Most dwarves attempting to hunt them will not sustain any injuries. In close quarters, however, Unicorns primarily use their horns to impale dwarves.&lt;br /&gt;
&lt;br /&gt;
[[File:Oftheunicorn.jpg|thumb|400px|center|Drawing of a unicorn]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skull&amp;diff=215400</id>
		<title>Skull</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skull&amp;diff=215400"/>
		<updated>2015-01-20T02:46:31Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Skulls''' can be obtained from the [[corpse]]s of dead [[creatures]] and as a by-product of [[butcher|butchering]]. Most creatures have one skull, but some have none and others have [[hydra|up to seven]].&lt;br /&gt;
&lt;br /&gt;
Skulls can be processed into [[totem]]s at the [[craftsdwarf's workshop]]. They cannot be used as &amp;quot;bones&amp;quot; in creating bone-crafts.&lt;br /&gt;
&lt;br /&gt;
Unlike [[bones]] or [[shell]], dwarves never request skulls for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
For totems, the [[value]] of the original animal is very important. Like all creature byproducts, the skull value is scaled by the [[creature token#M|modvalue]] of the creature.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the current version of Dwarf Fortress, skulls are somewhat easy to shatter. Lucky head-punches can slay even your greatest dwarfs.&lt;br /&gt;
&lt;br /&gt;
There are many a myth regarding the unique structure of a dwarven skull, in that it is paper thin. Logical dwarven philosophers and religious philosophers disagree. &lt;br /&gt;
&lt;br /&gt;
The logical group attributes that the reason a dwarf has such a weak skull is also why the beard is so strong; as dwarves cannot physically sit down, kneel or lean they're mostly upright their entire life. This caused a gradual change throughout the early generations as gravity brought the skull plating down from their heads into their beards.&lt;br /&gt;
&lt;br /&gt;
The other group theorises that when the First Mountain King of the dwarves was shot from Armok's womb, he plummeted from the sky many z levels high. The fetus smashed into the ground, head first. This also explains the dwarves', ahem... peculiar mental state.&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skull&amp;diff=215399</id>
		<title>Skull</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skull&amp;diff=215399"/>
		<updated>2015-01-20T02:45:17Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
'''Skulls''' can be obtained from the [[corpse]]s of dead [[creatures]] and as a by-product of [[butcher|butchering]]. Most creatures have one skull, but some have none and others have [[hydra|up to seven]].&lt;br /&gt;
&lt;br /&gt;
Skulls can be processed into [[totem]]s at the [[craftsdwarf's workshop]]. They cannot be used as &amp;quot;bones&amp;quot; in bone-crafting.&lt;br /&gt;
&lt;br /&gt;
Unlike [[bones]] or [[shell]], dwarves never request skulls for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
For totems, the [[value]] of the original animal is very important. Like all creature byproducts, the skull value is scaled by the [[creature token#M|modvalue]] of the creature.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
In the current version of Dwarf Fortress, skulls are somewhat easy to shatter. Lucky head-punches can slay even your greatest dwarfs.&lt;br /&gt;
&lt;br /&gt;
There are many a myth regarding the unique structure of a dwarven skull, in that it is paper thin. Logical dwarven philosophers and religious philosophers disagree. &lt;br /&gt;
&lt;br /&gt;
The logical group attributes that the reason a dwarf has such a weak skull is also why the beard is so strong; as dwarves cannot physically sit down, kneel or lean they're mostly upright their entire life. This caused a gradual change throughout the early generations as gravity brought the skull plating down from their heads into their beards.&lt;br /&gt;
&lt;br /&gt;
The other group theorises that when the First Mountain King of the dwarves was shot from Armok's womb, he plummeted from the sky many z levels high. The fetus smashed into the ground, head first. This also explains the dwarves', ahem... peculiar mental state.&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water&amp;diff=211663</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water&amp;diff=211663"/>
		<updated>2014-10-10T02:37:58Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:0:1}} through {{Tile|7|1:0:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 3 - at depth 4 or higher, a dwarf will cancel jobs due to &amp;quot;Dangerous terrain&amp;quot; and begin to gain [[swimming]] experience. At depth 7, any dwarf that does not have sufficient Swimming skill will drown.&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
Objects made of wood, including logs, do not float in water. They act like all other objects and sink to the bottom.&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
In the normal underground temperature of {{ct|10015}}, evaporation occurs when water or [[magma]] is at a depth of 1/7. Exact rate of evaporation is unknown, but it is affected by temperature and surrounding liquids. A single 1/7 water tile will evaporate faster than a large recently flooded area or a 1/7 water tile by a river, for example.&lt;br /&gt;
&lt;br /&gt;
At high temperatures (usually found in [[Climate#Scorching|Scorching climates]]) water can evaporate at greater depths, even 7/7. This is generally accompanied by the [[grass]] drying out and turning yellow.&lt;br /&gt;
&lt;br /&gt;
Water or magma at 1/7 depth will not evaporate if it is on top of 7/7 depth liquid.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most likely leading to [[swimmer#Drowning|drowning]] if the dwarf is not an experienced [[swimmer]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it to eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze nor ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
&lt;br /&gt;
Water (as well as [[magma]]) can be one of eight different depths.  You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your [[d_init.txt]] file to display water levels by changing the SHOW_FLOW_AMOUNTS value to YES.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7, where 0 is no water and 7 is maximum depth.  Note that water depth is ''per [[z-level]]'' (or z-index); that is, if a tile is at depth 7/7, it means that the water ''on that level'' is at maximum depth, not that the water extends down 7 z-levels.  A lake three z-levels deep, with each level having 7/7 depth, can be thought of as having 21 levels of depth.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate. No effect on dwarven jobs.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Knee-deep. Dwarves will suspend build orders if an affected tile has 2/7 or more water.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Waist-deep. Water at this depth or lower will cause suffocation in [[aquatic]] creatures.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Dangerous terrain. Movement trains [[swimming]]. Dwarves will not path through water at 4/7 or higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Head height.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Over a dwarf's head, but even non-swimmers can tread water at this height for a time.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above. [[Fortification|Fortifications]] no longer provide a barrier to creature movement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[aquifer]]s, as well as any water source that extends from the edge of the map ([[river]]s, [[brook]]s, [[ocean]]s, and some [[lake]]s)  is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water during [[rain]] storms. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both fluids which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
When water falls onto a tile that is already full, the game will always attempt to move it into a non-full tile on the same [[Z-level]] that can be legally reached (i.e. without going through a wall or other obstruction), even if it has to &amp;quot;teleport&amp;quot; the incoming fluid a long distance to do so. Only when all available tiles are full will incoming water &amp;quot;pile up&amp;quot; on top. This behavior can be exploited to move water long distances very quickly (see &amp;quot;Getting rid of unwanted water&amp;quot; below).&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different ways, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves cannot use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink, so if you have only salt water on your map it is helpful to desalinate it.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. Even if you do not designate the well as a water source (which is unnecessary anyway), the dwarves will still use it.&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will destroy stagnant water. &amp;lt;sup&amp;gt;[[DF2012:Release information/0.34.09|0.34.09]]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a dry cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). Be careful if you dump the water into an underground lake, as such lakes have some sort of equilibrium built into them, and your excess water may cause them to flood. The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
Due to the way the game handles water flow, making your drainage vertical rather than horizontal whenever possible will drain water much more quickly and efficiently. IE: A tunnel one tile wide and two z-levels deep will drain water considerably faster than a 2 tile wide tunnel on a single z-level.&lt;br /&gt;
&lt;br /&gt;
Dwarves, especially babies, have an almost supernatural talent for finding ways to get washed down drains. Putting [[grate]]s or floor [[bars]] over any drainage holes, no matter how unlikely they seem, will reduce tantrums by grieving parents.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=199915</id>
		<title>v0.34:Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Squad&amp;diff=199915"/>
		<updated>2014-06-16T00:46:20Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: /* Equipping Soldiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|23:27, 3 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any military-capable dwarves in your fort. No more than ten dwarves can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (e.g. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find. Also note that [[Equipment#Quivers|quivers]] must be available for marksdwarves to equip bolts/arrows. They are not assigned under the '''equipment''' tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become &amp;quot;stuck&amp;quot; in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squadmate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are metals.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only &amp;quot;metals&amp;quot; that are both white colored and can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of &amp;quot;white metal&amp;quot; (thus, a &amp;quot;white metal helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
====Move Order====&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random (reachable) point within 3 tiles of the spot you specify, and will move directly to that point.  He will stand there until you cancel the order, or until he is overcome by [[hunger]], [[thirst]], or [[exhaustion]].&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
====Attack Order====&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referenced to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. A kill order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill order, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until he is within striking distance.  Ranged attackers will not do anything clever like climbing up to the top of your archery tower.  If you want them to fire from a specific position, use a move order instead.&lt;br /&gt;
&lt;br /&gt;
This order will remain after the intended victim is killed (fixed in some of 34.* - in 34.11 they will cancel order when target is terminated), leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a [[trap|cage trap]]; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
====Cancelling Orders====&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}}&lt;br /&gt;
* &amp;quot;Long Patrol&amp;quot; negative [[thought]]s seem to escalate, even with long break.{{bug|3190}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Armor_stand&amp;diff=197444</id>
		<title>v0.34:Armor stand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Armor_stand&amp;diff=197444"/>
		<updated>2014-03-12T14:32:43Z</updated>

		<summary type="html">&lt;p&gt;Mettalink: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:52, 30 September 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
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{{furniture|name=Armor Stand&lt;br /&gt;
|tile=♫&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
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'''Armor Stands''' are a type of [[furniture]]. Much like the [[weapon rack]], the armor stand can be used to create a [[barracks]]. After being built, you may define the barracks dimensions. It can also be placed in a [[noble|noble's]] [[room]] to [[Requirement|appease]] them.&lt;br /&gt;
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When used in a barracks designated for individual and squad equipment, dwarves will prefer to store their armor on stands instead of stockpiles. Doing so in concert with [[weapon rack]]s will allow you to create centralized armories for your military.&lt;br /&gt;
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==Bugs==&lt;br /&gt;
Stockpile storage always takes priority over furniture, making armor stands all but useless for their practical purpose.&lt;br /&gt;
The current version of DFHack (r3) has scripts that repair armory behavior.&lt;br /&gt;
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{{buildings}}&lt;/div&gt;</summary>
		<author><name>Mettalink</name></author>
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