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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Death</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-26T23:08:23Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13758</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13758"/>
		<updated>2009-03-27T17:43:49Z</updated>

		<summary type="html">&lt;p&gt;Death: /* A joke, right */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
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== 26 directions ==&lt;br /&gt;
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26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
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:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
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:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
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:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
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:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
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:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
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::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
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== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
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:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
::But if you don't have soil to farm on, you don't have plants to gather either. And getting the soil muddy can take far too long, especially early on. --[[User:Sharp|Sharp]] 10:14, 26 January 2009 (EST)&lt;br /&gt;
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On another note. When testing for the up/down stair of hell (and some way to fall), most of my dwarfs died from starvation! Then a dwarven caravan arrived, and my little skinny fella did run there to eat directly from the wagon. I had no trade depot so the caravan was at the border of the map. Don't know if it is documented somewhere ! I searched the wiki with no luck. --[[User:Karl|Karl]] 15:40, 28 January 2009 (EST)&lt;br /&gt;
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== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
:Ditto. How do you &amp;quot;collect all the water before it evaporates&amp;quot;? --[[User:Juckto|Juckto]] 06:49, 22 November 2008 (EST)&lt;br /&gt;
::Dig out an area under a body of water, then poke a hole that lets the water flow into it.--[[User:Bilkinson|Bilkinson]] 13:18, 22 November 2008 (EST)&lt;br /&gt;
:::Or designate an area as a pond, then tell dwarfies to fill it, make take a while tho and requires buckets.--[[User:Cultiststeve|cultiststeve]] 11:56, 13 February 2009 (EST)&lt;br /&gt;
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== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;br /&gt;
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:I've had a few dogs die at around the five-year mark (these were ones I brought to the fortress when embarking).  Not sure what that spells for dwarves, but it does show that the mechanics are in place for creatures dying of old age during play.--[[User:Maximus|Maximus]] 19:51, 22 October 2008 (EDT)&lt;br /&gt;
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== Volcanic Death ==&lt;br /&gt;
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Insofar as I can tell, the [[Losing#Volcanic Death|Volcanic Death]] section seems to be essentially fabrication as of v40d. I've never seen a volcano erupt, and doors are utterly invulnerable to being melted or set on fire when closed, if memory serves. Also for some reason I suspect that obsidian doesn't melt in lava, although I could be imagining that one. Comments?--[[User:Quil|Quil]] 18:02, 2 January 2009 (EST)&lt;br /&gt;
:Closed doors don't melt, unless something changed in the last five or so seconds. I regularly use doors to hold back magma, and have a basalt door doing so in my current fort. Obsidian stones do melt in lava, however. It's possible that you've never seen a volcano erupt because you've only had a magma vent and not a volcano, because as far as I know they aren't the same thing.--[[User:Eurytus|Eurytus]] 20:38, 2 January 2009 (EST)&lt;br /&gt;
::Oh, that's right. Forgot about that. Though I do expect it'll be changing eventually. --[[User:GreyMario|GreyMaria]] 22:37, 2 January 2009 (EST)&lt;br /&gt;
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::Okay, yes, apparently I was hallucinating that obsidian didn't melt in lava. Having specifically hunted down volcanoes to attempt to build fortresses in on several occasions, I'm reasonably sure that eruptions haven't been implemented yet unless I'm very lucky or eruptions are very uncommon. Unless the comments that Toady intends to increase the dangerousness of volcanoes are way out of date, it's not actually been implemented yet.--[[User:Quil|Quil]] 15:12, 3 January 2009 (EST)&lt;br /&gt;
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:::Well, they do refill, maybe that's what he meant? I do still hope he'll make them erupt, though. But it's easy enough to simulate an eruption - just channel the rim. --[[User:GreyMario|GreyMaria]] 15:23, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I, too, relish the challenge of building magma forges in a region that occasionally fills with high-pressure magma. Either a lot of fun when you get it right, or a lot of [[fun]] when you get it wrong.--[[User:Quil|Quil]] 07:46, 5 January 2009 (EST)&lt;br /&gt;
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:::There is still the bottomless pit bug where a large amount of magma spawns above a bottomless pit. I have experienced it my self. This will cause a large amount of that magma to flow over the edges of the pit and kill nearby creatures. It also will magma purge almost anything inside the pit, including lighting coal and lignite on fire.--[[User:i2amroy|i2amroy]] 13, January 2009&lt;br /&gt;
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::IIRC, the only case of volcanoes &amp;quot;erupting&amp;quot; was when magma refills were first implemented and DF was unable to judge the correct height to refill magma to in saves from older versions. [[User:VengefulDonut|VengefulDonut]] 16:08, 20 January 2009 (EST)&lt;br /&gt;
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Has anyone ever seen an eruption that came normally from an existing magma pipe years after embarking and not because of a bug? If not, I don´t think there should be a section about it, but probably a section about having &amp;quot;fun&amp;quot; with bugs generally. --[[User:Kami|Kami]] 08:57, 9 February 2009 (EST)&lt;br /&gt;
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== A joke, right ==&lt;br /&gt;
This is a joke, right? My Dwarf Fortress is entirely self contained, I have a secret back door (a drawbridge) that can be used for the brave lumberdwarves, and all of my farming is indoors on sand. I am almost done making my fort bolt-proof, from where my drawbridge is, and I have enough food without farming for at least 5 months. By that time I could have 20 trained fighters ready to repel the siege. I got really lucky with fort design, but even a normal straight down fortress should have little problem waiting for a bit while they train.--[[User:Destor|Destor]] 18:28, 27 January 2009 (EST)&lt;br /&gt;
:I believe that while, yes, many experienced fortress builders have indeed made their fortresses utterly invulnerable, and the section does indeed contain some humour, sieges are still a fairly common way to &amp;lt;s&amp;gt;lose&amp;lt;/s&amp;gt; have [[fun]], so it's entirely valid to put it in the &amp;quot;how to lose&amp;quot; section. I assume that, since you have no problems with the other entries, that you regularly flood yourself or starve to death, rather than fall to goblins?--[[User:Quil|Quil]] 00:16, 28 January 2009 (EST)&lt;br /&gt;
::Well, I have one fort, mentioned in this entry, that is my perma-fort which I savescum to keep alive. It's kinda my research fort, for the wiki and how to make other forts. But yes, I do make other forts to flood for the fun of it. I enjoy sieges immensely though, I am goading the elves into attack right now. I just think that the article makes to big a deal about it, and newbs are gonna be very scared of the first siege.--[[User:Destor|Destor]] 09:45, 28 January 2009 (EST)&lt;br /&gt;
::: When I made my first fort, I didn't know how door and bridge were useful. Then I make another fort, and so on, until I learned how to defend my fortress. Yet siege was a problem for me, even more with dwarf rushing outside to grab all the cool loot (from my own dead dwarf). So, no, it's not a joke, you can lose your fortress from a siege, then you learn. &lt;br /&gt;
:::Not everyone read all the wiki, there's a lot of articles, lot of discussions, and way more thing to do. --[[User:Karl|Karl]] 09:56, 28 January 2009 (EST)&lt;br /&gt;
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On one of my forts, I was attacked by Elves out of nowhere. I name my Dwarfs after my friends and me. I am busy doing something on the other end of the map, the front door gaurds run away to one side of the map. Then a brave Diomand Dragon goes out to fight the Elves. He fails, he is knocked out on the floor. I come to the rescue, start fighting an Elf with a wooden sword. I fail. I cwral away and wait for help to come. Nexus runs into his room. I lock him in there :P Elves are killing puppies and cats. Somw guys are trapped in my panic room. Food and other stuff in there. Only one way in. Thats over a bridge over a chasm. That is pulled up. The dwarves in there get unhappy. So I draft them into the army. Static rushes onto the bridge, fighting the elves with swords. He is wreastling. He tosses lots of Elves down the Chasm. Soon hye falls himself. The other Dwarves fight back and kill the Elves. I got very luck as I had no real defence. So yes, you can easy lose your fort from a siege. Unless your as lucky as that. Oh by the way, he had no wreastling experience.&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27975</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27975"/>
		<updated>2009-03-22T12:44:13Z</updated>

		<summary type="html">&lt;p&gt;Death: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
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== The Demons ==&lt;br /&gt;
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How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
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:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
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:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
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:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
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:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
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:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
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: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
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:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
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== Magma mini-pipes/vents? ==&lt;br /&gt;
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Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
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:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
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::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
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:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
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::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Rewalling/Flooring ==&lt;br /&gt;
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If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
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:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
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:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
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== First encounter ==&lt;br /&gt;
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A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
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20 tentacle demons, 5 daemons.&lt;br /&gt;
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Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
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:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Captives ==&lt;br /&gt;
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what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
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:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
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::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
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== Unchained humanoids? ==&lt;br /&gt;
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The article talks about caged/chained humanoids.&lt;br /&gt;
&lt;br /&gt;
Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
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The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
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has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
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:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23779</id>
		<title>40d Talk:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23779"/>
		<updated>2009-03-18T20:48:27Z</updated>

		<summary type="html">&lt;p&gt;Death: &lt;/p&gt;
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&lt;div&gt;Anyone know what triggers the dungeon master now? I have absolutely NO coins whatsoever and he just showed up at the start of my 4th spring. [[User:Rpb|Rpb]] 11:54, 8 November 2007 (EST)&lt;br /&gt;
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Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
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:I think it's there to show what skills the Dungeon Master starts with. Putting the same in plain text would work better, methinks. --[[User:Zirik|Zirik]] 03:08, 9 November 2007 (EST)&lt;br /&gt;
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::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
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He showed up here in summer 1055 with the 'normal'/standard skill level in those four skills mentioned in the article (Animal Trainer, Animal Caretaker, Furnace Operator, Metal Crafter).  I've got no coins either. Created wealth was around 70k, around 60-70 dwarves. Maybe it's the number of pets? I have 123.--[[User:SL|SL]] 00:43, 11 November 2007 (EST)&lt;br /&gt;
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:Probably not. I got him in 1054 with no more than 25 animals, and had passed 70k wealth long ago so that wasn't it either. Number of dwarves? 1054 would have been the first year after I hit 50 dwarves, which might be the case with yours as well. [[User:Rpb|Rpb]] 01:36, 11 November 2007 (EST)&lt;br /&gt;
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:When I got him, I had 57 dwarves. The requirement is probably 50 dwarves, we all have that number in common. --[[User:Valdemar|Valdemar]] 10:19, 11 November 2007 (EST)&lt;br /&gt;
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:I dont think the requirement is 50 dwarves, i have the dungeon master arrive when i was nearing the 80 Mark, and had a wealth of around 200k. --[[User:Fedaykin|Fedaykin]] 20:48, 15 November 2007 (EST)&lt;br /&gt;
::Were you nearing the 80 mark BEFORE or AFTER the migration when he showed up? A requirement of 50 dwarves to trigger him would mean you would probably have 70+ dwarves by the time he actually arrives, since he generally shows up at the same time as 20 other immigrants.&lt;br /&gt;
:::It was before the migration ofcourse, ill try it again when i have time [[User:Fedaykin|Fedaykin]] 14:44, 17 November 2007 (EST)&lt;br /&gt;
:My numbers were 68 dwarves (I went from 36 to 60+ in the last wave), roughly 2.7M in wealth (and I'd been over 1M for years) in year 1056 with a moderate number of pets and no coins.  I'd also dug to the deepest level the first year, in case folks were considering that as a criterion.  I have fought numerous slugmen, goblins and kobolds, but nothing exotic (I had to reload after the dragon arrived and burned everything down).  Bear in mind that if there's a pop requirement, then it's important how many you have before the DM arrives, but it's equally important how many you had before the ''previous'' wave.  Those numbers form the bounds.  So if you had 80 before the DM arrived, but 31 of them arrived or were born in that last wave, then this will have been the first time the caravan saw you with 50+ pop. [[User:Doctorlucky|Doctorlucky]] 01:56, 20 November 2007 (EST)&lt;br /&gt;
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I think his arrival might be related to your stored animals. He seems to arrive for me whenever I get my first goblin in a cage trap. [[User:Moonman|Moonman]] 09:04, 21 December 2007 (EST)&lt;br /&gt;
:I just had this happen again. My pop. went from 57 to 80 or so and it was the first wave after I had captured a dragon and some goblins. [[User:Moonman|Moonman]] 09:22, 24 December 2007 (EST)&lt;br /&gt;
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I can confirm that he does NOT arrive simply at 50 dwarves. Just got an immigration wave that raised my pop from 52 to 60, and no DM.&lt;br /&gt;
--[[User:Tyrving|Tyrving]] 02:56, 22 December 2007 (EST)&lt;br /&gt;
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How about using skill names that are shown in the game? For example armor crafting -&amp;gt; Armorsmith , weapon smithing -&amp;gt; Weaponsmith and so on. Its a bit confusing now with blacksmithing and all.&lt;br /&gt;
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Have you considered that the DM has /a percentage based chance of arriving once you fortress reaches the population of 50?/ --[[User:Hamenopi|Hamenopi]] 07:13, 17 January 2008 (EST)&lt;br /&gt;
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I had about 53 dwarves then an immigration wave took me up to 62 but it wasnt until the next wave which gave me 81 that I got him also in requirements says you need to discover hidden site feature, but i havent discovered anything yet. Imported wealth is 128245 Exported is 682 Created wealth is 429483 and on the off chance his arrival is related to animal numbers i have 5 trained and 21 others [[User:Thatguyyaknow|Thatguyyaknow]] 07:26, 19 January 2008 (EST) - I hadnt caught anything in a trap but i had nicked a cougar from the elves. Also I'd smithed a massive amount of gold and copper as well as some silver reckon it might be related to that? [[User:Thatguyyaknow|Thatguyyaknow]] 07:49, 19 January 2008 (EST)&lt;br /&gt;
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I snagged the DM right as my population hit 80. I have &amp;gt;700K wealth (got lucky with artifacts), and hardly any jobs (as Economy requires), so I would imagine it's either a population thing, or a mix of things including population.&lt;br /&gt;
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Here's a bit of fun to smash pretty much all the speculation so far... I've had over or around 100 dwarves for the past year or two (at 142, now), I've captured goblins, I've captured and trained vermin, I've trained war dogs, I have no coins (though we seem to know that isn't a requirement), and I have&lt;br /&gt;
over a million in fortress wealth. Also, nearly half a million in imported wealth. I'm fairly certain none of the previously discussed conditions are the requirement. I'm wondering if it really is 'dungeon feature' related. The only thing I haven't had is greater beasts (unless a single Titan counts).&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Rabek|Rabek]] ([[User talk:Rabek|talk]]•[[Special:Contributions/Rabek|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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:A titan certainly would count, but that's not the 'map feature' that's required. Do you have magma, chasm, cave water, pits and/or a cave? Those might be what's the trigger, if you don't have any of those, then perhaps one (or more than one) is the trigger? I've gotten a DM without any invasions or sieges and an equally impressive amount of wealth in and out (turned off invasions cause I was tired of getting attacked while I was moving from my initial dig-in to an ideal spot). Mine came before 50 (a kid being born took me to 51,) and he came with the last migration before the birth. My site has magma, a brook, and pits. --[[User:N9103|Edward]] 23:42, 27 January 2008 (EST)&lt;br /&gt;
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::I have none of those, that I've found, so it might be one of those. I'm wishing I'd known about how to identify magma on the embark screen prior to doing this, but that's neither here nor there. I wouldn't be surprised if it's pits or magma, or maybe just any feature that has monsters. [[User:Rabek|Rabek]] 05:43, 28 January 2008 (EST)&lt;br /&gt;
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:::Don't feel too bad, as you could consider it cheating to know what you're going to get... Us 'cheaters' will quickly call it time-saving or whatnot instead ;) Check out Regional Prospector if you haven't, and don't mind crossing that grey line. --[[User:N9103|Edward]] 12:43, 28 January 2008 (EST)&lt;br /&gt;
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Hm, the DM just arrived after 68 Dwarves, 380k Wealth and no map feature whatsoever. [[User:Drahflow|Drahflow]] 17:40, 28 January 2008 (EST)&lt;br /&gt;
:So you're in an area that you've revealed, and has nothing previously mentioned? --[[User:N9103|Edward]] 07:19, 29 January 2008 (EST)&lt;br /&gt;
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DM just arrived at 66 dwarfs, can't think of any map feature i have/discovered (no magma, chasm, cave, cave water, pit - however, i do have an ordinary river). I traded with the elves for a tiger, elk, camel and crocodile just before, but i already had other animals like leopard and saltwater crocodile. I have lots of animals (79), lots of war dogs (65). wealth 1818000. export 40700. --[[User:Koltom|Koltom]] 15:20, 27 March 2008 (EDT)&lt;br /&gt;
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hmm... my dungeon master is wearing a hood, cloak, mittens and nothing else xD [[User:Twiggie|Twiggie]] 16:49, 18 May 2008 (EDT)&lt;br /&gt;
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In my experience, DM arrives around the fifty to sixty dwarf mark, usually in the second year.  I rarely have wealth over about 100k by this time.  However, I generally have a lot of cages and traps about.  Maybe that's what it is?--[[User:Dadamh|Dadamh]] 14:11, 29 May 2008 (EDT)&lt;br /&gt;
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Mine arrived in mid spring of my third year when I had about 78 dwarves (that wave of immigration bumped it up to 95), I had a wealth over 920k, and I had a visible magma vent since I arrived. --[[User:Toloran|Toloran]] 19:12, 12 August 2008 (EDT)&lt;br /&gt;
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:84 Dwarfs, 2.6 million wealth, struck adamantine a year ago, no Dungeon Master. Which &amp;quot;site features&amp;quot; trigger the DM? Edit: Dungeon Master arrives, no further discoveries, 87 Dwarfs, 5.6 million wealth. [[User:HeWhoIsPale|HeWhoIsPale]] 13:54, 30 September 2008 (EDT)&lt;br /&gt;
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== Cloak obsession ==&lt;br /&gt;
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Should there be something about the DM's taste in clothes? --[[User:Strangething|Strangething]] 18:07, 8 July 2008 (EDT)&lt;br /&gt;
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:My current DM is sporting no less then 8 cloaks in various states of disrepair. There might be something to this. Anyone else confirm? --[[User:Mikaka|Mikaka]] 04:12, 24 July 2008 (EDT)&lt;br /&gt;
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:Correction: 10 cloaks, and on his way to get another. Also, disturbingly the only other clothes he has are mittens, shoes, and a hood. What the hell. --[[User:Mikaka|Mikaka]] 04:14, 24 July 2008 (EDT)&lt;br /&gt;
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:My DM arrived with a cloak, a hood,  and two mittens.  He immediately stole a used sock from someone's cabinet.  Pretty bold for someone that spends all their time smelting steel.  Nope, check that, he has two cloaks, and still no real clothes.  Are all DM's male?  I can't think of a single DM in all my forts that was female. [[User:Mirthmanor|Mirthmanor]] 09:53, 4 August 2008 (EDT)&lt;br /&gt;
::My DM is female, has 2 cloaks, a hood, a pair of mittens, 3 socks, and one shoe. [[User:HeWhoIsPale|HeWhoIsPale]] 13:27, 4 August 2008 (EDT)&lt;br /&gt;
:::try making some underwear? perhaps he's trying to stay warm... in fashion.&lt;br /&gt;
::Well, you see, being a Dungeon Master involves a certain sort of gear... be thankful that the Toady One hasn't implemented gimp masks yet (although now I'm flashing back to seeing clips of the Jerry Springer show with their &amp;quot;sex therapist&amp;quot; Thor, the dominatrix dwarf...). -[[User:Fuzzy|Fuzzy]] 09:07, 1 October 2008 (EDT)&lt;br /&gt;
:::Would a leather mask with menacing spikes (possibly also of leather) and studded with metal really be any different? [[User:HeWhoIsPale|HeWhoIsPale]] 12:55, 1 October 2008 (EDT)&lt;br /&gt;
::::I've had one who wandered around with nothing but 12 cloaks and a pair of shoes, despite abundant other clothes available.  Current game he arrived with mittens, a hood, and a cloak.  I haven't made any clothes yet... --[[User:Squirrelloid|Squirrelloid]] 16:15, 12 December 2008 (EST)&lt;br /&gt;
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== Dead Dungeon master ==&lt;br /&gt;
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My Dungeon master showed up, wandered into a river, and drowned.  Is there a chance another is coming?&lt;br /&gt;
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Yes you will. When mine died I used Dwarf Companion to revive him. The next migrant wave, there is a second one. So right now I've got two Dungeon Masters.&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43188</id>
		<title>40d Talk:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43188"/>
		<updated>2009-03-15T21:38:08Z</updated>

		<summary type="html">&lt;p&gt;Death: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When goods are offered (not traded) in the caravan menu, do they count as exported wealth ? --[[User:Aykavil|Aykavil]] 08:01, 10 July 2008 (EDT)&lt;br /&gt;
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My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have sold more than 5k worth of items. Why wont it move from 5k?&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43187</id>
		<title>40d Talk:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43187"/>
		<updated>2009-03-15T21:37:15Z</updated>

		<summary type="html">&lt;p&gt;Death: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When goods are offered (not traded) in the caravan menu, do they count as exported wealth ? --[[User:Aykavil|Aykavil]] 08:01, 10 July 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have bought more than 5k worth of items. Why wont it move from 5k?&lt;br /&gt;
&lt;br /&gt;
My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have bought more than 5k worth of items. Why wont it move from 5k?&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43186</id>
		<title>40d Talk:Export</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Export&amp;diff=43186"/>
		<updated>2009-03-15T21:36:37Z</updated>

		<summary type="html">&lt;p&gt;Death: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When goods are offered (not traded) in the caravan menu, do they count as exported wealth ? --[[User:Aykavil|Aykavil]] 08:01, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My imported wealth is at 525780 yet me exported wealth is stopping at 5000. I know I have bought more than 5k worth of items. Why wont it move from 5k?&lt;/div&gt;</summary>
		<author><name>Death</name></author>
	</entry>
</feed>