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	<updated>2026-05-08T10:30:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sieging_mage.png&amp;diff=315806</id>
		<title>File:Sieging mage.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sieging_mage.png&amp;diff=315806"/>
		<updated>2026-04-15T01:40:32Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: GeloMor uploaded a new version of File:Sieging mage.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=315805</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magic&amp;diff=315805"/>
		<updated>2026-04-15T01:37:14Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Sieging mage.png|thumb|220px|right|A mage participating in a [[siege]]. From the 53.12 [https://store.steampowered.com/news/app/975370/view/514113986433651135 announcement page].]]'''Magic''' currently exists in limited form in ''Dwarf Fortress''. With [[Modding guide|modding]], it is also one of the many ways that [[Interaction token|interaction]]s can be manifested.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = aroth&lt;br /&gt;
| elvish  = isila&lt;br /&gt;
| goblin  = slöl&lt;br /&gt;
| human   = eri&lt;br /&gt;
}}&lt;br /&gt;
There seems to be some code present that has to do with magic, but there is nothing that uses that code or activates it. For example, the {{token|MAGICAL|c}} creature token being recognized as a valid token (i.e. the game does not give an error when it is found). A fully working and [[Lua scripting|procedurally-generated]] magic system is currently in the works according to [[Main:Toady One|Toady One]]'s development log, with [[Primordial remnant|recent changes]] to adventure mode as of v51 containing parts of the framework for it.&lt;br /&gt;
&lt;br /&gt;
==Known magic==&lt;br /&gt;
===Night creatures===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s are spellcasters, who have the ability to raise the dead as various forms of [[undead]]; receiving their power from divine intervention, after worshiping a god of death and learning the secrets of life and death from them. The player can obtain this magic in [[adventurer mode]] by reading a [[book|slab]] or a [[book]] that contains the secrets of life and death, traditionally obtained via necromancer [[Tower (necromancy)|tower]]s ({{Tile|I|5:0}}). These towers are often packed tightly with undead and, usually, more than one necromancer, who will not hesitate to raise any fresh corpses you make, or even the limbs of their minions that you chop off. But of course, that great power can be yours, if you can overcome the danger involved.&lt;br /&gt;
&lt;br /&gt;
Some types of undead possess supernatural powers. [[Mummy|Mummies]] can curse those who intrude upon their [[tomb]]s or otherwise defy them, while [[intelligent undead]] sport a variety of magical powers, such as the likes of inflicting rot on their foes, vanishing from sight, or creating magical fog. [[Ghost]]s rise from the dead when a civilized creature is not given a proper burial, and, depending on their disposition, can do such things as suck the air out of someone, or outright kill them from fright.&lt;br /&gt;
&lt;br /&gt;
[[Bogeyman|Bogeymen]] and [[nightmare]]s can also be summoned with necromantic magic by those who have learned the appropriate secrets associated with their [[sphere]]s.&lt;br /&gt;
&lt;br /&gt;
===Divine intervention===&lt;br /&gt;
Defiling the [[temple]] of one's patron by toppling one of its [[statue]]s will result in the patron deity cursing the perpetrator, and turning them into a [[werebeast]] or [[vampire]]. [[Dice]] can also be rolled in order to divine the will of the gods, and may lead to a variety of both positive and negative effects such as healing one's wounds, spawning a great item, causing streaks of bad luck, or transforming them into a harmless critter for a week.&lt;br /&gt;
&lt;br /&gt;
===Megabeasts===&lt;br /&gt;
Some [[megabeast]]s (most specifically, the [[dragon]] and the [[bronze colossus]]) are explicitly described as magical. Beyond the dragon's [[Dragonfire|breath weapon]] and the colossus being a living statue, they currently do not possess overtly magical features.&lt;br /&gt;
&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
===Magical artifacts===&lt;br /&gt;
Magical  [[trade good|jewelry]] and [[weapon]]s made from [[primordial remnant]]s can sometimes be found carried by [[dungeon guardian]]s, who reside in [[mysterious dungeon|mysterious dungeons and palaces]]. These [[legendary artifact|legendary]] [[item]]s will grant their wearer similar [[interaction|abilities]] to those possessed by [[intelligent undead]], and will often be of high [[item quality|quality]]. They can be distinguished from their mundane counterparts by the presence of special ◄[[item designations]]► around their names. {{version|51.01-beta26}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference:DAT WIZARD image appearing in Homestuck, and as Putnam's profile picture --&amp;gt;&lt;br /&gt;
Dwarven mothers that have had too much to [[drink]] might [[Engraver|engrave]] an incredibly poor [[quality]] image of a [[wizard]]. This [[User:Putnam3145|mysterious figure]] is claimed to be assisting a [[giant toad]] with the construction of a [[Dwarf Fortress|great work]].&lt;br /&gt;
&lt;br /&gt;
[[File:elf_magic_preview.png|thumb|350px|center|A human wizard. Which kind of magic he is using here can only be speculated upon. Most likely it's Necromancy.]]&lt;br /&gt;
[[ru:Magic]]&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sieging_mage.png&amp;diff=315804</id>
		<title>File:Sieging mage.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sieging_mage.png&amp;diff=315804"/>
		<updated>2026-04-15T01:33:30Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315803</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315803"/>
		<updated>2026-04-15T01:12:00Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: /* Creating and assigning uniforms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]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 game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint 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 in place of the &amp;quot;captain&amp;quot; of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own separate [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad. &lt;br /&gt;
&lt;br /&gt;
Note that neither a captain nor the militia commander have to physically accompany their squad into combat. They can stay back in the safety of your fortress, they just have to be included first when you create the squad roster. This means that you can assign that role to a dwarf who you'd rather not send into danger or who is entirely unfit for combat, the only downside being that the combat squad is then responding with 1 less able body (see below).  &lt;br /&gt;
&lt;br /&gt;
* If you don't wish your Commander to be listed in future squads, create his/her own permanent 1-man &amp;quot;first&amp;quot; squad, then you can create additional 10-dwarf combat squad with their own combat Captain.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu, you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, otherwise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (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 dwarves in your fort, of which no more than ten (10) 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 assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon ([[File:Interface assign squad position.jpg]]) above the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetic customization ===&lt;br /&gt;
[[Image:Menu_squad_symbol_v50.07.png|300px|thumb|right|The squad symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
The squad menu {{menu icon|q}} allows you to edit the name and the graphical symbol assigned to any created squads, by clicking on the quill and symbol icons, respectively. These options are purely cosmetic, unlike [[Squad#Equipping_soldiers|equipping soldiers]] and [[Squad#Order_scheduling|order scheduling]].&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' &lt;br /&gt;
|| [[File:squad_weapon_icon.png|center]]&lt;br /&gt;
|| [[File:squad_shield_equipped.png|center]]&lt;br /&gt;
|| [[File:squad_upper_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_lower_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_head_icon.png|center]]&lt;br /&gt;
|| [[File:squad_hands_icon.png|center]]&lt;br /&gt;
|| [[File:squad_feet_icon.png|center]]&lt;br /&gt;
|| [[File:squad_backpack_icon.png|center]]&lt;br /&gt;
|| [[File:squad_flask_icon.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Tile'''&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|/|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|]|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|[|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|π|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|⌂|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|╒|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|∟|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|Æ|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|¡|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | [[File:squad_shield_equipped.png]] {{Raw tile|]√|2:1}} || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  [[File:squad_shield_pending.png]] {{Raw tile|]!|6:1}} || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |   [[File:squad_shield_unable.png]] {{Raw tile|]-|4:1}} || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;. You only need one entry for armor worn on multiple body parts, like handwear and footwear, if not choosing specific items. You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. In case metal is not specified, dwarves will equip the best item available (e.g., steel rather than iron rather than copper).&lt;br /&gt;
&lt;br /&gt;
Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best(!) to wear their uniform in addition to their civilian [[clothing]] ''(see [[#Wearing equipment over clothing|next]]!)''; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go without that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To '''delete''' a uniform from the list, select any squad, click the [Equip] button and select &amp;quot;'''Assign Uniform'''&amp;quot;. Then click the [[File:Interface squad disband.png]] on the uniform you wish to delete, confirm your choice, and done.&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button 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 '''Uniform''' menu will show that these items have been assigned to a soldier, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}}, when a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure. This seemingly causes dwarves to never use ammunition{{bug|0012008}}, if there wasn't enough when the squad was created. To work around this bug, disband the squad and create a new squad, giving it a uniform which includes a ranged weapon. This will refresh the squad's knowledge of how much ammunition is available. Set the squad to train with a schedule of your choice, and the dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; 25 bolts each. Your ammo stockpile must include more bolts than 25 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
&lt;br /&gt;
The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&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 squad-mate 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 &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&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, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. 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 they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that 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;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it 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 only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; 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;
[[File:Squad menu v50 04.png|right]]&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 '''station''' at a specific location at will through the {{Menu icon|q}} squads 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 main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is 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;
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 cancelled, 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 {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button ([[File:Interface assign squad position.jpg]]) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&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, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: [[File:Interface squad attack.jpg]] attack, [[File:Interface squad station.jpg]] station, [[File:Interface squad patrol.jpg]] patrol, [[File:Interface squad burrow.jpg]] burrow defense, or [[File:Interface squad train.jpg]] train, as well as [[File:Interface squad cancel.jpg]] cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''' [[File:Interface squad attack.jpg]], sometimes referred 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. An attack 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 the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; [[File:Button single select.jpg]] icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the [[File:Button box select.jpg]] icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are 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 station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; 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 command is cancelled.&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;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' [[File:Interface squad station.jpg]] (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&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, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route order''' [[File:Interface squad patrol.jpg]] assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify|Do they ignore traffic cost, burrow restrictions etc..?}}&lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow order''' [[File:Interface squad burrow.jpg]] is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train order''' [[File:Interface squad train.jpg]] comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' ([[File:Ui assign squad.jpg]]), then clicking '''training''' [[File:Ui barracks training.jpg]] icon next to your squads' name to switch it green and assign them to train there.&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' [[File:Interface squad cancel.jpg]] the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality facet|personality]]{{verify}}; 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;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&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;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Interface_squad_disband.png&amp;diff=315802</id>
		<title>File:Interface squad disband.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Interface_squad_disband.png&amp;diff=315802"/>
		<updated>2026-04-15T01:11:22Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Category:Interface images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Squad_menu_v50_04.png&amp;diff=315801</id>
		<title>File:Squad menu v50 04.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Squad_menu_v50_04.png&amp;diff=315801"/>
		<updated>2026-04-15T01:05:44Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: GeloMor uploaded a new version of File:Squad menu v50 04.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Picture of the v50.04 squads menu with four squads assigned to the four default routines. Used in the Squad page.&lt;br /&gt;
&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tropical&amp;diff=315767</id>
		<title>Tropical</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tropical&amp;diff=315767"/>
		<updated>2026-04-07T11:39:28Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine|20:35, 12 February 2023 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
[[File:tropical_preview.png|thumb|300px|right|&amp;quot;A nice place to visit, but I wouldn't want to [[embark]] there.&amp;quot;]]'''Tropical''' [[climate]]s are those that are perennially warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But they can be refilled by [[Weather|rain]]. Rivers are unaffected. Most tropical climates offer vast varieties of {{Catlink|Animals|animal}}- and {{Catlink|Plants|plant}}life (for example [[Forest#Tropical moist broadleaf forests|moist broadleaf forests]]).&lt;br /&gt;
&lt;br /&gt;
== Available tropical biomes ==&lt;br /&gt;
=== Land biomes ===&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* Tropical [[grassland]]&lt;br /&gt;
* Tropical [[shrubland]]&lt;br /&gt;
* Tropical [[savanna]]&lt;br /&gt;
* Tropical moist broadleaf [[forest]]&lt;br /&gt;
* Tropical dry broadleaf forest&lt;br /&gt;
* Tropical Coniferous Forest&lt;br /&gt;
* Tropical freshwater [[swamp]]&lt;br /&gt;
* Tropical saltwater swamp&lt;br /&gt;
* Tropical freshwater [[marsh]]&lt;br /&gt;
* Tropical saltwater marsh&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Water biomes ===&lt;br /&gt;
{{columns-list|colwidth=20em|&lt;br /&gt;
* Tropical brackish [[pool]]									 &lt;br /&gt;
* Tropical freshwater pool 									&lt;br /&gt;
* Tropical saltwater pool&lt;br /&gt;
* Tropical brackish [[lake]]									 &lt;br /&gt;
* Tropical freshwater lake 									&lt;br /&gt;
* Tropical saltwater lake&lt;br /&gt;
* Tropical ocean&lt;br /&gt;
* Tropical brackish [[river]]									 &lt;br /&gt;
* Tropical freshwater river 									&lt;br /&gt;
* Tropical saltwater river&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See Also== &lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Biomes}}&lt;br /&gt;
[[ru:Tropical]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315704</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315704"/>
		<updated>2026-04-02T20:17:35Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: In previous versions it was the only method, now it seems overcomplicated for common use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and stone [[smoothing]], while not actual products or constructions, add value to your fortress and can also be considered part of the stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining. There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]]. This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s - a defeated [[gabbro man]] will leave behind one unit of gabbro, and a defeated [[magma man]] will leave behind one unit of obsidian. These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops. (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials. This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s, milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s. &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma. This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma. Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] ([[calcite]], [[limestone]], [[dolomite]], [[chalk]], and [[marble]]) has a base value of 2, and [[obsidian]] has a base value of 3. These values serve as [[Value multiplier|multiplier]]s to the overall value of any item produced using them, so say a statue with a base value of 25, made of marble, will be worth 50, and if made from obsidian, will be worth 75.&lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled stonecutters, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations. &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]]. There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color. Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types. As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing ``prospect all``. This is [[cheating]], but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
You can specify the task material by clicking the [[File:Mag glass icon.png]] button, but to automate consumption management, one approach is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required. Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone. Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time. Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling. Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Quantum_stockpile|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise. Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s. [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]]. Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]]. The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality. [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315703</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315703"/>
		<updated>2026-04-02T18:22:52Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and stone [[smoothing]], while not actual products or constructions, add value to your fortress and can also be considered part of the stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining. There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]]. This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s - a defeated [[gabbro man]] will leave behind one unit of gabbro, and a defeated [[magma man]] will leave behind one unit of obsidian. These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops. (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials. This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s, milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s. &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma. This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma. Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] ([[calcite]], [[limestone]], [[dolomite]], [[chalk]], and [[marble]]) has a base value of 2, and [[obsidian]] has a base value of 3. These values serve as [[Value multiplier|multiplier]]s to the overall value of any item produced using them, so say a statue with a base value of 25, made of marble, will be worth 50, and if made from obsidian, will be worth 75.&lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled stonecutters, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations. &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]]. There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color. Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types. As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing ``prospect all``. This is [[cheating]], but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required. Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone. Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time. Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling. Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Quantum_stockpile|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise. Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s. [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]]. Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]]. The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality. [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=315697</id>
		<title>Topic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Topic&amp;diff=315697"/>
		<updated>2026-04-01T22:19:04Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Topics.svg|thumb|500px|A diagram of all knowledge topics.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Announce_research_icon.png]] '''Topics''' (also '''Tech''' or '''Innovations''') are part of [[knowledge]].&lt;br /&gt;
&lt;br /&gt;
There are 312 innovations that can be discovered. Many of them have requirements, and many do not, so it's kind of a tech forest/grassland rather than a tree. Notably missing are innovations related to practical labors in the game (which will be added later in development). Only the discovery of [[Book#Literary_Forms|literary form]] topics has any effect on gameplay, as it allows scholars to write new types of books.&lt;br /&gt;
&lt;br /&gt;
Several innovations require innovations from other branches, and since all knowledge is individually tracked, that implies some investigators will need to be at least well-read if not skilled in various topics (there aren't currently joint research projects). There are some old and new mechanisms in place to ensure this happens.&lt;br /&gt;
&lt;br /&gt;
There are 9 &amp;quot;branches&amp;quot; of the knowledge system. Each branch is further divided into categories of topics, such as methodologies, theories, etc.&lt;br /&gt;
&lt;br /&gt;
==Discovering Topics==&lt;br /&gt;
&lt;br /&gt;
According to a [http://www.bay12forums.com/smf//index.php?topic=169696.msg8071983#msg8071983 Future of the Fortress reply]: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Fortress [[scholars]] do activity cycles, the length of which is 1-2 days (whether they are pondering or discussing etc.)  Once they get through 50 cycles, it rolls 0-50 vs. the number of completed cycles minus 50 to see if they get &amp;quot;breakthrough credit.&amp;quot;  So at 51, they have a 2% chance, and at 100, they have a 100% chance.  Then, it resets the cycle number to zero and gives them breakthrough credit, based on a skill roll plus 100 (for discuss, the other researchers contribute half of their summed skill rolls.)  Based on the difficulty (1-4) of the topic, total lifetime breakthrough credit is then assigned a number of 50-sided dice.  An easy topic is dice=credit/2500, then /5000, then /10000, then /20000 for level 4 topics.  The number of dice cannot exceed 10.  Then roll these dice -- if you get a 50 on any of them, discovery!  This is a bit archaic, and I'm not suggesting it works particularly well.  But that is how it works.  Also: if they fail to get the breakthrough after the 50-sided rolls, they have a 2% chance of switching topics, or if their credit exceeds 100000, they always switch topics (though they keep the credit, so returning to the topic later gives them a decent chance at breakthrough.)&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For unskilled roles, some initial back-of-the-envelope calculations and some rough estimates observed through dfHack gives a basic idea of just how long research can take.  Note that player testing had found that the skill roll contributes a lot to the breakthrough credit.  Even dabbling dwarves can gain over 2000 breakthrough credit at once and may average around 1000 breakthrough credit.  Additionally the formula for the skill roll seems to have a very large spread, players have reported as low as 3000 breakthrough credit and as high as 25000 breakthrough credit awarded to a dwarf with legendary skill.  Analytically calculating from the algorithm Toady gave, it takes an average of 58.54 cycles to get a breakthrough credit. Player testing has confirmed breakthrough credits typically take 55-65 cycles, so this calculation seems plausible.  Likewise, player testing has not shown any correlation between skill level and number of cycles to get breakthrough credit.  An unskilled dwarf might average around 120+ cycles to get their first breakthrough die for a level 1 topic.  With only a single research die,  it would take an average of 2528 cycles to get a breakthrough. Pondering takes slightly over 2 days per cycle, so this would be around 14 years.  In a real fortress, the research dice and skill level will be increasing during the process.  However, in a real fortress, the scholars will also need to take breaks to eat, drink, and meet other needs. A more reasonable estimate is around 5-10 years for a breakthrough starting with no skills.  In short, research takes an unreasonably long time with an unskilled dwarf.&lt;br /&gt;
&lt;br /&gt;
To optimize for research, there are several ideas worth considering.  Discussion is faster, taking only a single day, but requires at least 2 dwarves.  [http://www.bay12forums.com/smf/index.php?topic=174850.msg8061426#msg8061426 Player testing] has found discussion also awards more XP, (0-5 for pondering vs. 15-30 for discussion).  So to optimize research, dwarves should be separated by topic/skill, with unskilled dwarves paired with skilled dwarves.  This way, discussions will be equally divided between increasing the skilled dwarf's cycle count and the unskilled dwarf's cycle count. Only half the cycles will go to the skilled dwarf's cycle count, but discussion only takes a single day, so this is at net the same speed for the skilled dwarf with the additional bonus of the unskilled dwarf's cycle count also being increased.  Both dwarves benefit from the increased XP gain.&lt;br /&gt;
&lt;br /&gt;
Note that several topics benefit from skills that can be trained through faster means.  Diagnostician and Wound Dresser can be trained through intentionally causing injuries or simply engaging in dangerous activities that require regular dwarf healthcare.  Organizer can be trained through assigning make work to the manager, or Mechanic can be trained by spamming the creation of mechanisms.  Skill level will increase much faster through these activities than through pondering or discussion.  Thus, to optimize for producing breakthroughs in engineering topics, mechanics could first be quickly trained to a legendary within a year or two at only the cost of the stones for the mechanisms, and then assigned as a scholar.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=174850.msg8061426#msg8061426 Player testing] has also found that [[visitors]] can come with research credits already done, thus, for forts aiming to maximize research, it makes sense to prioritize attracting wandering scholars.&lt;br /&gt;
&lt;br /&gt;
==Astronomy==&lt;br /&gt;
These topics are relevant to [[astronomer]]s.&lt;br /&gt;
&lt;br /&gt;
{{/table/astronomy}}&lt;br /&gt;
&lt;br /&gt;
==Chemistry==&lt;br /&gt;
These topics are relevant to [[chemist]]s.&lt;br /&gt;
{{/table/chemistry}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
These topics are relevant to [[engineer]]s.&lt;br /&gt;
{{/table/engineering}}&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
These topics are relevant to [[geographer]]s.&lt;br /&gt;
{{/table/geography}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
These topics are relevant to [[critical thinker]]s.&lt;br /&gt;
{{/table/history}}&lt;br /&gt;
&lt;br /&gt;
==Mathematics==&lt;br /&gt;
These topics are relevant to [[mathematician]]s.&lt;br /&gt;
{{/table/mathematics}}&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
These topics are relevant to many medical professions, including [[doctor]]s and [[diagnostician]]s.&lt;br /&gt;
{{/table/medicine}}&lt;br /&gt;
&lt;br /&gt;
==Nature==&lt;br /&gt;
These topics are relevant to [[naturalist]]s and [[tracker]]s.&lt;br /&gt;
{{/table/nature}}&lt;br /&gt;
&lt;br /&gt;
==Philosophy==&lt;br /&gt;
These topics are relevant to [[logician]]s.&lt;br /&gt;
{{/table/philosophy}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
If visitor scholars are allowed in a library, one should regularly check all books for nature-related value agenda to prevent fortress citizens from wandering off to start a dwarven forest retreat.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}{{Category|Scholarship}}&lt;br /&gt;
[[Ru:Topic]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315547</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315547"/>
		<updated>2026-03-18T11:27:21Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Not really since you are able to choose a task material now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered part of the Stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining. There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]]. This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s. A defeated [[gabbro man]] will leave behind one gabbro, and a defeated [[magma man]] will leave behind one obsidian. These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops. (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials. This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s, milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s. &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma. This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma. Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] ([[calcite]], [[limestone]], [[dolomite]], [[chalk]], and [[marble]]) has a base value of 2, and [[obsidian]] has a base value of 3. These values serve as [[Value multiplier|multiplier]]s to the overall value of any item produced using them, so say a statue with a base value of 25, made of marble, will be worth 50, and if made from obsidian, will be worth 75.&lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled stonecutters, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations. &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]]. There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color. Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types. As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing 'prospect all'. This is cheating, but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required. Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone. Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time. Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling. Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Exploit#Quantum_stockpiles|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise. Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s. [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]]. Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]]. The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality. [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315546</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315546"/>
		<updated>2026-03-18T09:30:20Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered part of the Stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining. There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]]. This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s. A defeated [[gabbro man]] will leave behind one gabbro, and a defeated [[magma man]] will leave behind one obsidian. These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops. (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials. This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s, milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s. &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma. This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma. Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] ([[calcite]], [[limestone]], [[dolomite]], [[chalk]], and [[marble]]) has a base value of 2, and [[obsidian]] has a base value of 3. These values serve as [[Value multiplier|multiplier]]s to the overall value of any item produced using them, so say a statue with a base value of 25, made of marble, will be worth 50, and if made from obsidian, will be worth 75.&lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled stonecutters, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Controlling production is also tricky as designating the specific kinds of stone used for production requires customized (by stone type) directional stockpiling that feed designated workshops. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations. &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]]. There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color. Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types. As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing 'prospect all'. This is cheating, but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required. Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone. Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time. Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling. Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Exploit#Quantum_stockpiles|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise. Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s. [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]]. Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]]. The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality. [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315545</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315545"/>
		<updated>2026-03-18T09:15:35Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered part of the Stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining. There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]]. This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s. A defeated [[gabbro man]] will leave behind one gabbro, and a defeated [[magma man]] will leave behind one obsidian. These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops. (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials. This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s, milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s. &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma. This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma. Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] (limestone, dolomite, chalk, and marble) has a base value of 2, and obsidian has a base value of 3. These values serve as multipliers to the overall value of any item produced using them, so say a statue with a base value of 25, made of [[marble]], will be worth 50, and if made from [[obsidian]], will be worth 75.&lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled masons, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Controlling production is also tricky as designating the specific kinds of stone used for production requires customized (by stone type) directional stockpiling that feed designated workshops. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations. &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]]. There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color. Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types. As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing 'prospect all'. This is cheating, but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required. Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone. Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time. Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling. Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Exploit#Quantum_stockpiles|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise. Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s. [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]]. Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]]. The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality. [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315544</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315544"/>
		<updated>2026-03-18T09:13:55Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered part of the Stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining.  There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]].  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s. A defeated [[gabbro man]] will leave behind one gabbro, and a defeated [[magma man]] will leave behind one obsidian.  These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops.  (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials.  This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
&lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including [[table]]s and [[throne]]s (chairs), storage items including coffers ([[chest]]), [[cabinet]]s, [[weapon rack]]s, and [[armor stand]]s; portals including [[door]]s, [[grate]]s, [[hatch cover]]s, and [[flood gate]]s, funeral items including [[slab]]s and [[coffin]]s,  milling items including [[quern]]s and [[millstone]]s, and finally stone [[statue]]s.  &lt;br /&gt;
* [[Stone carver]]s are not able to build [[pipe section]]s, [[cage]]s, [[bed]]s, [[bucket]]s, and [[bin]]s, as well as [[barrel]]s, but [[large pot|large stone pot]]s (which are arguably superior to barrels) can be made by a [[stone crafter]] at a [[craftsdwarf's workshop]].&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a stoneworker's workshop.&lt;br /&gt;
* Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, are stored in [[bin]]s at 5 per bin and do not have [[quality]] levels). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces [[mechanism]]s and [[traction bench]]es. High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma.  This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma.  Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can [[Gem cutter|cut stone]]s into polished stones, and then [[gem setter]]s can decorate items with them. Since stones are abundant this can be a good way to train jewelers before using expensive [[gem]]s.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] (limestone, dolomite, chalk, and marble) has a base value of 2, and obsidian has a base value of 3. These values serve as multipliers to the overall value of any item produced using them, so say a statue with a base value of 25, made of [[marble]], will be worth 50, and if made from [[obsidian]], will be worth 75.  &lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled masons, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Controlling production is also tricky as designating the specific kinds of stone used for production requires customized (by stone type) directional stockpiling that feed designated workshops. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations.  &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]].  There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color.  Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types.  As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing 'prospect all'.  This is cheating, but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required.  Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone.  Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time.  Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling.  Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Exploit#Quantum_stockpiles|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise.  Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s.  [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]].  Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]].  The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315543</id>
		<title>Stone industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone_industry&amp;diff=315543"/>
		<updated>2026-03-18T08:44:20Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:stone_industry_preview.png|right]]A considerable industry centered on the use of [[stone]] is essential for any [[fortress]]. The '''stone industry''' is based on the use of loose stone (aka boulders), which are the residual products of [[mining]], as the raw material for all of its products. The stone industry is essential for fortress [[Design strategies|development]], as both a source of revenue through [[trade]], and as a source of material and items critical for [[building]] and [[construction]].&lt;br /&gt;
&lt;br /&gt;
The industry produces a variety of items under the following categories:&lt;br /&gt;
# [[Construction]]s&lt;br /&gt;
# [[Furniture]] and items used in [[building]]s&lt;br /&gt;
# [[Mechanism]]s&lt;br /&gt;
# [[Crafts]]&lt;br /&gt;
# [[Coffer]]s&lt;br /&gt;
&lt;br /&gt;
These items are created by [[mason]]s, [[mechanic]]s, and [[stone crafter]]s, each in their specific [[workshop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Engraving]] and Stone [[smoothing]], while not actual products or constructions, add value to your fortress, and can also be considered part of the Stone industry.&lt;br /&gt;
&lt;br /&gt;
=== Procuring Stone ===&lt;br /&gt;
[[Stone]] can come from four places:&lt;br /&gt;
&lt;br /&gt;
:# [[Mining]]. Loose stone and boulders are a byproduct of mining.  There is a 25% chance that a section of natural stone that is mined will produce a stone boulder.&lt;br /&gt;
:# [[Trade]]. Stone can be purchased at the [[trade depot]] from visiting [[caravan]]s. Specific types of stone can also be requested from the [[liaison]], provided that your home civilization, or the trading race, has access to it.&lt;br /&gt;
:# [[Embark]]. Stone can be purchased at [[embark]].  This is a very good idea if embarking on an [[aquifer]], as it may be difficult to obtain any stone to start with.&lt;br /&gt;
:# [[Creature]]s. A defeated [[gabbro man]] will leave behind one gabbro, and a defeated [[magma man]] will leave behind one obsidian.  These creatures are rare and there are far easier places to get these stones, but it is included here for completeness.&lt;br /&gt;
&lt;br /&gt;
=== Labor, Skill, and Workshops ===&lt;br /&gt;
&lt;br /&gt;
The stone industry relies on the following [[labor]]s:&lt;br /&gt;
# [[Mining]] - to procure stone / boulders.&lt;br /&gt;
# Stone [[Hauling]] - to bring the stone to stockpiles and/or workshops.  (Refuse hauling, if using [[exploit|quantum stockpiles]].)&lt;br /&gt;
# [[Mason]]ry - to build buildings out of stone.&lt;br /&gt;
# [[Mechanic]] - to build stone [[mechanism]]s&lt;br /&gt;
# [[Stone crafter]] - to build stone crafts and containers, including [[nest box]]es, [[hive]]s, and stone [[short sword]]s (requires obsidian).&lt;br /&gt;
# [[Wall/floor construction]] - As the name suggests, to build walls and floors from stone or other materials.  This also includes fortifications, stairs and ramps.&lt;br /&gt;
# [[Jewelry]] - [[Gem cutter]]s can cut ordinary stones into cut gems for use by [[gem setter]]s.&lt;br /&gt;
&lt;br /&gt;
Stone [[block]]s are a much more efficient way to build constructions as opposed to boulders, both in terms of maximum utilization of stone (4 blocks are created from 1 stone boulder), and for speed of movement (blocks are hauled much faster than boulders, and are stored in [[bin]]s at 5 per bin). A good way to increase the [[skill]] of your novice [[Stonecutter]]s is to have them mass produce stone blocks.&lt;br /&gt;
&lt;br /&gt;
There are three '''workshops''' that can utilize stone as the primary material for all that they build:&lt;br /&gt;
 &lt;br /&gt;
A '''[[stoneworker's workshop]]''' produces stone [[block]]s (which are highly useful for construction); [[furniture]] including tables and thrones (chairs), storage items including coffers ([[chest]]), cabinets, weapon racks, and armor stands; portals including doors, grates, hatch covers, and flood gates, funeral items including slabs and coffins,  milling items including querns and millstones, and finally stone statues.  &lt;br /&gt;
* Masons are not able to build pipe sections, cages, beds, buckets, and bins, as well as barrels, but large stone pots (which are arguably superior to barrels) can be made by a stone crafter at a craftsdwarf's workshop.&lt;br /&gt;
* Querns, slabs, and millstones can only be made with stone at a mason's workshop.&lt;br /&gt;
* Stone blocks are a much more efficient way of building constructions, and are useful in leveling a novice mason's skill.  Blocks are stored in bins (5 blocks per bin) and do not have [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
A '''[[mechanic's workshop]]''' produces mechanisms and traction benches.  High value mechanisms can be a good source of income early on.&lt;br /&gt;
* Mechanisms may also be made of [[metal]], which is useful when creating mechanisms of high value, but general purpose mechanism are best made from stone.&lt;br /&gt;
* It is good practice to some make mechanisms from [[magma safe]] stone for use in and around areas with magma.  This will prevent building deconstruction, provided all components are made from magma safe material, should the building come into contact with magma.  Alternatively, mechanisms can be made from [[iron]] or [[steel]] since they are also magma safe.&lt;br /&gt;
&lt;br /&gt;
A '''[[craftsdwarf's workshop]]''' produces stone [[craft]]s including toys, musical instruments, and mugs (goblets); containers including stone jugs and large pots; as well as [[nest box]]es and bee [[hive]]s.&lt;br /&gt;
* All crafts can be created using glass, and in some cases ceramics, which have higher base values, but require more effort to create.&lt;br /&gt;
&lt;br /&gt;
A '''[[jeweler's workshop]]''' can cut stones into cut gems, and then gem setters can decorate items with them.  Since stones are abundant this can be a good way to train jewelers before using expensive gems.&lt;br /&gt;
&lt;br /&gt;
=== Value &amp;amp; Quality ===&lt;br /&gt;
Stone typically has three base levels of [[value]]. The vast majority of stone has a base value of 1, while [[flux|flux stone]] (limestone, dolomite, chalk, and marble) has a base value of 2, and obsidian has a base value of 3. These values serve as multipliers to the overall value of any item produced using them, so say a statue with a base value of 25, made of [[marble]], will be worth 50, and if made from [[obsidian]], will be worth 75.  &lt;br /&gt;
&lt;br /&gt;
The quality of items produced increases with the skill level of the labor assigned, such that highly skilled masons, stone crafters, or mechanics, will produce high quality items. Quality is also a multiplier on base value, such that stone items created using Flux Stone or Obsidian will experience considerable increase in overall value.&lt;br /&gt;
&lt;br /&gt;
== Stone Management (Logistics) ==&lt;br /&gt;
For a detailed article on managing the movement and stockpiling of stone, read [[stone management]].&lt;br /&gt;
&lt;br /&gt;
Managing your stone resources &amp;amp; products is a tricky and potentially time consuming business. Stone [[hauling]] is notoriously slow and can tie up many haulers for long periods of time if you don't carefully manage your hauling &amp;amp; stockpiling. Controlling production is also tricky as designating the specific kinds of stone used for production requires customized (by stone type) directional stockpiling that feed designated workshops. Based on the variety of items and uses created you will also need well organized output [[stockpile]]s, so that your [[trade]], [[construction]], and [[building]] items can be isolated to their most useful locations.  &lt;br /&gt;
&lt;br /&gt;
=== What to expect ===&lt;br /&gt;
A typical fortress will have anywhere from 6-12 specific types of [[layer]] [[stone]], which make up the bulk quantity of stone on a given [[Z-axis|Z-level]].  There are 25 types of layer stone, of which 7 are magma safe. The four types of [[Flux]] stone are layer stone, so a flux stone is present on the [[embark]] location, it should likely be available in good quantity.&lt;br /&gt;
&lt;br /&gt;
Layer stone is usually grey or grey-green in color.  Supplementing the layer stones will be veins and clusters of secondary types of stone which include all non-flux [[economic stone]] types. Each secondary stone is directly associated with a particular layer stone. These are typically low value stones, however, they provide a wide variety of color, and several of them are magma safe. For every layer stone in an embark, there is at least one if not 2-3 secondary stone types.  As can be seen, managing all of the various types of stone requires deliberate planning and consideration.&lt;br /&gt;
* [[DFHack]] can be used to show you all the stone types available in your embark, by typing 'prospect all'.  This is cheating, but it does allow you to plan ahead for your stone stockpiling.&lt;br /&gt;
&lt;br /&gt;
=== Stone collecting and stockpiling ===&lt;br /&gt;
One approach to managing intake is to organize your stockpiles by the following categories: low value stone (1), medium value stone ([[flux]] -2), high value stone (obsidian - 3), and [[magma safe]] stone. See [[The Non-Dwarf's Guide to Rock]] for further details. Note that this method is not useful if you want to control furniture building by color. For that level of detail individual stockpiles by each stone type may be required.  Link the stockpile in which your magma safe stone is stored to feed your Mechanic Workshops, and any Mason Workshops that you want to produce blocks (for magma safe constructions.) Link the stockpile in which your medium and high value stone is stored to feed your Craftsdwarf's workshops and Mason Workshops to produce furniture and crafts of high trade value. Low value stone can be linked to workshops who will be operated by low skill, novice level dwarves.&lt;br /&gt;
* Regarding [[wheelbarrow]], as stone is quite heavy to haul, wheelbarrows can be a good solution for collecting the boulders, provided the stockpiles are set up only for raw stone.  Having multiple stone collection stockpiles, set up to feed your custom - type specific stockpiles should help with reducing hauling time.  Wheelbarrows have several bugs associated, and are virtually uselless in multi purpose stockpiles that also use bins, but they do work for stone hauling.  Keep in mind that wheelbarrows collect items, but do not deliver them.&lt;br /&gt;
* [[Exploit#Quantum_stockpiles|Quantum stockpiles]] are an alternative to standard stockpiles, but require some micro management if you want to use them to feed your workshops.&lt;br /&gt;
* [[Minecart]] systems can also help with hauling stone, but require considerable effort to build.&lt;br /&gt;
&lt;br /&gt;
=== Stone product stockpiling ===&lt;br /&gt;
Product output is best managed by stockpiling [[finished goods]] together - those you always want to sell in trade as they have no other real purpose, which are typically [[craft]] goods. Isolated Stockpiles for Large Pots and Jugs can help manage demand, while smaller stockpiles for nest boxes and hives will do likewise.  Furniture can be grouped /categorized according to individual preference, but it might be a good idea to create duplicate stockpiles organized around quality levels to help control which items are used in building. Furniture stockpiles should be fairly large, as furniture items typically cannot be stored in containers. [[Blocks]] should be isolated to their own stockpiles but they need not be too large as they can be stored in [[bin]]s.  [[Mechanism]]s might require fairly large stockpiles, depending on your planned use of [[trap]]s, [[bridge]]s, and [[power]].  Isolating mechanisms by quality is also a good idea, as they can provide [[Thoughts|happy thoughts]].&lt;br /&gt;
&lt;br /&gt;
=== Economic Stone ===&lt;br /&gt;
'''[[Economic stone]]s''' are stones that can be used for purposes other than construction or masonry, and as such are typically excluded from the stone industry. Stones used in other industries include [[ore]], [[flux]], [[plaster]], [[fuel]], [[porcelain]], and [[obsidian]]. These stones should be stockpiled in the areas where they will be in demand, for example you will want to stockpile ore, some flux, and fuel-providing stone near your [[smelter]]s, while stone that can make plaster should be stockpiled near a [[kiln]]. If you have an abundance of any particular economic stone, you can enable stone industry use of that stone in the [[Labor#Stone use|Stone use tab]] in the Labor menu {{menu icon|y}}.&lt;br /&gt;
&lt;br /&gt;
=== Obsidian - the Premier Stone ===&lt;br /&gt;
[[Obsidian]] deserves special mention as it is the highest-value stone in the game (3). It is unique in that it can be [[Obsidian farming|farmed]] using magma and water, and it can be used to create obsidian [[short sword]]s. It is [[magma safe]], and due to its high value, is considered to be the best stone to use when attempting to craft objects designed to improve your dwarves' [[Thought|happiness]] and create [[Keeping your dwarves happy|happy thoughts]]. In particular, obsidian mechanisms will achieve the highest possible value of any stone-based mechanism.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
After your [[fortress]] has been dug out you will likely have more stone than you know what to do with. A good idea is to produce stone [[crafts]] for when the first dwarven [[caravan]] arrives. Crafts often produce light [[finished goods|goods]].  The stone is also useful as it can produce most [[furniture]]. Finally, the stone can be used in [[construction]]s.&lt;br /&gt;
&lt;br /&gt;
If you are lucky enough to have layers of [[flux]] stone in your fortress, any goods produced with them will be twice as valuable as other goods of default (non-flux stone) quality.  [[Obsidian]] will enhance goods to triple value.&lt;br /&gt;
&lt;br /&gt;
Stone cannot be used to produce [[bed]]s, [[bin]]s or [[barrel]]s. However, large stone [[large pot|pots]] are functionally the same as barrels, and can be traded to the &amp;lt;s&amp;gt;tree-fondling hippies&amp;lt;/s&amp;gt; [[elf|elves]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Industry}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Stone industry]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315515</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315515"/>
		<updated>2026-03-15T22:22:24Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of certain natural [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races, can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods - [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears, having no facial hair, but, rarely at least, stubble. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also similarly to goblins, this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Zone#Quality_and_value|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{menu icon|Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]], as will rejecting a quota entirely. '''However, agreeing and sticking to a quota in one year, and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.'''&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, (''misguidedly enough?'')care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota. How many trees they will allow can be adjusted in the [[Difficulty#Tree_quota|difficulty]] [[settings]].&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons, although some standard wooden weapons will also use these sprites.]]Elven caravans will never have stone, metal, or animal products. Aside from those, you can expect an average elven caravan to have:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and ''already'' drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. Unfortunately, they don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf will be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves have very few redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic - one of their few other saving graces is their potential to provide fully-tamed exotic animals for trade), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such, not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315511</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315511"/>
		<updated>2026-03-14T20:27:53Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Halls, Gardens and Zoos are all meeting areas in v50&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:marriage_sprite_preview.png|right]]Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall.{{verify|Does parties still exist in that form?}} A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]][[File:v50_marriage_preview.png|thumb|right|One spouse isn't enough.]]In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both. This also applies to [[table]]s (dining rooms and offices), if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved and some conditions must be additionally meet (ie. at least one of the two needs to have &amp;quot;No Job&amp;quot; at the time of the interaction), but a female dwarf can in principle keep having about one baby a year (as pregnancy duration is 300000 ticks, which is 8 months and 26 days), until she or her husband [[death|dies]], or until the fortress's [[Settings#Population_and_seed_capacities|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s tab in dwarf's [[profile]], '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (splitted between two [[bedroom]]s to avoid [[Zone#Overlapping_Rooms|zone overlapping]]), enough fancy [[furniture]] to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[tavern]]s, [[temple]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command &amp;lt;code&amp;gt;gui/family-affairs&amp;lt;/code&amp;gt; to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315510</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315510"/>
		<updated>2026-03-14T20:22:43Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: /* Arranging marriages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:marriage_sprite_preview.png|right]]Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall.{{verify|Does parties still exist in that form?}} A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]][[File:v50_marriage_preview.png|thumb|right|One spouse isn't enough.]]In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both. This also applies to [[table]]s (dining rooms and offices), if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved and some conditions must be additionally meet (ie. at least one of the two needs to have &amp;quot;No Job&amp;quot; at the time of the interaction), but a female dwarf can in principle keep having about one baby a year (as pregnancy duration is 300000 ticks, which is 8 months and 26 days), until she or her husband [[death|dies]], or until the fortress's [[Settings#Population_and_seed_capacities|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s tab in dwarf's [[profile]], '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (splitted between two [[bedroom]]s to avoid [[Zone#Overlapping_Rooms|zone overlapping]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command 'gui/family-affairs' to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315509</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315509"/>
		<updated>2026-03-14T20:21:40Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:marriage_sprite_preview.png|right]]Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall.{{verify|Does parties still exist in that form?}} A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]][[File:v50_marriage_preview.png|thumb|right|One spouse isn't enough.]]In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both. This also applies to [[table]]s (dining rooms and offices), if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved and some conditions must be additionally meet (ie. at least one of the two needs to have &amp;quot;No Job&amp;quot; at the time of the interaction), but a female dwarf can in principle keep having about one baby a year (as pregnancy duration is 300000 ticks, which is 8 months and 26 days), until she or her husband [[death|dies]], or until the fortress's [[Settings#Population_and_seed_capacities|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s tab in dwarf's [[profile]], '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (splitted between two [[bedroom]]s to avoid [[Zone#Overlapping_Rooms|zone overlapping]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.) Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command 'gui/family-affairs' to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=315508</id>
		<title>Civilization and World Info</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization_and_World_Info&amp;diff=315508"/>
		<updated>2026-03-14T19:51:05Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: This page is still out of date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Civilzation%26World_Info_Example.png|thumb|right|350px|An example screenshot of the Civilzation/World Info menu]]&lt;br /&gt;
&lt;br /&gt;
The '''Civilization/World Info menu''' is your window to the [[world]] beyond your fortress. &lt;br /&gt;
&lt;br /&gt;
Accessed in [[Fortress mode]] with {{Menu icon|Y}}, it displays information pertaining to civilizations and their sites, provides access to [[rumor|news and rumors]] (shared by the [[Outpost liaison]] and by [[visitor]]s), and lets you create and manage [[mission]]s for your [[squad]]s.&lt;br /&gt;
&lt;br /&gt;
==Submenus==&lt;br /&gt;
[[File:civ_preview.png|thumb|150px|right|Full view of the Civilizations and World Info screen's map.]] The Civilization/World Info menu has six main submenus; {{k|w}}orld, {{k|m}}issions, {{k|n}}ews and rumors, {{k|p}}eople, {{k|a}}rtifacts and {{k|c}}ivilizations. It also has an overlay that can be toggled to display {{k|h}}oldings and tribute (instead of geographical features).&lt;br /&gt;
[[File:HoldingsandTribute.png|thumb|150px|right|A world on the Holdings and Tribute tab]]&lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The World menu shows known information about the cursor's location on the map.&lt;br /&gt;
&lt;br /&gt;
You can create a new mission to raid a highlighted site that doesn't belong to your civilization by pressing {{k|r}}. This brings up the mission planning screen where you set the mission {{k|d}}etails and assign squads to carry out the mission.&lt;br /&gt;
&lt;br /&gt;
When one of your own holdings is highlighted, you can dispatch a messenger to {{k|r}}equest specific citizens travel to your fortress. Note that a messenger must be assigned to your fortress from the {{k|l}}ocations screen, similar to assigning someone the role of a performer or scholar. &lt;br /&gt;
&lt;br /&gt;
===Holdings and Tribute===&lt;br /&gt;
When this overlay is toggled on, each [[site]] will be flagged with the civilization symbol and highlighted with a color to indicate its relationship with your fortress.&lt;br /&gt;
&lt;br /&gt;
Your own site will be highlighted cyan. Your home civilization will be highlighted blue.&lt;br /&gt;
&lt;br /&gt;
If you are at [[war]] with a civilization, its sites will be highlighted red.&lt;br /&gt;
&lt;br /&gt;
Sites with which you're at peace will be highlighted green.&lt;br /&gt;
&lt;br /&gt;
Your own [[holding]]s will be highlighted magenta. Holdings are acquired both by conquest and by economic success. You can send your own citizens away to inhabit your holdings (from the {{k|v}}iew {{k|p}}reference menu, hit {{k|e}}) and request workers to come from the holdings to your main fortress.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
&lt;br /&gt;
{{Main|mission}}&lt;br /&gt;
&lt;br /&gt;
The Mission menu allows you to view any raids or other missions that you've set up.&lt;br /&gt;
&lt;br /&gt;
Missions are created from the World, Artifact, and People modes, but can be viewed and managed from this menu.&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
As the name suggests, this menu shows known [[rumor]]s. Outpost liaisons and visitors to the fortress will share rumors; an active tavern can facilitate rumor acquisition.&lt;br /&gt;
&lt;br /&gt;
In this mode, colored letters will appear overlaid on certain sites to indicate what recent rumors pertain to the site. The map will also display animated red lines indicating rumors of army movements.&lt;br /&gt;
&lt;br /&gt;
* {{Tile|A|5:5:1}}: Abduction - A person has been kidnapped from the site&lt;br /&gt;
* {{Tile|A|6:6:1}}: Artifact - An artifact was known to be in the site&lt;br /&gt;
* {{Tile|A|4:4:1}}: Army movement - An army was marching on the site&lt;br /&gt;
* {{Tile|O|4:4:1}}: Occupation - A site was conquered and is now under military occupation&lt;br /&gt;
* {{Tile|R|4:4:1}}: Refugees - A group of refugees fled from the site before a military raid or invasion&lt;br /&gt;
* {{Tile|P|2:2:1}}: Change in leadership - A leadership role was assumed or changed persons&lt;br /&gt;
* {{Tile|C|3:3:1}}: Site reclaimed - An abandoned ruin was reclaimed&lt;br /&gt;
&lt;br /&gt;
===People===&lt;br /&gt;
The People screen allows you to create missions to recover any citizens who've been kidnapped.&lt;br /&gt;
&lt;br /&gt;
===Artifacts===&lt;br /&gt;
This menu contains a list of all known offsite [[artifact]]s and their locations.&lt;br /&gt;
&lt;br /&gt;
You can create a [[mission]] to retrieve a specific artifact from this menu, but your squad will need some sort of [[rumor]] to get started, or they won't know where to go.  If you believe you know where an artifact is located and are willing to use force to retrieve it, you can also use the World screen to send a squad to raid that site and hope that they bring it back as loot.&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
This menu shows all known civilizations within range of your fortress, any known people of interest, any trade agreements, import and export summaries, and any diplomatic agreements (such as tree-felling quotas, to appease elves).&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Civilization and World Info]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cave_floater&amp;diff=315505</id>
		<title>Cave floater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cave_floater&amp;diff=315505"/>
		<updated>2026-03-14T17:17:39Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Last report on the bug page states its no longer a problem, and I checked this in-game - there is no more gas after tanning (the gas cloud after slaughtering still appears)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cave_floater_sprite.png&lt;br /&gt;
|portrait=cave_floater_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cave floaters''' are small floating [[creature]]s full of [[syndrome|noxious]] gas, rarely found in groups of 1-3 individuals in the deepest [[cavern]]s. The good news is that [[Syndrome#SYN_INHALED|inhaling]] the gas won't kill your [[Dwarf|dwarves]], though it may knock them unconscious. The bad news is that it's nearly impossible to avoid contamination, since it's an inhaled projectile weapon. It isn't typically necessary to fight these creatures, but if you must, you'll want to shoot them from afar.&lt;br /&gt;
&lt;br /&gt;
Cave floaters cannot attack normally, except for their default [[push]] attack - instead, they launch a stream of steaming cave floater gas juice at attackers. This juice, despite being described as hot, doesn't seem to cause burns or indeed do much of anything. If you manage to kill a cave floater without puncturing it, take care '''not''' to [[butcher]] the corpse, as it will detonate the gas right there in the butcher's shop. It's not generally worth it anyway, as the only thing produced will be a single cave floater [[skin]].&lt;br /&gt;
&lt;br /&gt;
If a cave floater is exposed to [[temperature]]s below 10000 °U (0 °C), such as by luring it out onto a [[glacier]], it will die as a result of condensation. ''(This is because cave floater gas, which constitutes the &amp;lt;code&amp;gt;[[Tissue_definition_token#FUNCTIONAL|[FUNCTIONAL]]]&amp;lt;/code&amp;gt; tissue material of its &amp;lt;code&amp;gt;[[Body_token#THOUGHT|[THOUGHT]]]&amp;lt;/code&amp;gt; body part, condenses at this temperature).''&lt;br /&gt;
&lt;br /&gt;
Cave floaters possess a [[pet]] value of 50, but lack the necessary tokens to be [[Animal trainer|trainable]]. Additionally, they may not be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] cave floaters for their ''graceful drifting''.&lt;br /&gt;
&lt;br /&gt;
[[File:cave_floater.png|thumb|center|310px|He who smelt it, died.&amp;lt;br /&amp;gt;''Crudely drawn by Zippy'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elk_bird&amp;diff=315504</id>
		<title>Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elk_bird&amp;diff=315504"/>
		<updated>2026-03-14T13:59:45Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=elk_bird_sprites.png&lt;br /&gt;
|portrait=elk_bird_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=23&lt;br /&gt;
|meat=16&lt;br /&gt;
|fat=10&lt;br /&gt;
|horn=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&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=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elk birds''' are large flightless birds who are among the most common [[creature]]s found in [[caverns]], rivaled only by [[crundle]]s. Though they are generally non-hostile, they will interrupt tasks throughout the [[fortress]] and, if engaged, will usually kill an untrained [[dwarf]] (or even a war [[dog]]) in one-on-one combat. They can also be used as [[mount]]s by [[goblin]] [[siege]]rs. &lt;br /&gt;
&lt;br /&gt;
In addition to their [[meat]], [[bone]]s, [[Prepared organs|organs]], etc., elk birds will also produce a single [[feather]] and a [[gizzard stone]] when butchered. They are one of the more common creatures that leave gizzard stones. Unlike [[elk]], both genders of elk bird have [[horn]]s. This is nice, because elk bird parts are worth even more than elk parts, with a [[value]] multiplier of three.&lt;br /&gt;
&lt;br /&gt;
[[Animal trainer|Trained]] elk birds require a [[pasture]] to survive; despite the description, they can feed on any [[grass]]. They are notoriously difficult to [[breed]], as an elk bird hen will starve herself to death rather than abandon her [[nest box]]. A well-fed hen can hatch one clutch of eggs before being returned to a nest-box-less pasture to graze; however, infertile eggs or multiple clutches in a row are still problematic.{{bug|4637}} As an alternative to pasture, they can be chained and then fed by idle dwarves with the [[animal caretaker]] labor enabled. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] elk birds for their ''elegant horns''.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px&amp;gt;&lt;br /&gt;
Elkbird.jpg|An elk bird hatchling, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]]&lt;br /&gt;
elk_bird.png|''Art by Quinmael''&lt;br /&gt;
Notebook_10_ElkBird.jpg|&amp;quot;Mushroom grazer, bird-like.&amp;quot;&amp;lt;br&amp;gt;''Concept art by Bay 12 Games.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Don't Starve&amp;quot; video game --&amp;gt;&lt;br /&gt;
Some dwarves claim to have seen baby elk hatchling start to become extremely aggressive when their parents were killed. They seem to have a special self defense maneuver where they spin so fast that they turned into a whirlwind. Then, they charge at their enemy ferociously and then start slapping their enemy rapidly with their wings until they turned into an unrecognizable mass. However, after 10 days of experimenting by ramming the elk bird parents with [[minecart]]s filled with [[Trap component|spike balls]], ironically, the elk bird did not seem to care at all of their parent's brutal death and continues to munch on their [[Grass|cave fungus]] as if nothing happened. Thus, another rumor has been busted by the dwarven [[Scholar|scientists]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315501</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315501"/>
		<updated>2026-03-13T15:39:21Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: /* Married life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:marriage_sprite_preview.png|right]]Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall.{{verify|Does parties still exist in that form?}} A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]][[File:v50_marriage_preview.png|thumb|right|One spouse isn't enough.]]In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both. This also applies to [[table]]s (dining rooms and offices), if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved and some conditions must be additionally meet (ie. at least one of the two needs to have &amp;quot;No Job&amp;quot; at the time of the interaction), but a female dwarf can in principle keep having about one baby a year (as pregnancy duration is 300000 ticks, which is 8 months and 26 days), until she or her husband [[death|dies]], or until the fortress's [[Settings#Population_and_seed_capacities|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s tab in dwarf's [[profile]], '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (each defining a [[bedroom]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.) Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command 'gui/family-affairs' to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315500</id>
		<title>Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Marriage&amp;diff=315500"/>
		<updated>2026-03-13T15:30:43Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:marriage_sprite_preview.png|right]]Two intelligent [[creatures]], including [[dwarf|dwarves]], can get '''married''' after having a romantic [[relationship]] together. Instantly after marriage, those dwarves usually throw a wedding party if there is an available room, such as a [[sculpture garden|statue garden]], or a [[dining room]] marked as a meeting hall.{{verify|Does parties still exist in that form?}} A dwarf whose spouse dies may eventually develop another romantic relationship and marry again. Marrying will give both participating parties very strong positive [[thought]]s, while the death of a spouse will in turn give the widow(er) an unhappy thought. Dwarves will cancel their current [[labor|task]] when getting married.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Marriage announcement.png|543px]]&lt;br /&gt;
== Marriage eligibility == &lt;br /&gt;
[[File:Dwarf cancels task-getting married.png|Now that's a dwarf with priorities.|thumb|right|400px]][[File:v50_marriage_preview.png|thumb|right|One spouse isn't enough.]]In order to be eligible for romantic relationships, dwarves must be [[friend]]s, adults, have a personality that does not prevent romance (extremely low LOVE_PROPENSITY, GREGARIOUSNESS, LUST_PROPENSITY or similar) and must be [[orientation]]-compatible. They must not be too closely related: cousins or other distant relatives can marry, but [[Relationship|siblings]] cannot. They also cannot be too far apart in age: the age difference must be max(10,min(age_1,age_2)/2), i.e. a maximum of 10 years if the younger dwarf is 20 years old or younger, or else half the age of the younger of the two dwarves (so a 100-year-old dwarf can marry someone 50 years older). The age restriction only applies in [[fortress mode]], so incoming pre-generated dwarves (i.e. [[migrant]]s) may have a larger gap between their ages.&lt;br /&gt;
&lt;br /&gt;
Dwarves with similar professions are more likely to get married, presumably because they spend more time together than with dwarves they meet otherwise. For example, two miners are likely to become romantically involved, especially in a fort with sporadic mining, since they will be &amp;quot;off work&amp;quot; at the same time and spend that time together frequently.&lt;br /&gt;
&lt;br /&gt;
To enter into a romantic relationship, dwarves must be allowed to idle together in the same room. They will then socialize and build relationships. If they are compatible in terms of age and marital status, they will eventually become lovers and then marry. If not, they will simply become [[friend]]s. Dwarves with too little free time will not have time for romance. Occasionally, a couple may stay in the &amp;quot;Lover&amp;quot; stage perpetually without ever being married or breaking off the relationship.&lt;br /&gt;
&lt;br /&gt;
Many marriages seem to occur during springtime or early summer.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not necessarily marry people of the opposite sex - see the [[orientation]] article for more details. However, they will only marry other dwarves, as interspecies romance is not a thing in ''Dwarf Fortress''. The same is true for marriage in all other species.&lt;br /&gt;
&lt;br /&gt;
== Married life ==&lt;br /&gt;
Married dwarves sleep together. Because of this, the couple only requires one [[bed]], and any [[bedroom]] claimed by or assigned to one spouse will automatically be assigned to both. This also applies to [[table]]s (dining rooms and offices), if they are assigned specifically to a dwarf. Married dwarves also will not let themselves be separated - if you [[expel]] one, their spouse (and entire family) will follow them. If you [[messenger|request]] a married dwarf from your [[holding]]s to come to your fortress, the spouse will automatically be requested as well.&lt;br /&gt;
&lt;br /&gt;
Dwarves may divorce and re-marry - for example, if their former spouse dies. However, although they may occasionally have multiple lovers, they will never marry more than one person at the same time. Marriages ''do'' end if one of the spouses dies, even if they get raised as [[intelligent undead]], in which case their relationship status will be reset to 'Friend'. It is also possible for a divorced couple to re-marry.&lt;br /&gt;
&lt;br /&gt;
In an opposite-sex couple, the wife can become [[children|pregnant]] as a result of socializing with her spouse. Not every interaction will result in pregnancy, so there is some random element involved and some conditions must be additionally meet (ie. at least one of the two needs to have &amp;quot;No Job&amp;quot; at the time of the interaction), but a female dwarf can in principle keep having about one baby a year (as pregnancy duration is 300000 ticks, which is 8 months and 26 days), until she or her husband [[death|dies]], or until the fortress's [[Settings#Population_and_seed_capacities|child limit]] (or strict population cap) is reached. There are no visible signs of pregnancy, and the only effective means of contraception (other than the aforementioned limits) is to keep the spouses from interacting with each other. However, that doesn't mean a pregnancy will always result in a [[baby]]. Pregnancies may end in [[miscarriage]] if the dwarf is starving, dehydrated, sustains an [[wound|injury]], etc., which can lead to [[tantrum]]s from your now-miserable dwarf and possibly a downward spiral of [[fun]].&lt;br /&gt;
&lt;br /&gt;
In the [[Relationship]]s screen ({{k|v}}-{{k|z}}-{{k|r}}), '''Husband''' or '''Wife''' tops the list, followed by [[children]], and then [[deities]].&lt;br /&gt;
&lt;br /&gt;
Some [[noble]] positions, including the [[monarch]], give their &amp;quot;[[consort]]s&amp;quot; an honorary title without any tangible privileges.&lt;br /&gt;
&lt;br /&gt;
== Arranging marriages ==&lt;br /&gt;
[[Image:Honeymoon.png|thumb|right|200px|Pre-honeymoon suites]]&lt;br /&gt;
Dwarves, at least, are quite slow to form close relationships; several years of non-stop socialization may only form one or two romantic couples. For overseers who want children (possibly because their civilization is [[extinct]]), a more proactive approach is often necessary. A good first step is to determine which dwarves are compatible. They must be adults, have personalities conducive to forming relationships, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be [[orientation]]-compatible, and not be too closely related to each other (cousins can marry). Once you have selected couples, the next step is to cause them to idle next to each other as frequently as possible. This can be achieved by assigning them to special &amp;quot;pre-honeymoon&amp;quot; suites containing two [[bed]]s (each defining a [[bedroom]]), enough fancy furniture to make the rooms high-quality, and impassable furniture ([[statue]]s) to prevent the owners from avoiding each other. (Designate the rooms *before* adding the statues, since you can't designate a room through them.) Reduce your chosen dwarves' workloads and disable all [[meeting area]]s (including [[sculpture garden]]s, [[zoo]]s, etc.) to force them to idle in their shared bedroom as much as possible. Note that locking them into the room may be counterproductive since it limits the number of &amp;quot;encounters&amp;quot;. With a proper setup your dwarves should be married in a matter of months.&lt;br /&gt;
&lt;br /&gt;
Those willing to [[Cheating|cheat]] using [[DFHack]] can use the command 'gui/family-affairs' to instantly force a marriage between any two eligible dwarves.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*In prior versions, there was a hard limit of 10 years in maximum age difference as a prerequisite for becoming lovers and eventually marrying. Toady eventually extended it because it led to many immortal creatures (such as [[elves]]) never finding a suitable match due to having too dispersed age distribution.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Children]]&lt;br /&gt;
* [[Relationship]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Relationships}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[ru:Marriage]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blizzard_man&amp;diff=315490</id>
		<title>Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blizzard_man&amp;diff=315490"/>
		<updated>2026-03-12T14:06:36Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=blizzard_man_sprite.png&lt;br /&gt;
|portrait=blizzard_man_portrait.png&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Blizzard men''' are a species of intelligent and very rare [[creature]] found in [[evil]]-aligned [[tundra]]s and [[glacier]]s, who spawn one at a time. Weighing more than a [[troll]], these beasts are aggressive and will attack any [[dwarf]] who approaches them with punches, kicks, scratches and bites, and should be disposed of with an equipped [[military]] squad or [[trap]]s. Despite being named in a similar fashion, they do not share many characteristics with [[construct creature]]s like the subterranean [[gabbro man]] or [[fire man]]. Fighting a blizzard man in [[adventurer mode]] grants more experience than other normal creatures because of their {{token|DIFFICULTY|c|2}} token.&lt;br /&gt;
&lt;br /&gt;
Despite what their description may imply, blizzard men are not made of ice, instead being made of normal flesh. However, a note on their raw files states [[Main:Toady One|Toady One]] plans to make them be made out of ice in a future update. Blizzard men possess the {{token|NO_THOUGHT_CENTER_FOR_MOVEMENT}} token, meaning that their limbs do not need to be connected to a brain in order to function (they do not have brains). Due to the aforementioned intelligence, dwarves will not [[butcher]], eat or use products made from blizzard men, limiting their use to occupying space in your [[refuse]] [[stockpile]], [[live training]] or putting them somewhere of your liking if you capture one in a [[cage]] trap.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] blizzard men for their ''translucent skin'', their ''icicle teeth'', their ''glowing red eyes'' and their ''pointy ears''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = zolak udos | elvish = ethela onino | goblin = xodu ngorûg | human = rismal abo}}&lt;br /&gt;
[[File:BlizzardMan.jpg|thumb|300px|center|A blizzard man, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: Game of Thrones--&amp;gt;&lt;br /&gt;
It has been posited that the best way to keep blizzard men out of the fortress is with an exceptionally large [[wall]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Reference: Mega Man 6 boss Blizzard Man--&amp;gt;&lt;br /&gt;
Blizzard men are often though to roll into spheres to attack, though this behavior has never been seen before. It is unknown how this idea came to be.&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[File:blizzard_men_sprites.png|right]]Initially, the premium version had a graphic for a child blizzard man sprite. It was later removed from the game, because blizzard men are adults at birth.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nightwing&amp;diff=315487</id>
		<title>Nightwing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nightwing&amp;diff=315487"/>
		<updated>2026-03-12T11:17:17Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Category change since they are intelligent and bipedal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=nightwing_sprite.png&lt;br /&gt;
|portrait=nightwing_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Nightwings''' are [[fanciful]], intelligent [[creature]]s who are only found in [[evil]] [[desert]]s, where they spawn one at a time. Resembling a humanoid jackal with wings, they are twice the size of the average [[dwarf]] and will attack them on sight, using their wings to fly away from attacks and mauling civilians with their fangs and nails. If under attack by a nightwing, it is recommended to fight it with [[crossbow]]s to take it out of the air before moving in with a melee squad, as they will make short work of it provided they can reach it.&lt;br /&gt;
&lt;br /&gt;
Nightwings possess a great number of unusual characteristics. They need no sustenance to survive, don't need to breathe, are [[No Pain|immune to pain]] and [[No Exert|exertion]], don't feel fear or emotion, cannot be [[No Stun|stunned]] and nauseated, and are unaffected by dizziness or fevers. They will suck the [[blood]] out of those hit by their bite attacks, are born adults and are also genderless, meaning they are incapable of breeding. They are sapient (though they can't speak) and are able to equip items and open unforbidden [[door]]s.&lt;br /&gt;
&lt;br /&gt;
Nightwings possess a [[pet]] value of 1,000, but lack the necessary tokens to be [[Animal trainer|trainable]] (and even if [[Modding|modded]] to be trainable, the fact they are intelligent creatures will lead to [[Animal_trainer#Taming_intelligent_creatures|strange behavior]]). Due to the aforementioned intelligence, dwarves will not [[butcher]], eat or use products made from nightwings, limiting their use to occupying space in your [[refuse]] [[stockpile]], [[live training]] or putting them somewhere of your liking if you capture one in a [[cage]] [[trap]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] nightwings for their ''jackal heads'', their ''bat wings'', their ''long tails'', their ''manes'', their ''fangs'', their ''ability to suck blood'', their ''tightly-stretched skin'' and their ''needle-like horns''.&lt;br /&gt;
&lt;br /&gt;
[[File:Nightwing.jpeg|thumb|center|300px|A nightwing ambushing a [[fluffy wambler]], drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]].]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
On maps containing [[Bat man|bat men]], nightwings have been found to feel bitter at being constantly overshadowed.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = anan-fesh | elvish = lithéme-nine | goblin = anu-bustusm | human = kulur-emtha}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stoat&amp;diff=315482</id>
		<title>Stoat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stoat&amp;diff=315482"/>
		<updated>2026-03-11T19:09:04Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:05, 16 February 2023 (UTC)}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=stoat_sprites.png&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Stoats''' are tiny [[Creature|animals]] found in [[taiga]]s and [[tundra]]s. Only marginally larger than a [[weasel]], they're among the smallest creatures in the game who aren't [[vermin]], and their benign demeanor makes them harmless to virtually anything. A male stoat is called a ''stoat jack'', a female is called a ''stoat jill'' and a newborn is known as a ''stoat kit''.&lt;br /&gt;
&lt;br /&gt;
Stoats may be captured in [[cage]] [[trap]]s and be [[Animal trainer|trained]] into low-value [[pet]]s. Hunted stoats are too small to be [[butcher]]ed, and slaughtered tame ones will only yield a [[skull]]. Stoats may live between 2-7 years, making them potentially longer-lived (if RNG is on your side) than weasels, if you decide to keep them around for whatever reason.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] stoats for their ''ability to take down large prey''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: Inscryption--&amp;gt;&lt;br /&gt;
Stoats are very good at [[Die|gambling]] with [[Paper|cards]], even though they are mere animals.&lt;br /&gt;
&lt;br /&gt;
[[File:Mustela erminea upright.jpg|thumb|center|300px|Admired for its ''ability to take down large prey''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weasel&amp;diff=315481</id>
		<title>Weasel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weasel&amp;diff=315481"/>
		<updated>2026-03-11T19:08:52Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:06, 16 February 2023}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=weasel_sprites.png&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Weasels''' are small [[creature]]s who can be found in every biome except [[mountain]]s and [[glacier]]s. They are solitary and may not be found during the winter. They're benign and one of the smallest animals in the game who aren't outright [[vermin]], making them entirely harmless. A newborn weasel is called a ''weasel kit''.&lt;br /&gt;
&lt;br /&gt;
Weasels may be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into exotic [[pet]]s of low value. Their tiny size means they can't be [[butcher]]ed if hunted, and slaughtered tame ones will only give a [[skull]] in return. Weasels are also very short-lived, living no more than 3 years.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] weasels for their ''long bodies'' and their ''short legs''.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = bamgûs&lt;br /&gt;
| elvish  = lethina&lt;br /&gt;
| goblin  = balu&lt;br /&gt;
| human   = lussum}}&lt;br /&gt;
[[File:Mustela nivalis -British Wildlife Centre-4.jpg|thumb|center|400px|Admired for its ''short legs''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=315479</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Archery&amp;diff=315479"/>
		<updated>2026-03-10T21:15:41Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Archer&lt;br /&gt;
| profession = [[Military]]&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = *Using any ranged weapon in combat&lt;br /&gt;
| attributes = &lt;br /&gt;
*Agility &lt;br /&gt;
*Focus &lt;br /&gt;
*Spatial Sense&lt;br /&gt;
*Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:dwarf_archer.jpg|thumb|229px|right|A dwarf archer.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Artigas''&amp;lt;/small&amp;gt;]]'''Archery''' is the [[combat skill]] associated with all ranged combat, as well as the name given to using ranged weapons in general. Its exact function is unknown, except that it has been shown to decrease the probability of an enemy dodging a ranged attack. It serves as the ranged counterpart of the Fighter skill.&lt;br /&gt;
&lt;br /&gt;
In terms of weapons, archery encompasses the [[crossbow]], the [[bow]], the [[blowgun]] and anything a creature has [[Thrower|thrown]] at another. Out of these, the crossbow is the only one available to [[Dwarf|dwarves]] outside of [[trading]], looting hostiles, [[strange mood]]s or [[modding]]; as such, this skill will be most relevant to your [[Crossbowman|marksdwarves]].&lt;br /&gt;
&lt;br /&gt;
==Archery==&lt;br /&gt;
In order to engage in archery, a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a target. For further information, see the [[archery target]] page. &lt;br /&gt;
&lt;br /&gt;
Dwarves will fire at targets 25 tiles away and are able to engage targets that are up to 3 z-levels up or down without any loss in firing distance.{{verify}}&amp;lt;!-- Easily tested in the Object Testing Arena, maybe Fortress mode will give a different result. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assignment of ranged weapons is done through the equipment screen in {{menu icon|q}} [[Squad]] menu. If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.&lt;br /&gt;
&lt;br /&gt;
Assignment of ammunition is not possible in the current versions, dwarves will decide for themselves what ammunition to use, ''usually'' choosing worse ammo for training. Hunters reserve 25 bolts for their needs. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for [[bow]]s. More details on military ammunition [[Squad#Ammunition_and_marksdwarf_squads|here]].&lt;br /&gt;
&lt;br /&gt;
A living target can be selected from the {{menu icon|q}} [[Squad]] menu by selecting the squad(s) you wish to have attack and then selecting the [[File:Interface_squad_attack.jpg]] attack target. You can then select a single target with the cursor [[File:Button single select.jpg|26px]], or a number of targets by enabling selection by rectangle [[File:Button box select.jpg|26px]]. Note that if your dwarves don't have the required ammunition, quiver, or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.&lt;br /&gt;
&lt;br /&gt;
===Subsections of Archery===&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]] – [[Ammunition|Ranged Ammunition]] – [[Equipment#Quivers|Quivers]] – [[Archery target|Archery Target]] – [[Crossbowman]] – [[Ambusher|Hunters]] – [[Ranger]]&lt;br /&gt;
&lt;br /&gt;
===Effects of Skill Leveling===&lt;br /&gt;
&lt;br /&gt;
Higher skills in the bowman, crossbowman, or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill, a dwarf must fire at something; if it misses a target, it will gain the same amount of experience points just as if it had been hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Copied and reworded from [[Crossbowman]] References 40d data! --&amp;gt;&lt;br /&gt;
Firing at live targets gives much more experience points than firing on inanimate [[archery target]]s. The difference is about fourfold. Tests found that by firing around 67 practice bolts, which provided 7.5 experience for each shot at the archery target; the same experience total is gained by firing 17 bolts at a live target, providing 30 experience per bolt.&lt;br /&gt;
&lt;br /&gt;
==Value in the Military==&lt;br /&gt;
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They can fire through allies without hitting them, allowing them to support friendly warriors from behind. They may fire from higher or lower [[Z-level]]s than the target intended. [[Archery target]]s must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification]]s and over empty spaces although their usefulness is thwarted by proper armor and tactics.&lt;br /&gt;
&lt;br /&gt;
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.&lt;br /&gt;
&lt;br /&gt;
Archers will use their bows, or other ranged weapons, as melee weapons if they run out of ammunition, although regardless of having ammunition or not, they will prefer to run towards the enemy anyway. [[Crossbow]] melee uses the [[combat skill|hammerman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill. &lt;br /&gt;
&lt;br /&gt;
It is possible to equip melee and ranged weapons simultaneously, dwarves can usefully switch between weapons in the middle of fights - perhaps sometimes to the wrong one.&lt;br /&gt;
&lt;br /&gt;
==[[Known bugs and issues|Issues with Archery]]==&lt;br /&gt;
* It can be tricky to get dwarves to pickup ammo. This seems to be related to how squad equipment recipes are created and assigned. The default marksdwarf recipe seems to work for most people. If you deleted it, try the following:&lt;br /&gt;
** create a new equipment recipe. Include leather armor, cap, mittens (not gloves), boots, etc. Assign the ranged weapon of your choice. Save the recipe.&lt;br /&gt;
** delete the current squad. Create a new squad and select the ranged equipment plan you created.&lt;br /&gt;
* if you assign the squad to train at a barracks they will do melee training using the ranged weapons as clubs. Instead, assign them to the barracks for everything except training and to an archery range for training&lt;br /&gt;
As of v51.12 the following bugs have been addressed:&lt;br /&gt;
* the current version removes the ability to assign ammo to squads - both ammo and quivers are automatically assigned to a dwarf with a ranged weapon assigned. You can tell that this has happened by checking the squad's/dwarf's equipment from the squad sidebar and seeing an ammo slot (to the left of backpack) and a quiver slot (to the left of the ammo).&lt;br /&gt;
* Assigning archers to fire from the top of a wall may result in the archers climbing down to engage the target in melee combat. Fully enclose towers and battlements with a roof and ensure your archers cannot path to attempt melee combat, even through climbing.&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
*[[Military]]&lt;br /&gt;
*[[Combat skill]]&lt;br /&gt;
*[[Weapon]]&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315478</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315478"/>
		<updated>2026-03-10T20:38:05Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: /* Ammunition and marksdwarf squads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]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 game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint 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 in place of the &amp;quot;captain&amp;quot; of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own separate [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad. &lt;br /&gt;
&lt;br /&gt;
Note that neither a captain nor the militia commander have to physically accompany their squad into combat. They can stay back in the safety of your fortress, they just have to be included first when you create the squad roster. This means that you can assign that role to a dwarf who you'd rather not send into danger or who is entirely unfit for combat, the only downside being that the combat squad is then responding with 1 less able body (see below).  &lt;br /&gt;
&lt;br /&gt;
* If you don't wish your Commander to be listed in future squads, create his/her own permanent 1-man &amp;quot;first&amp;quot; squad, then you can create additional 10-dwarf combat squad with their own combat Captain.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu, you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, otherwise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (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 dwarves in your fort, of which no more than ten (10) 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 assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon ([[File:Interface assign squad position.jpg]]) above the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetic customization ===&lt;br /&gt;
[[Image:Menu_squad_symbol_v50.07.png|300px|thumb|right|The squad symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
The squad menu {{menu icon|q}} allows you to edit the name and the graphical symbol assigned to any created squads, by clicking on the quill and symbol icons, respectively. These options are purely cosmetic, unlike [[Squad#Equipping_soldiers|equipping soldiers]] and [[Squad#Order_scheduling|order scheduling]].&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' &lt;br /&gt;
|| [[File:squad_weapon_icon.png|center]]&lt;br /&gt;
|| [[File:squad_shield_equipped.png|center]]&lt;br /&gt;
|| [[File:squad_upper_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_lower_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_head_icon.png|center]]&lt;br /&gt;
|| [[File:squad_hands_icon.png|center]]&lt;br /&gt;
|| [[File:squad_feet_icon.png|center]]&lt;br /&gt;
|| [[File:squad_backpack_icon.png|center]]&lt;br /&gt;
|| [[File:squad_flask_icon.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Tile'''&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|/|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|]|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|[|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|π|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|⌂|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|╒|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|∟|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|Æ|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|¡|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | [[File:squad_shield_equipped.png]] {{Raw tile|]√|2:1}} || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  [[File:squad_shield_pending.png]] {{Raw tile|]!|6:1}} || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |   [[File:squad_shield_unable.png]] {{Raw tile|]-|4:1}} || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;. You only need one entry for armor worn on multiple body parts, like handwear and footwear, if not choosing specific items. You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. In case metal is not specified, dwarves will equip the best item available (e.g., steel rather than iron rather than copper).&lt;br /&gt;
&lt;br /&gt;
Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best(!) to wear their uniform in addition to their civilian [[clothing]] ''(see [[#Wearing equipment over clothing|next]]!)''; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go without that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To '''delete''' a uniform from the list, select any squad, click the [Equip] button and select &amp;quot;'''Assign Uniform'''&amp;quot;. Then click the [X] on the uniform you wish to delete, confirm your choice, and done.&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button 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 '''Uniform''' menu will show that these items have been assigned to a soldier, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}}, when a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure. This seemingly causes dwarves to never use ammunition{{bug|0012008}}, if there wasn't enough when the squad was created. To work around this bug, disband the squad and create a new squad, giving it a uniform which includes a ranged weapon. This will refresh the squad's knowledge of how much ammunition is available. Set the squad to train with a schedule of your choice, and the dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; 25 bolts each. Your ammo stockpile must include more bolts than 25 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
&lt;br /&gt;
The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&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 squad-mate 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 &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&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, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. 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 they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that 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;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it 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 only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; 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;
[[File:Squad menu v50 04.png|right]]&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 '''station''' at a specific location at will through the {{Menu icon|q}} squads 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 main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is 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;
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 cancelled, 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 {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button ([[File:Interface assign squad position.jpg]]) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&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, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: [[File:Interface squad attack.jpg]] attack, [[File:Interface squad station.jpg]] station, [[File:Interface squad patrol.jpg]] patrol, [[File:Interface squad burrow.jpg]] burrow defense, or [[File:Interface squad train.jpg]] train, as well as [[File:Interface squad cancel.jpg]] cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''' [[File:Interface squad attack.jpg]], sometimes referred 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. An attack 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 the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; [[File:Button single select.jpg]] icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the [[File:Button box select.jpg]] icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are 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 station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; 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 command is cancelled.&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;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' [[File:Interface squad station.jpg]] (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&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, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route order''' [[File:Interface squad patrol.jpg]] assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify|Do they ignore traffic cost, burrow restrictions etc..?}}&lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow order''' [[File:Interface squad burrow.jpg]] is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train order''' [[File:Interface squad train.jpg]] comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' ([[File:Ui assign squad.jpg]]), then clicking '''training''' [[File:Ui barracks training.jpg]] icon next to your squads' name to switch it green and assign them to train there.&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' [[File:Interface squad cancel.jpg]] the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality facet|personality]]{{verify}}; 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;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&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;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315477</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=315477"/>
		<updated>2026-03-10T20:36:44Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: Referring to Release information/53.07&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For enemy squads, see [[ambush]] and/or [[siege]].''&lt;br /&gt;
&lt;br /&gt;
[[File:dwarf_army.jpg|thumb|300px|right|A dwarf squad ready to deliver permanent deaths.]]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 game screen the '''squads''' menu is accessible through the {{Menu icon|q}} key and the '''[[burrow]]s''' menu is accessible through {{Menu icon|U}}. The squad menu and all its sub-menus are designed to be navigated almost exclusively with mouse rather than keys.&lt;br /&gt;
&lt;br /&gt;
For simple, ''very'' basic, unarmed and unarmored instructions on how to attack a creature, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming squads==&lt;br /&gt;
Before you do anything with your military, you must go into the {{Menu icon|n}} [[noble]]s screen and appoint 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 in place of the &amp;quot;captain&amp;quot; of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own separate [[militia captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad in the {{Menu icon|q}} squad menu and then assigning a dwarf to the first position of that squad. &lt;br /&gt;
&lt;br /&gt;
Note that neither a captain nor the militia commander have to physically accompany their squad into combat. They can stay back in the safety of your fortress, they just have to be included first when you create the squad roster. This means that you can assign that role to a dwarf who you'd rather not send into danger or who is entirely unfit for combat, the only downside being that the combat squad is then responding with 1 less able body (see below).  &lt;br /&gt;
&lt;br /&gt;
* If you don't wish your Commander to be listed in future squads, create his/her own permanent 1-man &amp;quot;first&amp;quot; squad, then you can create additional 10-dwarf combat squad with their own combat Captain.&lt;br /&gt;
&lt;br /&gt;
Once you have a militia commander appointed, when going to the squad menu, you'll notice an option to &amp;quot;'''Create new squad.'''&amp;quot; When you click this button to create a squad, you may be asked which militia captain should lead this new squad if you have appointed captains that are not currently leading one, otherwise you will be asked which uniform to give the squad. The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose &amp;quot;'''No uniform'''&amp;quot;.  (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 dwarves in your fort, of which no more than ten (10) 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 assignment menu. Dwarves that are already in a military squad will have the name of that squad and their position within it listed in yellow text above their name, allowing you to skip over them if necessary. The assignment menu is found by clicking on the 'positions' bearded face icon ([[File:Interface assign squad position.jpg]]) above the squad name.&lt;br /&gt;
&lt;br /&gt;
=== Aesthetic customization ===&lt;br /&gt;
[[Image:Menu_squad_symbol_v50.07.png|300px|thumb|right|The squad symbol selection menu]]&lt;br /&gt;
&lt;br /&gt;
The squad menu {{menu icon|q}} allows you to edit the name and the graphical symbol assigned to any created squads, by clicking on the quill and symbol icons, respectively. These options are purely cosmetic, unlike [[Squad#Equipping_soldiers|equipping soldiers]] and [[Squad#Order_scheduling|order scheduling]].&lt;br /&gt;
&lt;br /&gt;
===Nobles in squads ===&lt;br /&gt;
Here's a link to the DF forum, with old{{version|0.34.11}} but potentially still relevant speculation on which nobles should not be assigned to the military due to the importance of their civilian role:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
==Equipping soldiers==&lt;br /&gt;
===Accessing the Equip screen===&lt;br /&gt;
In the squad menu, select one or more squads by clicking the checkbox next to their name, then click &amp;quot;'''Equip'''&amp;quot; to view a summary of their assigned equipment. The following icons are used:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of equipment&lt;br /&gt;
|-&lt;br /&gt;
| '''Icon''' &lt;br /&gt;
|| [[File:squad_weapon_icon.png|center]]&lt;br /&gt;
|| [[File:squad_shield_equipped.png|center]]&lt;br /&gt;
|| [[File:squad_upper_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_lower_body_icon.png|center]]&lt;br /&gt;
|| [[File:squad_head_icon.png|center]]&lt;br /&gt;
|| [[File:squad_hands_icon.png|center]]&lt;br /&gt;
|| [[File:squad_feet_icon.png|center]]&lt;br /&gt;
|| [[File:squad_backpack_icon.png|center]]&lt;br /&gt;
|| [[File:squad_flask_icon.png|center]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Tile'''&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|/|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|]|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|[|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|π|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|⌂|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|╒|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|∟|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|Æ|2:1}}&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  {{Tile|¡|2:1}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Meaning''' || Weapon || Shield || Upper body || Lower body || Head || Gauntlets || Boots || Backpack || Flask&lt;br /&gt;
|}&lt;br /&gt;
Equipment icons will change colors and display a symbol depending on the equipment's status. Using the shield icon as an example:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Equipment status&lt;br /&gt;
|-&lt;br /&gt;
! Symbol !! Meaning !! Probable cause&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; | [[File:squad_shield_equipped.png]] {{Raw tile|]√|2:1}} || The dwarf has a shield assigned, and currently has it equipped. || N/A&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |  [[File:squad_shield_pending.png]] {{Raw tile|]!|6:1}} || The dwarf has a shield assigned, but doesn't have it equipped right now. || The dwarf's activity does not require this equipment, the dwarf physically cannot wear the item, the item's slot is already full (due to e.g. excessive layers of clothing), or the dwarf cannot access the assigned item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center&amp;quot; |   [[File:squad_shield_unable.png]] {{Raw tile|]-|4:1}} || The dwarf does not have a shield assigned or equipped. || The fortress does not have enough pieces of equipment for every dwarf in the squad.&lt;br /&gt;
|}&lt;br /&gt;
Pressing &amp;quot;'''Details'''&amp;quot; lets you see ''precisely'' what items an individual dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
===Creating and assigning uniforms===&lt;br /&gt;
From this menu, uniforms can be created and saved using the &amp;quot;'''Add uniform'''&amp;quot; button or assigned to squads to overwrite their existing equipment with the &amp;quot;'''Assign uniform'''&amp;quot; button. Uniforms are essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad. You may wish to create new uniforms, and add or remove items from any uniform (even the standard ones). While using the &amp;quot;'''Add uniform'''&amp;quot; menu, uniforms are only ''created'' or ''modified'', not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the &amp;quot;'''Equip'''&amp;quot; menu, &amp;quot;'''Assign uniform'''&amp;quot; to open the choose uniform sub-menu and select one of your uniform templates to apply to all selected dwarves. Squads can be selected or deselected at any point in this process to change who you are assigning the uniform to without closing any of the sub-menus. Once you have all the squads selected whom you want to use the same uniform, you can click the uniform's name to apply it. The choose uniform sub-menu will close and the squads' previous uniform will be overwritten. You can also edit one position's uniform at a time by selecting the &amp;quot;'''Details'''&amp;quot; menu next to the position name. It is important to remember that this uniform is applied to that squad position rather that a particular dwarf. The uniform can be changed as discussed below and/or  saved as a new uniform by typing a name into the textbox at the top of the menu, pressing {{k|enter}} the clicking &amp;quot;'''Confirm and save uniform'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Details&amp;quot; or &amp;quot;Add uniform&amp;quot; sub-menus, you can select pieces of equipment to create a uniform with the equipment buttons - &amp;quot;'''New [[Armor#Upper_Body|bodywear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Headgear|headwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Lower_Body|legwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Hands|handwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Footwear|footwear]]'''&amp;quot;, &amp;quot;'''New [[Armor#Shield|shield]]'''&amp;quot;, and &amp;quot;'''New [[weapon]]'''&amp;quot;. You only need one entry for armor worn on multiple body parts, like handwear and footwear, if not choosing specific items. You can also specify the &amp;quot;'''Mat'''&amp;quot;erial and &amp;quot;'''Color'''&amp;quot; of the equipment by clicking one of these buttons next to it. In case metal is not specified, dwarves will equip the best item available (e.g., steel rather than iron rather than copper).&lt;br /&gt;
&lt;br /&gt;
Finally, there are two settings that can be toggled in the bottom left of the menu: &amp;quot;'''Uniform worn over clothing'''&amp;quot; and &amp;quot;'''Partial matches okay'''&amp;quot;.  These are both on by default. &amp;quot;'''Over clothing'''&amp;quot; means the dwarf will do their best(!) to wear their uniform in addition to their civilian [[clothing]] ''(see [[#Wearing equipment over clothing|next]]!)''; if toggled, it becomes &amp;quot;'''Replace clothing'''&amp;quot;, and the dwarf will strip before donning their military gear. &amp;quot;'''Partial matches okay'''&amp;quot; means that if a dwarf cannot satisfy an equipment assignment, they'll substitute it with something close; if toggled to &amp;quot;'''Exact matches only'''&amp;quot;, they'll go without that piece of equipment rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment for an individual position (such as an artifact), select &amp;quot;'''specific _____'''&amp;quot; under that equipment type (e.g. &amp;quot;'''specific armor'''&amp;quot; in the Armor field); for your convenience, highest-value equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
To '''delete''' a uniform from the list, select any squad, click the [Equip] button and select &amp;quot;'''Assign Uniform'''&amp;quot;. Then click the [X] on the uniform you wish to delete, confirm your choice, and done.&lt;br /&gt;
&lt;br /&gt;
===Wearing equipment over clothing===&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the &amp;quot;'''Uniform worn over clothing'''&amp;quot; button 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 '''Uniform''' menu will show that these items have been assigned to a soldier, they will not actually be able to wear them.  To avoid this use the &amp;quot;'''Replace clothing'''&amp;quot; option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor as long as their feet, lower body, and upper body are covered.&lt;br /&gt;
&lt;br /&gt;
===Ammunition and marksdwarf squads===&lt;br /&gt;
Currently{{version|0.50.04}}, when a squad is created, it takes note of the amount of ammunition in the fortress but never updates this figure. This seemingly causes dwarves to never use ammunition{{bug|0012008}}, if there wasn't enough when the squad was created. To work around this bug, disband the squad and create a new squad, giving it a uniform which includes a ranged weapon. This will refresh the squad's knowledge of how much ammunition is available. Set the squad to train with a schedule of your choice, and the dwarves should equip ammunition. (Note: [[Ambusher|Hunter]] dwarves &amp;quot;reserve&amp;quot; roughly 25 bolts each. Your ammo stockpile must include more bolts than 25 x number of hunters. This extra ammo will be used by your marksdwarves.) ([https://www.reddit.com/r/dwarffortress/comments/10mwqtw/dwarves_not_equipping_boltsarrows_learn_from_my/ Source])&lt;br /&gt;
&lt;br /&gt;
The dwarves will decide for themselves what ammunition to use, so they may waste all the nice metal bolts training and end up fighting battles with only wooden bolts, although the AI is intended to favor worse ammo for training. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned in the &amp;quot;'''Uniform'''&amp;quot; menu tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
===Equipment use and storage===&lt;br /&gt;
{{TipBox2|titlebg=#0a0|float=right|Storing equipment in barracks|In previous versions soldiers who have more than one item to put on would not use distance to determine which of the remaining items will be equipped next. Therefore it was best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]]. The way dwarves equip gear has changed slightly{{version|0.50.01}}, so it is uncertain if this is still necessary.}}&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 squad-mate 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 &amp;quot;'''Leather armor'''&amp;quot; uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the &amp;quot;'''Equip'''&amp;quot; menu, you can access the &amp;quot;'''Assign uniform'''&amp;quot; sub-menu, which will show the standard Leather, Metal, and Archer uniforms on the left (if you haven't deleted them). To change a full squad, select the squad using the checkbox to the right of their name, then select the uniform (metal) on the left, and it will be applied. Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Equipment can also be changed on an individual level e.g. if you would like to add metal gear or artifacts as they are produced. This is done from the &amp;quot;'''Equip'''&amp;quot; menu by pressing the &amp;quot;'''Details'''&amp;quot; button to the right of a squad member's position, then changing &amp;quot;'''Mat'''&amp;quot;erial, &amp;quot;'''Color,'''&amp;quot; or even the type of equipment assigned. This must then be saved by clicking the &amp;quot;'''Confirm'''&amp;quot; button or by entering a name into the textbox and pressing &amp;quot;'''Confirm and save uniform.'''&amp;quot;&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, and by default squads are assigned to wear civilian clothes when not on duty, so they will not equip their gear until an active order is assigned or the [[Scheduling#Routines|routine]] is changed to force equipping gear while off duty. 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 they are not explicitly listed in the &amp;quot;'''Mat'''&amp;quot;erial of the &amp;quot;'''Uniform'''&amp;quot; sub-menu. A partial workaround for this problem is that bone and shell are almost the only materials of their respective colors that 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;'''Color'''&amp;quot; as &amp;quot;'''white'''&amp;quot; for bone or &amp;quot;'''dark green'''&amp;quot;/&amp;quot;'''gray'''&amp;quot; for shell (thus, e.g., a &amp;quot;'''white helm'''&amp;quot;). This workaround is only partially effective for shell armor, as, for example, the armor made of iron is gray, and for bone it 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 only'''&amp;quot; (not &amp;quot;'''Partial matches okay'''&amp;quot;) using the buttons at the bottom of the &amp;quot;Uniform&amp;quot; sub-menu.&lt;br /&gt;
&lt;br /&gt;
Some shell colors taken from raws (not guaranteed to be in the uniform color settings list):&lt;br /&gt;
* Pond turtle – dark green&lt;br /&gt;
* Mussel – gray&lt;br /&gt;
* Oyster – gray&lt;br /&gt;
* Nautilus – stripes brown white&lt;br /&gt;
* Giant tortoise – ecru&lt;br /&gt;
* Armadillo – mottled gray pink&lt;br /&gt;
* Desert tortoise – brown&lt;br /&gt;
* Snapping turtle – dark green&lt;br /&gt;
* Alligator snapping turtle – dark green&lt;br /&gt;
* Giant snail – brown&lt;br /&gt;
* Giant moon snail – red&lt;br /&gt;
&lt;br /&gt;
===Equipping leather shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the &amp;quot;'''New shield'''&amp;quot; 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;
[[File:Squad menu v50 04.png|right]]&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 '''station''' at a specific location at will through the {{Menu icon|q}} squads 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 main ''squads'' menu is predominantly used for direct orders, and the ''Schedule'' sub-menu is 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;
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 cancelled, 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 {{Menu icon|q}} '''squad''' menu, you can click the checkboxes to the right of the squad names to select one or more squads to give orders to. To give orders to individual dwarves within a squad: click the third button ([[File:Interface assign squad position.jpg]]) on the squad to view the positions in the squad, click the checkbox next to one (or more) dwarf’s name, and then the order, equip, and schedule buttons will appear at the bottom of the menu and apply only to the selected dwarves.&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, although they frequently will not pick up all of their assigned gear before giving up and moving toward the objective.&lt;br /&gt;
&lt;br /&gt;
There are five types of active orders that can be given to your dwarves: [[File:Interface squad attack.jpg]] attack, [[File:Interface squad station.jpg]] station, [[File:Interface squad patrol.jpg]] patrol, [[File:Interface squad burrow.jpg]] burrow defense, or [[File:Interface squad train.jpg]] train, as well as [[File:Interface squad cancel.jpg]] cancel order. They are selected by clicking one of the six icons along the bottom of the '''squad''' menu.&lt;br /&gt;
&lt;br /&gt;
===Attack order===&lt;br /&gt;
The '''attack order''' [[File:Interface squad attack.jpg]], sometimes referred 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. An attack 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 the last command your dwarves receive if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill command, click the sword icon to begin designating the Attack targets. You now have several options: by default (or by clicking the -&amp;gt; [[File:Button single select.jpg]] icon in the bottom left) you will be in '''single select''' mode and can choose one or more individual targets by clicking on them. You can switch to '''box select''' mode by clicking the [[File:Button box select.jpg]] icon in the bottom left of the attack menu and draw a selection area on the map. When you left click the box select, a new menu will appear with a list of possible targets inside the selection. To continue adding to your box selection, right click and designate more selections. Once you are happy with your targets from the single or box selections, you can click &amp;quot;'''Confirm'''&amp;quot; to issue the order and watch your dwarves happily run off to execute the order by executing the target, or &amp;quot;'''Cancel'''&amp;quot; to exit the menu without giving an attack order.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until they are 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 station order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will automatically be cancelled once the intended victim is killed. If the target is caught in a [[Trap#Cage_trap|cage trap]], though, your squad will stand over the cage waiting for new orders; 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 command is cancelled.&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;
===Station order===&lt;br /&gt;
From the {{Menu icon|q}} squad menu, a '''station order''' [[File:Interface squad station.jpg]] (also known as a '''move''' order) is issued by selecting a squad, clicking the green arrow icon, and clicking a location on the map.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random ([[path|reachable]]) point within 3 tiles of the spot you specify, somewhere in that 7x7 box, and will move directly to that point.  This can mean that, if they have a path, dwarves may obediently move to the &amp;quot;wrong&amp;quot; side of a wall or other barrier if those tiles are within the 7x7 box. Dwarves in the squad will stand there until you cancel the order, give a new order, or an enemy comes within sight. Also, if one is overcome by [[hunger]], [[thirst]], or [[exhaustion]], that dwarf will take care of their [[need]] and then return to their squad's current assignment.&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, they will return to their chosen station point.&lt;br /&gt;
&lt;br /&gt;
===Patrol route order===&lt;br /&gt;
The '''Patrol Route order''' [[File:Interface squad patrol.jpg]] assigns a squad to walk along a defined path of your choice continuously while the order is active. This can be used to spread the dwarves out and increase their [[ambush]]-spotting potential, or to move your marksdwarves in and out of combat, allowing them to relax and reload before returning to the fray.&lt;br /&gt;
&lt;br /&gt;
A '''Patrol''' order is issued by clicking the third order icon from left in the {{Menu icon|q}} squad menu (the one with three red X's connected by a dotted line). Clicking this icon opens the '''route''' sub-menu where any existing route can be selected from the list, inspected, or deleted. If no desirable '''routes''' exist, a new one can be started by clicking &amp;quot;'''Create new route'''.&amp;quot; Because routes must be saved to be used and can be selected by other squads it is recommended to give the new route a descriptive name by typing in the textbox at the top of the sub-menu then pressing {{k|enter}}. Finally, you can begin clicking on the map to define which points you want the dwarves to walk to in order. It is important to remember that dwarves will not follow the displayed path exactly. Rather, they will path from their current location to a random point within 3 tiles of the spot you specify (the same rules as a station order) following the normal Fortress Mode [[Path|pathing rules]].{{verify|Do they ignore traffic cost, burrow restrictions etc..?}}&lt;br /&gt;
&lt;br /&gt;
Similar to the '''station''' order, on-duty soldiers will pursue and attack any hostile targets they see, prior to arriving at their station, or along their route. Hostile targets may include certain wild animals that are deemed dangerous. If the dwarf loses sight of the enemy, they will return to their patrol route.&lt;br /&gt;
&lt;br /&gt;
===Defend burrow order===&lt;br /&gt;
If you have '''[[burrow]]s''' defined through the {{Menu icon|U}} Burrows menu, you can order your soldiers to defend it. They will spread out around the zone and automatically attack any hostile creatures that enter the burrow or that they can see nearby. It is unknown if a soldier defending a burrow is limited to their line-of-sight or is simply aware that an enemy is present. This can be useful to set up a 'zone' defense that requires less intricate setup than creating multiple overlapping '''station''' or '''patrol''' orders.&lt;br /&gt;
&lt;br /&gt;
The '''Defend Burrow order''' [[File:Interface squad burrow.jpg]] is issued by clicking the 'shield' icon at the bottom of the {{Menu icon|q}} squad menu, then selecting the burrow you want your squad to defend and clicking &amp;quot;'''Confirm'''.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Train order===&lt;br /&gt;
Training is a necessary part of a successful military, but setting up a proper '''[[Scheduling|schedule]]''' can take more time than it is worth for a simple squad that just needs to train up quickly and get on duty. That's where the active '''Train order''' [[File:Interface squad train.jpg]] comes in. It allows you to quickly issue a continuous training order for any number of squads by selecting them in the {{Menu icon|q}} squads menu with the checkbox next to their name and clicking the 'training' axe icon. &lt;br /&gt;
&lt;br /&gt;
For your dwarves to train, a they must be assigned to train at a valid '''[[barracks]]'''. This can be done through the {{Menu icon|z}} zone menu by clicking the &amp;quot;'''Barracks'''&amp;quot; blue banner button to designate a barracks zone. To train at the barracks, a squad must be assigned to it from the zones menu by clicking the '''add squad''' ([[File:Ui assign squad.jpg]]), then clicking '''training''' [[File:Ui barracks training.jpg]] icon next to your squads' name to switch it green and assign them to train there.&lt;br /&gt;
&lt;br /&gt;
===Cancelling orders===&lt;br /&gt;
Pressing the red circle with a line through it icon in the {{Menu icon|q}} squad screen will '''cancel''' [[File:Interface squad cancel.jpg]] the selected squads' active orders, sending them back to their civilian or pre-scheduled military lives. If a dwarf is actively engaged in combat when an order is cancelled, they may not immediately disengage subject to their [[Personality facet|personality]]{{verify}}; 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;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the {{Menu icon|q}} squad-&amp;quot;'''Schedule'''&amp;quot; menu you can activate any routines you have defined quite quickly by selecting the squads you wish to assign with the checkboxes to the right of their names then clicking on the routine you wish for the squad to follow. This will set the order schedule for the entire squad until you give them an [[#Orders|active order]] or change routines.&lt;br /&gt;
&lt;br /&gt;
To edit an existing routine or create a new one you need to visit the squad schedule menu. This can be done directly from the squad menu by clicking &amp;quot;'''Schedule'''&amp;quot; then &amp;quot;'''Clear'''&amp;quot;ing and &amp;quot;'''Edit'''&amp;quot;ing one of the visible routines, clicking &amp;quot;'''Add/edit routines''',&amp;quot; or alternatively editing months individually with &amp;quot;'''View monthly schedule'''.&amp;quot; The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&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;
* Marksdwarves may not equip ammunition automatically.{{bug|0012008}}&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to collect and wear their assigned equipment can be a challenge. Here are some known issues:&lt;br /&gt;
*Dwarves take forever to pick up their assigned equipment&lt;br /&gt;
**Issuing a &amp;quot;station&amp;quot; order near your equipment dump should motivate dwarves to collect their equipment before reporting for duty. If they are still not fully equipped then check the problems listed below.&lt;br /&gt;
*Some types of civilian clothing conflict with armor (caps and shoes are common culprits).{{bug|0010899}}&lt;br /&gt;
**Toggle &amp;quot;Replace clothing&amp;quot; to force dwarves to wear the assigned armor. (You can toggle it back after they are equipped and your dwarves will add back any non-conflicting clothing.)&lt;br /&gt;
*Dwarves don't equip hands and/or feet completely.&lt;br /&gt;
**To ensure dwarves are able to fully equip their feet, you will need to duplicate the FIRST foot layer. Your dwarves equipment list after confirming in details should read either &amp;quot;socks, socks, boots&amp;quot; or &amp;quot;boots, boots, socks&amp;quot;. Handwear doesn't need this workaround for whatever reason, but footwear does. If you only equip &amp;quot;socks, boots&amp;quot;, or &amp;quot;boots, socks&amp;quot; they will only get 1 of the first listing leading to either 1 sock with 2 boots, or 2 socks with 1 boot, respectively. This workaround also only applies to uniforms with &amp;quot;Uniform Replaces Clothing&amp;quot; set. Uniforms worn over clothing should refer to the next tip.&lt;br /&gt;
**Dwarves will also not equip multiple layers of equipment on their hands and feet even if they should be compatible.&lt;br /&gt;
*Dwarves drop their assigned equipment.&lt;br /&gt;
**Make sure they are ordered to wear their uniform when inactive, and disable all mining, hunting, and woodcutting labors (these labors conflict with military uniforms).&lt;br /&gt;
*Dwarves keep complaining of &amp;quot;[[equipment mismatch]]&amp;quot;.&lt;br /&gt;
**This is an &amp;quot;informative&amp;quot; message that is frequently caused by dwarves attempting to swap their equipment for slightly better versions or finding their stored equipment temporarily inaccessible due to bugs with storage.&lt;br /&gt;
*Dwarves have tattered clothing equipped.&lt;br /&gt;
**Assigned clothing will generally not be swapped for new replacements, leading to stress. Remove clothing (equipment made of cloth) from the dwarf's uniform, and optionally toggle &amp;quot;over clothing&amp;quot; to allow the dwarf to collect, wear, and replace civilian clothing automatically.&lt;br /&gt;
*Dwarves don't pick up bolts.&lt;br /&gt;
**Make sure you have enough quivers and bolts. In previous version Hunters were assigned 100 bolts by default, which remained reserved whether you had any hunters or not. This number is no longer visible or editable,{{version|0.50.01}} so it may still be causing issues.&lt;br /&gt;
**When you initially create the squad and it asks for the squad's uniform, it uses this selection to determine how much ammo to reserve for the squad. Any squad with ranged dwarves must be created with a ranged uniform. There is no way to edit this post-creation, if you want to add ranged dwarves to the squad post-creation, you will have to delete and re-create the squad. You can edit or change the uniform post creation, even changing the dwarves from ranged to melee or back, as long as the squad is initially created with ranged weapons it will reserve ammo and the squad members will be able to get ammo.&lt;br /&gt;
*Dwarves have the wrong bolts stuck in inventory.&lt;br /&gt;
**Bolts cannot currently be assigned{{version|0.50.04}} for different uses (e.g. combat vs. training), and dwarves may not pick them up at all.{{bug|0012008}}&lt;br /&gt;
*Dwarves move extremely slowly after equipping themselves.&lt;br /&gt;
**This is due the weight of the armor - most metal armor is heavy. The best way to prevent this is training the [[armor user]] skill, which reduces encumbrance penalties from worn armor, as even the strongest dwarves can be slowed by a full set of armor. [[barracks|Combat training]] will increase a dwarf's armor user skill and [[main:strength|strength]] (as will training [[Attribute#Attributes_trained_by_skills|some other skills]]). The increase in strength will allow them to carry more weight, but it is a very slow process.&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
[[ru:Squad]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315476</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=315476"/>
		<updated>2026-03-10T20:28:36Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:15, 12 February 2023 (CST)}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:hunter_sprite.png]]&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
The '''ambusher''' skill is what determines how well a unit can sneak without being caught. In fortress mode, [[dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. Players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. The higher the character skill, the closer they can get. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s. Graphically, ambushers will wear green clothes with brown underclothing, gloves and shoes.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
If you have access to other ranged [[weapon]]s, [[bow]]s and [[blowgun]]s are not considered valid for hunting. Only weapons that use the [[crossbow]]/marksdwarf [[Weapon skill|skill]] work.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range, they will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]] from where a [[butcher]] will then take over, and process the game animal to create many byproducts. The hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcasses, only bringing home the carcasses they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map, if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the mass [[extinction]] of wild animals in the biomes where your fort is located. There are two ways to prevent this: The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. The second method is to capture the wild animals, breed them, and then either release them back into the biome, or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, which they will then get attacked by.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves - it will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on their own, and even to place their own jaw grips if both of their hands are incapacitated - the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using mere civilian hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially-suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
[[File:sneak_button_preview.png|right]]In [[adventurer mode]], ambusher skill is gained by moving around while {{Adv menu icon|S}} sneaking is toggled on. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted. A successful raiding mission adds 500 points towards the ambusher skill for every squad member, plus a small amount for each stolen item.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
* Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Item_sprites&amp;diff=315474</id>
		<title>Category:Item sprites</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Item_sprites&amp;diff=315474"/>
		<updated>2026-03-10T19:41:18Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Images]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Antler_sprite.png&amp;diff=315473</id>
		<title>File:Antler sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Antler_sprite.png&amp;diff=315473"/>
		<updated>2026-03-10T19:38:29Z</updated>

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&lt;hr /&gt;
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{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Body_parts_v50_preview.png&amp;diff=315472</id>
		<title>File:Body parts v50 preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Body_parts_v50_preview.png&amp;diff=315472"/>
		<updated>2026-03-10T19:38:25Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
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[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bone_icon.png&amp;diff=315471</id>
		<title>File:Bone icon.png</title>
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		<updated>2026-03-10T19:38:20Z</updated>

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{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bone_sprite.png&amp;diff=315470</id>
		<title>File:Bone sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bone_sprite.png&amp;diff=315470"/>
		<updated>2026-03-10T19:38:16Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
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{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bones_icon_preview.png&amp;diff=315469</id>
		<title>File:Bones icon preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bones_icon_preview.png&amp;diff=315469"/>
		<updated>2026-03-10T19:38:11Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
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[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Brain_sprite.png&amp;diff=315468</id>
		<title>File:Brain sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Brain_sprite.png&amp;diff=315468"/>
		<updated>2026-03-10T19:38:07Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Chitin_sprite.png&amp;diff=315467</id>
		<title>File:Chitin sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Chitin_sprite.png&amp;diff=315467"/>
		<updated>2026-03-10T19:38:03Z</updated>

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	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cartilage_sprite.png&amp;diff=315466</id>
		<title>File:Cartilage sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cartilage_sprite.png&amp;diff=315466"/>
		<updated>2026-03-10T19:37:59Z</updated>

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&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Eye_sprite.png&amp;diff=315465</id>
		<title>File:Eye sprite.png</title>
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		<updated>2026-03-10T19:37:54Z</updated>

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	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Fat_sprite.png&amp;diff=315464</id>
		<title>File:Fat sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Fat_sprite.png&amp;diff=315464"/>
		<updated>2026-03-10T19:37:51Z</updated>

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&lt;hr /&gt;
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{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Hoof_sprite.png&amp;diff=315463</id>
		<title>File:Hoof sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Hoof_sprite.png&amp;diff=315463"/>
		<updated>2026-03-10T19:37:47Z</updated>

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&lt;div&gt;== Licensing ==&lt;br /&gt;
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		<author><name>GeloMor</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Heart_sprite.png&amp;diff=315462</id>
		<title>File:Heart sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Heart_sprite.png&amp;diff=315462"/>
		<updated>2026-03-10T19:37:41Z</updated>

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&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
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		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Hair_sprite.png&amp;diff=315461</id>
		<title>File:Hair sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Hair_sprite.png&amp;diff=315461"/>
		<updated>2026-03-10T19:37:33Z</updated>

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&lt;hr /&gt;
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gizzard_stone_sprite.png&amp;diff=315460</id>
		<title>File:Gizzard stone sprite.png</title>
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		<updated>2026-03-10T19:37:29Z</updated>

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	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Gizzard_sprite.png&amp;diff=315459</id>
		<title>File:Gizzard sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Gizzard_sprite.png&amp;diff=315459"/>
		<updated>2026-03-10T19:37:26Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Horn_sprite_small.png&amp;diff=315458</id>
		<title>File:Horn sprite small.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Horn_sprite_small.png&amp;diff=315458"/>
		<updated>2026-03-10T19:37:22Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Liver_sprite.png&amp;diff=315457</id>
		<title>File:Liver sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Liver_sprite.png&amp;diff=315457"/>
		<updated>2026-03-10T19:37:18Z</updated>

		<summary type="html">&lt;p&gt;GeloMor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;br /&gt;
[[Category:Item sprites]]&lt;/div&gt;</summary>
		<author><name>GeloMor</name></author>
	</entry>
</feed>