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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MPce</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-13T19:53:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206735</id>
		<title>Roomcarnage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206735"/>
		<updated>2014-07-17T01:07:23Z</updated>

		<summary type="html">&lt;p&gt;MPce: Lists that include a clause containing a comma are separated by semicolons. Flow +4. That sentence is nicely parallel, too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Roomcarnage''' is a v34.11 fortress presented in the style of a serialized epic. Over the course of more than twenty updates, it chronicles the rise of the dwarves of the Momentous Dye in a particularly interesting embark location: a [[terrifying]] [[glacier]] [[volcano]] that rains [[elf]] blood. The most notable feature of the fortress is the ongoing weaponization of the volcano itself, finally realized in the twenty-second installment. &lt;br /&gt;
&lt;br /&gt;
In addition to the constant reanimation of dead animals, dwarves, and parts thereof; foul fog zombie liaisons and caravans; and a mysterious vampire cult, the dwarves of Roomcarnage have dealt with the horrors of nakedness, encroaching FPS death, and — worst of all! — alcohol deprivation.&lt;br /&gt;
&lt;br /&gt;
[[Category:V0.34:Fortress mode‏]]&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206679</id>
		<title>Roomcarnage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206679"/>
		<updated>2014-07-16T05:27:20Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Roomcarnage''' is a v34.11 fortress presented in the style of a serialized epic. Over the course of more than twenty updates, it the rise of the dwarves in a particularly interesting embark location: a [[terrifying]] [[glacier]] [[volcano]] that rains elf blood. The most notable feature of the fortress is the ongoing weaponization of the volcano itself, finally realized in the twenty-second installment. &lt;br /&gt;
&lt;br /&gt;
In addition to the constant reanimation of dead animals, dwarves, liaisons, and body parts, the dwarves of Roomcarnage have also dealt with the horror of nakedness, near-fatal FPS death, and worst of all, alcohol deprivation.&lt;br /&gt;
&lt;br /&gt;
[[Category:V0.34:Fortress mode‏]]&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206678</id>
		<title>Roomcarnage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Roomcarnage&amp;diff=206678"/>
		<updated>2014-07-16T05:26:24Z</updated>

		<summary type="html">&lt;p&gt;MPce: Created page with &amp;quot;'''Roomcarnage''' is a v34.11 fortress presented in the style of a serialized epic. Over the course of more than twenty updates, it the rise of the dwarves in a particularly i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Roomcarnage''' is a v34.11 fortress presented in the style of a serialized epic. Over the course of more than twenty updates, it the rise of the dwarves in a particularly interesting embark location: a [[terrifying]] [[glacier]] [[volcano]] that rains elf blood. The most notable feature of the fortress is the ongoing weaponization of the volcano itself, finally realized in the twenty-second installment. &lt;br /&gt;
&lt;br /&gt;
In addition to the constant reanimation of dead animals, dwarves, liaisons, and body parts, the dwarves of Roomcarnage have also dealt with the horror of nakedness, near-fatal FPS death, and worst of all, alcohol deprivation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress Mode]]&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Scourge&amp;diff=186018</id>
		<title>v0.34:Scourge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Scourge&amp;diff=186018"/>
		<updated>2013-05-24T18:26:03Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:02, 18 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''scourge''' is an [[attack types|edge]] [[weapon]] that consists of a spike or bladed weight on the end of a flexible length of [[material]] that can be swung at high speed. Scourges have low contact area and high velocity, making them effective even against [[armor]]ed opponents. Scourges are similar to [[whip]]s, though the whip is a blunt weapon with an even smaller contact area.&lt;br /&gt;
&lt;br /&gt;
Scourges use and train the [[lasher]] skill. As foreign weapons dwarves cannot [[forge]] scourges, limiting supply to whatever low-[[quality]] specimens can be scavenged from [[goblin]] invaders. All dwarves may equip a scourge.&lt;br /&gt;
&lt;br /&gt;
[[File:Roman-scourge-1.jpg|thumb|left|]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Roman-scourge-1.jpg&amp;diff=186017</id>
		<title>File:Roman-scourge-1.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Roman-scourge-1.jpg&amp;diff=186017"/>
		<updated>2013-05-24T18:25:41Z</updated>

		<summary type="html">&lt;p&gt;MPce: A Scourge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A Scourge&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{PD-art}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire_man&amp;diff=185895</id>
		<title>v0.34:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire_man&amp;diff=185895"/>
		<updated>2013-05-20T18:18:45Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:16, 28 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=no&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=[[Ash]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Fire Men''' are [[building destroyer]]s who live in the [[magma sea]]. When killed, it leaves behind a [[bar]] of [[ash]] which can be made into [[lye]] or [[potash]]. They can pop out of magma workshops, so it's advised to have some defenses around. Despite being made of fire, they can be safely captured and stored in wooden [[cage]]s.&lt;br /&gt;
&lt;br /&gt;
‎[[File:Man-on-fire.jpg|thumb|left|Not admired very much.]]&lt;br /&gt;
&lt;br /&gt;
Fire men are only dangerous because of their natural heat and fire attacks (a fireball throw and a conical, short-range fire breath, respectively). Their punches and kicks are harmless on their own, and their flame body is extremely fragile, so don't be surprised if a baby punches a fire man to death. However, actually killing a fire man can be quite [[Fun]], as the resulting burst of flame can set nearby creatures on fire.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Man-on-fire.jpg&amp;diff=185894</id>
		<title>File:Man-on-fire.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Man-on-fire.jpg&amp;diff=185894"/>
		<updated>2013-05-20T18:18:15Z</updated>

		<summary type="html">&lt;p&gt;MPce: A picture of a man on fire. Difficult to determine original source of image. Using for purposes of education.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A picture of a man on fire. Difficult to determine original source of image. Using for purposes of education.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{subst:No license from license selector|Somewebsite}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Shortfin_mako_shark&amp;diff=185893</id>
		<title>v0.34:Shortfin mako shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Shortfin_mako_shark&amp;diff=185893"/>
		<updated>2013-05-20T17:53:05Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:09, 20 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Isurus oxyrinchus by mark conlin2.JPG|thumb|left|Admired for its sharp teeth.]]&lt;br /&gt;
&lt;br /&gt;
The '''Shortfin mako shark''' is one of many shark species implemented in Dwarf Fortress. They are smallish (about 80 kilo). This leads some players to believe they are not worth catching.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Halibut&amp;diff=185892</id>
		<title>v0.34:Halibut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Halibut&amp;diff=185892"/>
		<updated>2013-05-20T17:48:16Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:45, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&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;
|skin=scale&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=9-17&lt;br /&gt;
|fat=8&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|eye=2&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Pacific Halibut.JPG|thumb|left|Admired for being delicious.]]&lt;br /&gt;
&lt;br /&gt;
'''Halibut''' are a type of vermin fish. They are found in Temperate and Arctic Oceans. They are a ready source of food when cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Halibut&amp;diff=185891</id>
		<title>v0.34:Halibut</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Halibut&amp;diff=185891"/>
		<updated>2013-05-20T17:47:46Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:45, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&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;
|skin=scale&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=9-17&lt;br /&gt;
|fat=8&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=12&lt;br /&gt;
|eye=2&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[File:Pacific_Halibut.jpg|thumb|left|Admired for being delicious.]]&lt;br /&gt;
&lt;br /&gt;
'''Halibut''' are a type of vermin fish. They are found in Temperate and Arctic Oceans. They are a ready source of food when cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=185887</id>
		<title>v0.34:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=185887"/>
		<updated>2013-05-20T16:44:11Z</updated>

		<summary type="html">&lt;p&gt;MPce: /* Relevant Skills */ Man that was ugly.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a [[noble]] that allows players to create multiple production orders. Players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets a player set up profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of Skills are relevant for any Manager. Furthermore, certain [[Personality trait|Personality Traits]] influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|Soul Attributes]] that affect the Skills, and other Skills that affect the same Attribute’s Cross Training. The ones relevant for a Manager are as follow:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be. Try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf who will never get better at that Skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice until a more permanent, dedicated location can be designated.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[Chair]] somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red stuff under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The manager screen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.&lt;br /&gt;
#Your work order will appear in the list. You can remove it or raise its priority.&lt;br /&gt;
&lt;br /&gt;
If there are more than 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).&lt;br /&gt;
&lt;br /&gt;
To see if an order is approved, check the manager screen &amp;amp;mdash; approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.&lt;br /&gt;
&lt;br /&gt;
After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.&lt;br /&gt;
&lt;br /&gt;
An [[announcement]] appears when each order is completed.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;profile&amp;quot;. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop profile enables players to restrict dwarves can use it and the minimum and maximum [[skill]] level required to use the workshop.They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned.  Furthermore, workshop profiles seem to be slightly buggy.  Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;.  This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ALL of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops, even if you want the different workshops to be dedicated to different tasks.  A workaround for this is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=185886</id>
		<title>v0.34:Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Manager&amp;diff=185886"/>
		<updated>2013-05-20T16:26:22Z</updated>

		<summary type="html">&lt;p&gt;MPce: Removal of 2nd person POV throughout.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:33, 9 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
*Allows workshop profiles to be set.&lt;br /&gt;
|arrival=Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The manager is a [[noble]] that allows players to create multiple production orders. Players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. The manager also lets a player set up profiles for workshops.&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
There is a certain set of Skills that are relevant for a Manager, there are also certain [[Personality trait|Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Attribute#Soul_Attributes|Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes Cross Training, the ones relevant for a Manager are as follow:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for Manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain Social Skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by Social Skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Administrator&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical Ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Social - Other&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Consoler&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Straightforwardness (Honesty)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Pacifier&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Cooperation (Compromising)&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &amp;gt; 39&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|               Linguistic Ability&lt;br /&gt;
|-&lt;br /&gt;
|               Empathy&lt;br /&gt;
|-&lt;br /&gt;
|               Social Awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the table Skills, Traits and Attributes the better Manager the Dwarf will be. Try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf who will never get better at that Skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs his duties in his office, so it is absolutely necessary to assign one. Since only a meager office is required, a single chair in the [[dining room]] will suffice until a more permanent, dedicated location can be designated.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give him an office:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|n}} to enter the Nobles screen&lt;br /&gt;
#Select Manager and hit {{K|Enter}}. Assign a dwarf to be the manager. If nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice.&lt;br /&gt;
#Build a [[Chair]] somewhere or locate an existing chair.&lt;br /&gt;
#Use the {{K|q}} command and place the cursor on the chair. Select the option to make the area into an [[Office]] and assign your manager as the owner of the office.&lt;br /&gt;
&lt;br /&gt;
At this point the red stuff under &amp;quot;Manager&amp;quot; should have disappeared from the {{K|n}}obles screen and you should be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;The manager screen&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Creating a '''work order''' works like this:&lt;br /&gt;
&lt;br /&gt;
#Hit {{K|j}}-{{K|m}} or {{K|u}}-{{K|m}} to enter the Manager screen.&lt;br /&gt;
#Press {{K|q}} to create a new work order&lt;br /&gt;
#Start typing (part of) the name of the item you want to produce. This will cause menu options that don't match the string you type to disappear from the menu.&lt;br /&gt;
#Use the directional keys to select the specific type item you want.&lt;br /&gt;
#Enter the quantity of items you want to produce. The maximum quantity is 30. To make more items than that you'll need to create another work order.&lt;br /&gt;
#Your work order will appear in the list. You can remove it or raise its priority.&lt;br /&gt;
&lt;br /&gt;
If there are more than 20 dwarves total then the manager will need to go to his office to &amp;quot;validate&amp;quot; each work order before it is acted on. If a manager is somehow occupied with other things then this might take a while, so in larger forts you might want to make sure your manager is not overly burdened with other labors. (For example, disabling hauling and cleaning for the manager might be a good idea.) The manager will also not perform his or her duties if on break, drinking, attending a party, asleep or otherwise incapacitated (perhaps due to wounds).&lt;br /&gt;
&lt;br /&gt;
To see if an order is approved, check the manager screen &amp;amp;mdash; approved orders will have a green checkmark, while unapproved orders will have a red X. Job orders will remain enqueued until the manager is once again in his (or her) office.&lt;br /&gt;
&lt;br /&gt;
After a production order is approved, corresponding tasks will be automatically added to applicable workshops until the production quota has been met. It is useful to note that managers will not allow more than 30 tasks per work order. However, multiple work orders for the same items can be requested separately with a few keystrokes.&lt;br /&gt;
&lt;br /&gt;
An [[announcement]] appears when each order is completed.&lt;br /&gt;
&lt;br /&gt;
== Setting workshop profiles==&lt;br /&gt;
The manager also allows players to change a [[workshop]]'s &amp;quot;profile&amp;quot;. To edit a workshop's profile, select a workshop with {{k|q}} and press {{k|P}}.&lt;br /&gt;
&lt;br /&gt;
The workshop profile enables players to restrict dwarves can use it and the minimum and maximum [[skill]] level required to use the workshop.They can choose who specifically can use the workshop by pressing enter on their name to permit/forbid their use of the workshop.&lt;br /&gt;
&lt;br /&gt;
A note of caution: workshop profiles persist&amp;lt;sup&amp;gt;v0.31.12&amp;lt;/sup&amp;gt; even if the manager is killed, which can lead to workshops becoming unusable if the manager is killed and the dwarves permitted into the workshop die or are reassigned.  Furthermore, workshop profiles seem to be slightly buggy.  Adequate (rusty) weaponsmiths have been seen using a forge with the skill min/max both set to &amp;quot;Dabbling&amp;quot;.  This may be somewhat irritating if peasants are undergoing training.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
A disadvantage of overusing the manager menu is that the jobs requested will be fulfilled mostly in the order they were requested. This means that if you choose to make 30 barrels and 30 bins, the bins may not be produced until ALL of the barrels are done. Additionally, should another order be given at a carpenter's workshop, the existing tasks may need to be canceled or suspended. These problems are avoidable as long as the manager is not used too heavily, and if production orders are of relatively small amounts.&lt;br /&gt;
&lt;br /&gt;
A useful trick to quickly clear the queue of a [[workshop]] is to slate the workshop for removal and then cancel this action.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops, even if you want the different workshops to be dedicated to different tasks.  A workaround for this is to fill a workshop with repeat or suspended tasks to prevent it from accepting manager orders.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pileated_gibbon&amp;diff=185885</id>
		<title>v0.34:Pileated gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pileated_gibbon&amp;diff=185885"/>
		<updated>2013-05-20T16:21:06Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:44, 8 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6-7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pileated gibbons''' are one of the many types of gibbon modeled in Dwarf Fortress. Pairs of pileated gibbons will occasionally wander onto [[forest|jungle]] maps.&lt;br /&gt;
&lt;br /&gt;
Pileated gibbons are very small, and don't produce much [[food|meat]] when butchered. With a fairly high pet [[value]] of 500, they may be worth more to you alive than dead. An [[animal trainer]] must be present in order to [[tame]] pileated gibbons.&lt;br /&gt;
&lt;br /&gt;
[[File:Pileated Gibbon (Hylobates pileatus).jpg|thumb|left|Admired for its shaggy fur.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Fire_agate&amp;diff=185884</id>
		<title>v0.34:Fire agate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Fire_agate&amp;diff=185884"/>
		<updated>2013-05-20T16:19:39Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:49, 7 December 2010 (UTC)}}{{gemlookup/0|wiki=Agate}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fire agates''' are unremarkable low-value [[gem]]s found in [[sedimentary layer]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:High Grade Slaughter Mountain Arizona Fire Agate Rough.jpg|thumb|left|Unpolished Fire Agate]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ryegrass&amp;diff=185883</id>
		<title>v0.34:Ryegrass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ryegrass&amp;diff=185883"/>
		<updated>2013-05-20T16:17:23Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:44, 11 March 2011 (UTC)}}{{grasslookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ryegrass''' is a common type of grass that grows in most dry temperate regions. It is indistinguishable from most other types of grass.&lt;br /&gt;
&lt;br /&gt;
[[FILE:Illustration Lolium temulentum0.jpg|thumb|left|]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ryegrass&amp;diff=185882</id>
		<title>v0.34:Ryegrass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ryegrass&amp;diff=185882"/>
		<updated>2013-05-20T16:17:09Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:44, 11 March 2011 (UTC)}}{{grasslookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ryegrass''' is a common type of grass that grows in most dry temperate regions. It is indistinguishable from most other types of grass.&lt;br /&gt;
&lt;br /&gt;
[[FILE:Illustration Lolium temulentum0.jpg|thumb|left|Admired for its strength.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black-crested_gibbon&amp;diff=185881</id>
		<title>v0.34:Black-crested gibbon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black-crested_gibbon&amp;diff=185881"/>
		<updated>2013-05-20T16:15:14Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:05, 30 June 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6-7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Black Crested Gibbon&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black-crested gibbons''' are one of the many types of gibbon modeled in Dwarf Fortress. Pairs of black-crested gibbons will occasionally wander onto [[forest|jungle]] maps.&lt;br /&gt;
&lt;br /&gt;
Black-crested gibbons are very small, and don't produce much [[food|meat]] when butchered. With a fairly high pet [[value]] of 500, they may be worth more to you alive than dead. An [[animal trainer]] must be present in order to [[tame]] black-crested gibbons.&lt;br /&gt;
&lt;br /&gt;
[[File:White Cheeked Gibbon Male.jpg|thumb|left|Admired as a pet.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=185879</id>
		<title>v0.34:Hornblende</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=185879"/>
		<updated>2013-05-20T15:36:59Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:47, 10 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hornblende''' is an unremarkable dark gray stone which can be found almost anywhere.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Hornblende is typically a component of igneous rocks such as granite, basalt, or gabbro. It often contains titanium, which the dwarves do not have the technology to refine (no electricity).&lt;br /&gt;
[[File:Amphibole.jpg|thumb|left|Not for eating.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=185878</id>
		<title>v0.34:Hornblende</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hornblende&amp;diff=185878"/>
		<updated>2013-05-20T15:36:41Z</updated>

		<summary type="html">&lt;p&gt;MPce: /* In Real Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:47, 10 November 2010 (UTC)}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Hornblende''' is an unremarkable dark gray stone which can be found almost anywhere.&lt;br /&gt;
&lt;br /&gt;
==In Real Life==&lt;br /&gt;
Hornblende is typically a component of igneous rocks such as granite, basalt, or gabbro. It often contains titanium, which the dwarves do not have the technology to refine (no electricity).&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
[[File:Amphibole.jpg|thumb|left|Not for eating.]]&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cheetah&amp;diff=185877</id>
		<title>v0.34:Cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cheetah&amp;diff=185877"/>
		<updated>2013-05-20T15:32:12Z</updated>

		<summary type="html">&lt;p&gt;MPce: PHOTO TIME&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:55, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=11&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=13&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;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Cheetahs are large predators in [[tropical]] flatlands that appear as solitary hunters. They will avoid dwarves for the most part, unless dwarves [[ambusher|seek them out.]]&lt;br /&gt;
&lt;br /&gt;
Although they are exotic pets, tame cheetahs are trainable into War/hunting cheetahs. See [[Kennel]] for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
Tame cheetahs can be acquired by trading with the [[elf|elves]]. This can lead to a lucrative breeding program, as cheetah parts are worth three times as much as domestic animal parts.&lt;br /&gt;
&lt;br /&gt;
Despite being supposedly very fast, cheetahs also have normal speed in the game.&lt;br /&gt;
&lt;br /&gt;
[[File:Cheetah Feb09 02.jpg|thumb|left|Admired for its speed.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cheetah&amp;diff=185876</id>
		<title>v0.34:Cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cheetah&amp;diff=185876"/>
		<updated>2013-05-20T15:30:28Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:55, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=11&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=13&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;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Cheetahs are large predators in [[tropical]] flatlands that appear as solitary hunters. They will avoid dwarves for the most part, unless dwarves [[ambusher|seek them out.]]&lt;br /&gt;
&lt;br /&gt;
Although they are exotic pets, tame cheetahs are trainable into War/hunting cheetahs. See [[Kennel]] for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
Tame cheetahs can be acquired by trading with the [[elf|elves]]. This can lead to a lucrative breeding program, as cheetah parts are worth three times as much as domestic animal parts.&lt;br /&gt;
&lt;br /&gt;
Despite being supposedly very fast, cheetahs also have normal speed in the game.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bluefin_tuna&amp;diff=185875</id>
		<title>v0.34:Bluefin tuna</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bluefin_tuna&amp;diff=185875"/>
		<updated>2013-05-20T15:25:08Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:54, 13 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|eye=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=4-5&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;
|fat=8-10&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=10 - 17&lt;br /&gt;
|bone=12&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bluefin tuna''' are enormous (about 600kg on average) sea dwellers which produce surprisingly small amounts of meat and organs when [[Meat industry|butchered]]. Unlike many other aquatic {{Catlink|Animals|animals}} they produce [[bones]].&lt;br /&gt;
&lt;br /&gt;
[[File:Bluefin-big.jpg|thumb|left|Admired for its size.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185874</id>
		<title>v0.34:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185874"/>
		<updated>2013-05-20T15:12:24Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Count&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Mausoleum&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| mandates=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 200k created wealth&lt;br /&gt;
* 20k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The position of '''Count''' is the next step up from [[Baron]]; once a player achieves certain conditions the [[outpost liaison]] will report that the land will be elevated to the status of county, and once the liaison leaves, the baron will be upgraded. In other words, lands must be a barony before they can be a county. Unlike with the Barony offering, the upgrade to County is automatic and cannot be declined. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Counts have been known to have long, storied careers as lever-pullers, though some flame out in the [[Unfortunate Accident|Geonaut]] career path.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185873</id>
		<title>v0.34:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185873"/>
		<updated>2013-05-20T15:11:52Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Count&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Mausoleum&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| mandates=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 200k created wealth&lt;br /&gt;
* 20k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The position of '''Count''' is the next step up from [[Baron]]; once a player achieves certain conditions the [[outpost liaison]] will report that the land will be elevated to the status of county, and once the liaison leaves, the baron will be upgraded. In other words, lands must be a barony before they can be a county. Unlike with the Barony offering, the upgrade to County is automatic and cannot be declined. &lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Counts have been known to have long, storied careers as lever-pullers, though some flame out in the [[Geonaut|Unfortunate Accident]] career path.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185872</id>
		<title>v0.34:Count</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Count&amp;diff=185872"/>
		<updated>2013-05-20T15:09:46Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble= Count&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Mausoleum&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| mandates=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 200k created wealth&lt;br /&gt;
* 20k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to County&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The position of '''Count''' is the next step up from [[Baron]]; once a player achieves certain conditions the [[outpost liaison]] will report that the land will be elevated to the status of county, and once the liaison leaves, the baron will be upgraded. In other words, lands must be a barony before they can be a county. Unlike with the Barony offering, the upgrade to County is automatic and cannot be declined. &lt;br /&gt;
&lt;br /&gt;
Counts have been known to have long, storied careers as lever-pullers. A few have been known to flame out in the [[Geonaut|Unfortunate Accident]] career path.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=185871</id>
		<title>v0.34:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=185871"/>
		<updated>2013-05-20T15:05:08Z</updated>

		<summary type="html">&lt;p&gt;MPce: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:33, 27 Mar 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
When a fortress meets certain requirements, the [[liaison]] will offer to make it a Barony. The player will then have the option to promote a [[dwarf]] of his or her choice to the rank of '''baron''', which will occur when the liaison leaves the map. This offer can be rejected to avoid having more [[nobles]], but this results in the player being unable to request imports from their parent civilization. Dwarven caravans will still arrive, but the player loses the option to influence their contents.&lt;br /&gt;
&lt;br /&gt;
Since the baron is promoted from within, rather than immigrating, he or she will not automatically be accompanied by a baron(ess) consort.  However, if you chose to promote a [[marriage|married]] dwarf, then the spouse will become the consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the [[economy]] as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
The selected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example). However, as the baron is supposed to be a [[Noble#Notes|lazy noble]], this seems to be an unintended, broken behaviour in all 0.34.xx versions (so far) and might be be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
If a baron dies, goes insane, or has an [[unfortunate accident]], players will not be able to appoint another baron and consequently cannot get other nobles which are upgraded from baron, including [[count]] and [[duke]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your population is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
If a player meets the above requirements and still can't promote anyone, this may be due to a glitch. This affects some games and requires that the trade caravan depart before meeting with the liaison in order to get the barony option. Try keeping your mayor and liaison separate until after the caravan has left the map.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=185870</id>
		<title>v0.34:Baron</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Baron&amp;diff=185870"/>
		<updated>2013-05-20T15:03:57Z</updated>

		<summary type="html">&lt;p&gt;MPce: Fixing POV, added FUN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:33, 27 Mar 2012 (UTC)}}{{Noble&lt;br /&gt;
| noble= Baron&lt;br /&gt;
| office= Decent Office&lt;br /&gt;
| quarters= Decent Quarters&lt;br /&gt;
| dining= Decent Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| stands=1&lt;br /&gt;
| mandates=1&lt;br /&gt;
| demands=2&lt;br /&gt;
| arrival=&lt;br /&gt;
* 20 population&lt;br /&gt;
* 100k created wealth&lt;br /&gt;
* 10k exported wealth&lt;br /&gt;
| function=&lt;br /&gt;
* Appoints a [[Champion]]&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
When a fortress meets certain requirements, the [[liaison]] will offer to make it a Barony. The player will then have the option to promote a [[dwarf]] of his or her choice to the rank of '''baron''', which will occur when the liaison leaves the map. This offer can be rejected to avoid having more [[nobles]], but this results in the player being unable to request imports from their parent civilization. Dwarven caravans will still arrive, but the player loses the option to influence their contents.&lt;br /&gt;
&lt;br /&gt;
Since the baron is promoted from within, rather than immigrating, he or she will not automatically be accompanied by a baron(ess) consort.  However, if you chose to promote a [[marriage|married]] dwarf, then the spouse will become the consort, and will be considered an unlisted noble (doesn't appear in the {{k|n}}oble menu, but is listed as a [[noble]] in the {{k|u}}nits menu). Also, the promotion of the baron will '''not''' usher in the [[economy]] as it did in older versions.&lt;br /&gt;
&lt;br /&gt;
The selected baron(ess) may still perform useful labour from his/her normal life (as a miner, for example). However, as the baron is supposed to be a [[Noble#Notes|lazy noble]], this seems to be an unintended, broken behaviour in all 0.34.xx versions (so far) and might be be fixed in future releases.&lt;br /&gt;
&lt;br /&gt;
If a baron dies, goes insane, or has an [[unfortunate accident]], players will not be able to appoint another baron and consequently cannot get other nobles which are upgraded from baron, including [[count]] and [[duke]].{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
*Have a caravan leave when your population is 20&lt;br /&gt;
*Exported 10k wealth&lt;br /&gt;
*Created (Imported?) 100k wealth&lt;br /&gt;
&lt;br /&gt;
If you meet the above requirements and still can't promote anyone, this may be due to a glitch. This affects some games and requires you to let the trade caravan depart before meeting with the liason in order to get the barony option. Try keeping your mayor and liason separate until after the caravan has left the map.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=185864</id>
		<title>v0.34:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Hydra&amp;diff=185864"/>
		<updated>2013-05-20T05:14:48Z</updated>

		<summary type="html">&lt;p&gt;MPce: fixed repeated sentence openings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:10, 31 May 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=61-67&lt;br /&gt;
|tooth=21&lt;br /&gt;
|meat=130-459&lt;br /&gt;
|fat=49-71&lt;br /&gt;
|eye=14&lt;br /&gt;
|lung=8-10&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=12-16&lt;br /&gt;
|liver=4-5&lt;br /&gt;
|tripe=4-5&lt;br /&gt;
|sweetbread=1-2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|brain=28-35&lt;br /&gt;
|skull=7&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Lernaean Hydra&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Heads.png|thumb|left|Decapitation: the least efficient way to fight a Hydra, but excellent training for weapon skills.]]&lt;br /&gt;
&lt;br /&gt;
A '''hydra''' is a large, multi-headed [[megabeast]] with the ability to [[Building destroyer|destroy buildings]]. It seems that it neither destroys nor avoids [[trap]]s, and can be eliminated just by having about 50 stone-fall traps in its way, or one simple cage trap. When a hydra appears, the game pauses just as it does when a [[forgotten beast]] appears.&lt;br /&gt;
&lt;br /&gt;
Hydra injuries also heal MUCH faster than all other creatures, but the hydra's regeneration is no match for the damage and blood loss it generally sustains during a fight. However, if a wounded hydra waits a few weeks (possibly one month), it will mostly likely heal all injuries, except for infections. This regeneration does not make the creature regrow lost body parts, unlike in the myth, and there will not be any head multiplication.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Hydras are dangerous for several reasons including their massive size, inhuman strength and propensity for biting people in half. The main difficulty in killing a hydra lies in its many heads; like the [[Giant cave spider]], Hydras have the annoying habit of protecting their vital bits using walls of redundant flesh, their 6 superfluous necks in this case. This means that there is a very good chance that you'll be impotently hacking away at one head while another shakes you around by the bloody sieve that used to be your torso. &lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], the best thing to do is to set your [[combat]] preferences to &amp;quot;dodge&amp;quot; and attempt to break any bite the Hydra manages to get into you. Keep your back to a wall or tree so that a charging Hydra will get knocked down when you dodge out of the way. Rather than trying to dispatch the 7 heads one after another, stabbing the Hydra's upper body with a pike will bring about its demise much faster. The small contact area and high penetration depth of a pike will easily generate mortal wounds to the lungs, and with luck, can also damage the heart and spine too. Once its breathing is hindered by perforated lungs, the Hydra will suffocate to death in short order.&lt;br /&gt;
&lt;br /&gt;
In [[Dwarf fortress mode|fortress mode]], hydras are usually more than a match for any dwarf, and the difficulty is compounded by the lack of targeted attacks and limited availability of [[pike]]s. They are still quite slow and vulnerable to bleeding however, so attacking en masse with edged [[weapon]]s can still work if [[trap]]s are not available. However, as is often the case, the best method to fell this beast is to use a [[Trap|cage trap]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bushtit&amp;diff=185863</id>
		<title>v0.34:Bushtit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bushtit&amp;diff=185863"/>
		<updated>2013-05-20T05:04:54Z</updated>

		<summary type="html">&lt;p&gt;MPce: It's not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|14:18, 12 February 2013 (UTC)}}&lt;br /&gt;
{{verminlookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
An unimpressive small bird. [[Cat|Cats]] are sometimes seen chasing them.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wax&amp;diff=185862</id>
		<title>v0.34:Wax</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wax&amp;diff=185862"/>
		<updated>2013-05-20T05:03:05Z</updated>

		<summary type="html">&lt;p&gt;MPce: scrub scrub scrub IS IT SHINY YET?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|15:13, 23 February 2013 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Wax''' is a material [[screw_press|pressed]] from a [[honeycomb]]. Wax can be used to make [[craft]]s by a [[wax worker]].&lt;br /&gt;
&lt;br /&gt;
Honeycombs are produced by [[honey bee]]s at a [[hive]] and harvested as part of the [[beekeeping industry]]. A dwarf with the [[presser|pressing]] labor active, a [[screw press]], and empty [[jug]]s are required to press a honeycomb. A jug of [[honey]] is produced as a byproduct.&lt;br /&gt;
&lt;br /&gt;
Wax has a low base value of 1, the same as [[wood]] or non-flux [[stone]].&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ogre&amp;diff=185861</id>
		<title>v0.34:Ogre</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ogre&amp;diff=185861"/>
		<updated>2013-05-20T05:01:07Z</updated>

		<summary type="html">&lt;p&gt;MPce: wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|01:53, 14 September 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Ogres''' are huge, violent humanoids found in evil plains. They are highly aggressive, able to destroy buildings and strong enough to make short work of [[dog|war dogs]] and inexperienced dwarves. Ogres usually appear in groups of 1-3, which can prove a deadly threat to a new fortress. An attack by ogres in the very beginning will make short work of most unprepared embarking attempts.&lt;br /&gt;
Ogres are now also seen in sieges, where goblins may bring them instead of trolls. It is interesting to note that a clothed ogre is a lot tougher than a troll; it can often shrug off masterfully wielded, masterwork steel battleaxe strikes.  &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wood_crafter&amp;diff=185860</id>
		<title>v0.34:Wood crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wood_crafter&amp;diff=185860"/>
		<updated>2013-05-20T04:58:22Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:44, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Wood Crafter&lt;br /&gt;
| specialty  = Woodcrafter&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Woodcrafting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make Wooden [[Craft]]s&lt;br /&gt;
* Make Wooden [[Toy]]*&lt;br /&gt;
* Make Wooden [[Instrument]]*&lt;br /&gt;
* Make Wooden [[goblet|Cup]]*&lt;br /&gt;
* Make Wooden [[Bolt]]s&lt;br /&gt;
* Make Wooden [[Nest box]]&lt;br /&gt;
* Make Wooden [[Jug]]&lt;br /&gt;
* Make Wooden [[Pot]]&lt;br /&gt;
* Make Wooden [[Hive]]&lt;br /&gt;
| workshop = [[Craftsdwarf's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wood crafter''' is the skill associated with the '''woodcrafting''' [[labor]]. Woodcrafters make [[wood]]en [[crafts]], [[bolt]]s, [[nest box]]es, [[jug]]s, [[pot]]s and [[hive]]s at a [[craftsdwarf's workshop]]. As with other crafting skills, higher skill means faster performance and higher [[item quality]]. &lt;br /&gt;
&lt;br /&gt;
Because wood has a low material [[value]], and is very useful for other purposes, a woodcrafter is somewhat less useful than a stonecrafter or bone carver. However, if wood is plentiful, then wooden bolts can be a useful supplement to bone for &amp;lt;s&amp;gt;training purposes&amp;lt;/s&amp;gt; a merciless slaughter early on, due to the recent bug which allows even wooden bolts to penetrate adamantium consistently. {{bug|5516}}.&lt;br /&gt;
&lt;br /&gt;
Note that wooden cups, instruments, or toys can only be made using the [[job manager]], as the craftsdwarf's workshop interface does not permit selecting them.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Yeti&amp;diff=185859</id>
		<title>v0.34:Yeti</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Yeti&amp;diff=185859"/>
		<updated>2013-05-20T04:54:07Z</updated>

		<summary type="html">&lt;p&gt;MPce: Basic cleaning - also, the plural of Yeti tends to be Yeti.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:54, 28 April 2013 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=31&lt;br /&gt;
|fat=18&lt;br /&gt;
|lung=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|bone=32&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Yeti are large, dangerous creatures found only in [[savage]] areas that invade fortresses to [[building destroyer|destroy buildings]]. One should always use caution when engaging them as their immense size allows them to easily incapacitate a dwarf.&lt;br /&gt;
&lt;br /&gt;
When players embark in [[Glacier]] areas, they can expect to struggle against the Yeti. Due to a glacier's lack of animal life, the map will almost always spawn Yeti one right after the other, making them a hazard for an early fortress. However, since they have a relatively low population number, there will be no more than 5-10 Yetis before they become extinct in your biome.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Though many take the Yeti to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the Yeti's obvious love of beer, wine and spirits.&lt;br /&gt;
&lt;br /&gt;
When faced with a mighty [[Sasquatch]], Yeti also become immense wimps, despite the Sasquatch being barely any different from them. Dwarven scientists think this is caused by the high contrast between a Sasquatch's white skin and brown fur, which makes the simple-minded Yeti panic.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cave_floater&amp;diff=185858</id>
		<title>v0.34:Cave floater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cave_floater&amp;diff=185858"/>
		<updated>2013-05-20T04:43:44Z</updated>

		<summary type="html">&lt;p&gt;MPce: replaced verbed noun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:52, 1 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&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 balls of [[syndrome]] found in the deepest [[cavern]]s. The good news is said syndrome won't kill your dwarves. The bad news is it's nearly impossible to avoid contamination as it's an inhaled projectile weapon. It isn't typically necessary to fight these creatures, but if you must you'll want to shoot it from afar.&lt;br /&gt;
&lt;br /&gt;
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 anyways, as the only thing produced will be a single cave floater skin (which will turn into '''more''' poisonous gas the instant you attempt to tan it{{bug|1448}}).&lt;br /&gt;
&lt;br /&gt;
Cave Floaters can not be kept as pets without [[modding]], but it probably isn't a good idea to do so. Cave floater gas doesn't play favorites.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Potash_maker&amp;diff=185857</id>
		<title>v0.34:Potash maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Potash_maker&amp;diff=185857"/>
		<updated>2013-05-20T04:39:22Z</updated>

		<summary type="html">&lt;p&gt;MPce: Redundancy eradicated. Also fixed a clunkification of verbulocity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:35, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Potash Maker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Potash making]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Potash]] from [[lye]]&lt;br /&gt;
* Make Potash from [[ash]]&lt;br /&gt;
| workshop = [[Ashery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Potash maker''' is a skill associated with the '''potash making''' [[labor]]. [[Potash]] is made out of either [[ash]] or [[lye]] at an [[ashery]], which can then be used to [[grower|fertilize]] [[crop|crops]].  Higher skill level affects only production speed. They are associated with uselessness; when referring to expendable peons players will often call them Urist McPotashmaker.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wolf&amp;diff=185856</id>
		<title>v0.34:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wolf&amp;diff=185856"/>
		<updated>2013-05-20T03:41:10Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:27, 22 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&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;
|bone=11-12&lt;br /&gt;
|fat=12-13&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' abound in most temperate biomes. Individual wolves are not particularly dangerous, but a pack is a force to be reckoned with. In Adventure Mode, wolves attack when dwarves and other creatures wander too close. In [[fortress mode]] they usually retreat.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], wolves may be one of the most common enemies encountered when traveling around the world map, along with other large predators such as [[dingo]]es. Players will often get caught in the middle of the pack, and even [[weapon|armed]] and [[armor]]ed with [[steel]] they might have a tough fight. However, being equipped with metal armor should make the fight much easier, as teeth can't penetrate steel very easily. Isolating a single wolf and defeating each one at a time may yield more success than taking on the pack at once. Another school of thought suggests that maiming all of them (by breaking bones in their limbs, or piercing vital organs) may be preferable to focusing on one at a time, since this will slow their onslaught. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Grama&amp;diff=185855</id>
		<title>v0.34:Grama</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Grama&amp;diff=185855"/>
		<updated>2013-05-20T03:31:46Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:48, 11 March 2011 (UTC)}}{{grasslookup/0|wiki=Bouteloua}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Grama''' is a common type of [[grass]] that grows in most [[biome]]s. It is indistinguishable from most other types of grass. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Lye_maker&amp;diff=185854</id>
		<title>v0.34:Lye maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Lye_maker&amp;diff=185854"/>
		<updated>2013-05-20T03:25:40Z</updated>

		<summary type="html">&lt;p&gt;MPce: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|23:30, 11 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Lye Maker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Lye making]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make [[Lye]]&lt;br /&gt;
| workshop = [[Ashery]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Toughness&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Lye maker''' is the skill associated with the [[lye making]] [[labor]]. Lye makers turn [[ash]] into [[lye]] at an [[ashery]].  Lye can then used by a [[soaper]] to make [[soap]] at a [[soap maker's workshop]]. It could also be used by a [[potash maker]] at an [[ashery]] to make [[potash]], though potash can be made directly from ash. Highly skilled lye-makers will produce lye faster than dwarves without the skill, but lye does not have quality levels. As a result, lye makers tend to be used as haulers, military dwarves, [[Trap|or]] [[Unfortunate accident|worse]]...&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
&lt;br /&gt;
[[Soap]]&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Golden_salve&amp;diff=185853</id>
		<title>v0.34:Golden salve</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Golden_salve&amp;diff=185853"/>
		<updated>2013-05-20T03:23:13Z</updated>

		<summary type="html">&lt;p&gt;MPce: numbers &amp;lt; 20 tend to be signified with words as opposed to digits. 1 and 5 just look silly; one and five? Sublime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:47, 21 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Golden salve''' is an [[extract]] made from [[valley herb]]s, prepared by a [[Thresher]] at a [[Farmer's workshop]] using the &amp;quot;Process plants (to [[vial]])&amp;quot; job and a glass [[vial]]. Currently, golden salve has no use, save as a [[trade good]]. One Valley herb will yield five units of golden salve, worth 100☼ each, for a total of 500☼ per vial; processing valley herbs purchased from caravans (and thus coming in stacks of five) will fill each vial with 25 units of salve, worth a total of 2500☼.&lt;br /&gt;
&lt;br /&gt;
[[Category:Extracts]]&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Smoothing&amp;diff=185852</id>
		<title>v0.34:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Smoothing&amp;diff=185852"/>
		<updated>2013-05-20T03:21:18Z</updated>

		<summary type="html">&lt;p&gt;MPce: /* Follow Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:24, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Smoothing''' rough [[stone]] is a simple way to increase the value of a [[room]]. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
A dwarf must have the [[Engraver|Stone Detailing]] labour active. Designate the area to be smoothed ({{k|d}}-&amp;gt;{{k|s}}).  Note that this can only be done with natural stone — soil cannot be smoothed, and [[construction]]s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
Smoothed 'natural' [[ice]] has different names than regular smoothed items. The walls are 'straight' and floors are 'level'.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a natural stone is smoothed, it may be further improved by [[engraving]]. This increases the room's value, but, unlike smoothing, engraving has quality levels. A wall can only be engraved once (for floors, there is a [[DF2012:Engraving#Removal|workaround]]). Using only skilled [[engraver]]s will result in higher room and fortress values. One way to achieve this is to have a limited number of dwarves with the [[Engraver|Stone Detailing]] labour active smooth large areas of the fortress until the dwarves are experienced. Then, have those same dwarves engrave. The result will be [[Legendary|high-quality]] engravings.&lt;br /&gt;
&lt;br /&gt;
Smoothed walls are also a prerequisite for carving [[fortification]]s. Engraved walls can also be carved into fortifications, but the engravings will be destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Smoothing&amp;diff=185851</id>
		<title>v0.34:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Smoothing&amp;diff=185851"/>
		<updated>2013-05-20T03:20:31Z</updated>

		<summary type="html">&lt;p&gt;MPce: /* Follow Up */ Cleaning up language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:24, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Smoothing''' rough [[stone]] is a simple way to increase the value of a [[room]]. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
A dwarf must have the [[Engraver|Stone Detailing]] labour active. Designate the area to be smoothed ({{k|d}}-&amp;gt;{{k|s}}).  Note that this can only be done with natural stone — soil cannot be smoothed, and [[construction]]s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
Smoothed 'natural' [[ice]] has different names than regular smoothed items. The walls are 'straight' and floors are 'level'.&lt;br /&gt;
&lt;br /&gt;
==Follow Up==&lt;br /&gt;
After a natural stone is smoothed, it may be improved further by [[engraving]]. This further increases the rooms value, but, unlike smoothing, engraving has quality levels. A wall can only be engraved once (for floors, there is a [[DF2012:Engraving#Removal|workaround]]). Using only skilled [[engraver]]s will result in higher room and fortress values. One way to achieve this is to have a limited number of dwarves with the [[Engraver|Stone Detailing]] labour active smooth large areas of the fortress until the dwarves are experienced. Then, have those same dwarves engrave. The result will be [[Legendary|high-quality]] engravings.&lt;br /&gt;
&lt;br /&gt;
Smoothed walls are also a prerequisite for carving [[fortification]]s. Engraved walls can also be carved into fortifications, but the engravings will be destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;/div&gt;</summary>
		<author><name>MPce</name></author>
	</entry>
</feed>