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	<updated>2026-06-09T07:17:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=63845</id>
		<title>40d:Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Engraving&amp;diff=63845"/>
		<updated>2010-02-25T19:11:57Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: /* Art value */ Engravings have material multipliers - http://www.bay12games.com/forum/index.php?topic=36364.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Engraving''' [[smoothing|smooth]] [[wall]]s and [[floor]]s will increase the [[value of a room]]. This is done by [[dwarves]] with [[Stone Detailing]] labor enabled and uses the [[engraver]] skill.&lt;br /&gt;
&lt;br /&gt;
Engravings may cause happy [[thought]]s, and are a good way to keep a record of the fort's [[Legends|history]]. You can view them with loo{{k|k}} + {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
== Engraving an area ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|e}} to select &amp;quot;Engrave Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to engrave extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to engrave and press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a light blue regular pattern.&lt;br /&gt;
# Wait for a [[dwarf]] to engrave the [[stone]] on the walls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: You must smooth an area before you can engrave on it. Designating an area for smoothing is just the same as engraving, but you must press {{K|s}} to Smooth Stone from the designate menu.'''&lt;br /&gt;
&lt;br /&gt;
== Art value ==&lt;br /&gt;
Engraved surfaces raise the [[value]] of [[room]]s, depending on the [[quality]] and material of the engraving. Engravings only affect the value of the room on the side they were made on, though smoothing affects both sides.&amp;lt;sup&amp;gt;[http://www.bay12games.com/forum/index.php?topic=26201.msg307267#msg307267]&amp;lt;/sup&amp;gt; The value of smooth and engraved walls is considered &amp;quot;Architecture&amp;quot; under the &amp;quot;Fortress [[Wealth]]&amp;quot; table.&lt;br /&gt;
&lt;br /&gt;
==Value &amp;amp; content==&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
Quality affects what is inscribed on an engraving. Normal-quality engravings will never have the history of your [[fortress]] on them, and are usually about random things in the [[world]]. Engravings made with a quality of well-crafted and up will often contain pieces of historical information about your fortress' past. Engravers are inspired by the history of your fort and will use them in the engraving. Like when your [[axedwarf]] bravely held a crucial part of the fort and slew some [[goblin]]s, your engravers can make a graven image of it. &lt;br /&gt;
&lt;br /&gt;
An engraving of a subject that a dwarf dislikes will reduce the the effective value of that room for that dwarf.&amp;lt;sup&amp;gt;[http://www.bay12games.com/forum/index.php?topic=27361.0]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Adventurer]]s are able to view these by revisiting your old fortress (use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at), and will see a much more detailed description of the engraved happening. The art and the story behind the engraving will show up in the [[legends]] mode. Alternatively, you can edit [[init.txt]] and enable the '''SHOW_ALL_HISTORY_IN_DWARF_MODE''' setting to make the same history information visible in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Toggle engravings ==&lt;br /&gt;
Engraved walls and floors are represented by default with pictures on a gray background, sometimes making it difficult to differentiate between them. It is possible to display engraved surfaces as smooth ones with the &amp;quot;toggle engraving&amp;quot; option, with the difference between smoothed and engraved surfaces being shown by the engraved surface having a gray background, as opposed to the smoothed surface's black.&lt;br /&gt;
&lt;br /&gt;
To change the display of individual engravings in-game, select &amp;quot;Toggle Engraving&amp;quot;  in the designation menu ({{K|d}}-{{K|v}}) and select the area you wish to display differently (this has no effect on gameplay).&lt;br /&gt;
 &lt;br /&gt;
The display default is set in the [[init]] file line '''[ENGRAVINGS_START_OBSCURED:NO]'''. Replacing '''NO''' by '''YES''' will cause new engravings to show as smooth surfaces.&lt;br /&gt;
&lt;br /&gt;
== Art defacement ==&lt;br /&gt;
A [[Quality|masterful]] engraving that is destroyed or defaced* will cause an unhappy [[thought]] in the [[engraver]]. (see the [[Quality]] article for details).&lt;br /&gt;
:''&amp;lt;sup&amp;gt;(* [[Mining]], [[magma]], and [[tower cap]]s do the job nicely, though magma and tower caps will only destroy floor engravings.)&amp;lt;/sup&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Oddly, even if [[Justice]] is in effect, the dwarf that defaced the artwork will not be held accountable for his crimes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*If you engrave while under siege, it is quite possible for the battles to be depicted before the entire siege is over. This will mainly show single events that have happened during the siege already, such as deaths of certain creatures.&lt;br /&gt;
*You can remove an engraving by building a wall over it. This will also remove the smoothed floor.&lt;br /&gt;
&lt;br /&gt;
== How Dwarves Engrave==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
*It is a well-known fact that dwarves use their coarse, thick beards in order to smooth rough areas of stone. More skilled dwarves can engrave images onto stone, which has led some scientists to believe that a dwarf's beard is a separate, sentient lifeform in symbiosis with the dwarves. The dwarves provide the beards with nourishment in their spilled alcohol and food, along with the prodigous amounts of sweat working dwarves produce. The beards provide warmth, storage for goods and a pouch of sorts for baby dwarves.&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Dornbeast&amp;diff=49966</id>
		<title>User:Dornbeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Dornbeast&amp;diff=49966"/>
		<updated>2009-07-09T17:10:30Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: Created page with 'Dornbeast is an elf-loving lunatic who thinks that actual facts belong in the wiki.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dornbeast is an elf-loving lunatic who thinks that actual facts belong in the wiki.--[[User:Dornbeast|Dornbeast]] 17:10, 9 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=10006</id>
		<title>40d:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone&amp;diff=10006"/>
		<updated>2009-06-05T22:12:42Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Bone''' can be obtained from the [[corpse]]s of dead [[creatures]], or from [[severed body part]]s. A corpse close to a [[butcher's shop]] will automatically schedule a butchering job, yielding a number of bones proportional to the creature's size.&lt;br /&gt;
&lt;br /&gt;
Bones are processed at the [[craftsdwarf's workshop]] and [[bowyer's workshop]], and can be used to make:&lt;br /&gt;
&lt;br /&gt;
* Bone [[craft]]s, which can be sold. Bone crafts have a value dependent on their quality and an inherent number that depends on the creature it came from. [[Troll]] and [[elephant]] bones are more valuable than [[goblin]] or [[raccoon]] bones, for example. [[Dragon]] bones are extremely valuable.&lt;br /&gt;
* Bone [[armor]]. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality [[iron]] armor.&lt;br /&gt;
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures.  A totem counts against the bone types for this, so a deer skull totem can not be decorated with deer bone.&lt;br /&gt;
* Bone [[bolt]]s. These bolts are fired from crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to [[metal]] bolts.&lt;br /&gt;
*Bone [[crossbow]]s. While they do much less [[damage]] in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]].&lt;br /&gt;
&lt;br /&gt;
The [[quality]] of all bone items created depends on the [[bone carving]] skill of the [[dwarf]] who creates them, with the exception of crossbows, which requires [[crossbow-making]].&lt;br /&gt;
&lt;br /&gt;
Bone is not a building material.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21851</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=21851"/>
		<updated>2009-05-29T04:55:26Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: Engravings have material multipliers - http://www.bay12games.com/forum/index.php?topic=36364.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Gutter cruor]], [[Prickle berry wine]], [[Seed]], [[Sewer brew]], [[Swamp whiskey]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||[[Dwarven ale]], [[Dwarven beer]], [[Dwarven rum]], [[Dwarven wine]], [[Fisher berry wine]], [[Longland beer]], [[River spirits]], [[Strawberry wine]], [[Tuber beer]]&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Whip wine]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Lye]], [[Quarry bush leaves|Quarry bush leaf]], [[Sand]], [[Sunshine]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Redroot dye]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Extracts|Cave spider venom]], [[Milk|Cow's milk]], [[Dimple dye]], [[Dwarven sugar]], [[Dwarven syrup]], [[Dwarven wheat flour]], [[Emerald dye]], [[Longland flour]], [[Milk|One-humped camel's milk]], [[Extracts|Phantom spider venom]], [[Sliver dye]], [[Milk|Two-humped camel's milk]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Whip vine flour]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Cheese|Cow cheese]], [[Cheese|One-humped camel's cheese]], [[Cheese|Two-humped camel's cheese]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Dwarven milk]], [[Mog juice]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||[[Cheese|Dwarven cheese]], [[Extracts|Giant cave spider venom]], [[Extracts|Giant desert scorpion venom]], [[Golden salve]], [[Gnomeblight]], [[Extracts|Liquid fire]], [[Extracts|Snakeman venom]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed [[Tame|here]].&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|0||[[Severed body part|Body part]], [[Bone]], [[Chunk]], [[Corpse]], [[Fat]], [[Skin|Hide]] (raw), [[Shell]], [[Skull]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||[[Animal]] (untamed), [[Tallow]]&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Fish]] (including raw), [[Meat]], [[Plant]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Gem]] (rough), [[Log]], [[Ore]], [[Stone]] (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Coin]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Arrow]], [[Blowdart]], [[Bolt]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Cloth]][4]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Animal Trap]], [[Buckler]], [[Cage]], [[Decoration]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, Finished good&amp;lt;sup&amp;gt;[2][4]&amp;lt;/sup&amp;gt;, [[Furniture]]&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, [[Prepared meal]], [[Weapon#Trap weapon statistics|Trap component]], [[Weapon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Boot]], [[Gauntlet]], [[Helm]], [[Leggings]], [[Shield]], [[Shoe]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, [[Clothing|Sock]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Ballista arrow]], [[Armor|Leather armor]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]], [[Window]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Ballista part]], [[Catapult part]], [[Greaves]], [[Mechanism]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|60||[[Chain mail]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Anvil]], [[Plate mail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is banded with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about decorations.&lt;br /&gt;
&lt;br /&gt;
[2] Except for armor, shoes, and socks. [[Crafts|Amulet]], [[Backpack]], [[Crafts|Bracelet]], [[Chain]], [[Clothing]], [[Crafts|Crown]], [[Goblet|Cup]], [[Instrument|Drum]], [[Crafts|Earring]], [[Vial|Flask]], [[Instrument|Flute]], [[Gem]] (large), [[Goblet]], [[Instrument|Harp]], [[Crafts|Idol]], [[Toy|Mini-forge]], [[Goblet|Mug]], [[Instrument|Piccolo]], [[Toy|Puzzlebox]], [[Quiver]], [[Crafts|Ring]], [[Chain|Rope]], [[Crafts|Scepter]], [[Totem|Skull Totem]], [[Toy|Toy axe]], [[Toy|Toy boat]], [[Toy|Toy hammer]], [[Instrument|Trumpet]], [[Vial]], [[Waterskin]]&lt;br /&gt;
&lt;br /&gt;
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window.&lt;br /&gt;
&lt;br /&gt;
[4] Cloth items get a free decoration made of the same material. Goods made out of cloth get the following built in as decorations: the cloth (with quality mod), the thread (without quality), and the dye (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|x300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike (fish)|Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
|-&lt;br /&gt;
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]], [[Sun berry]], [[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Ash]], [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Potash]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Pearlash]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Clear glass]], [[Soap]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Crystal glass]]&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
Engravings are decorations with the standard material modifiers.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. For details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic examples===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Anvil]] ||(100)||[[Steel]] ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]] ||(10)||[[Obsidian]] ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Block]] ||(5)||[[Wood]] ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Lead]] ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Aluminum]]||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
===+«+Pig tail shoe+»+===&lt;br /&gt;
{{Gametext|This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.}}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Base item&lt;br /&gt;
!Material&lt;br /&gt;
!Quality&lt;br /&gt;
!Subtotal&lt;br /&gt;
|-&lt;br /&gt;
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90&lt;br /&gt;
|-&lt;br /&gt;
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40&lt;br /&gt;
|-&lt;br /&gt;
|10 (thread decoration)||x2 (pig tail)||||= 20&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|}&lt;br /&gt;
'''Total:''' 330☼&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23780</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=23780"/>
		<updated>2009-04-20T01:43:46Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: Do they all like that?&lt;/p&gt;
&lt;hr /&gt;
&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;
&lt;br /&gt;
Is there a point to the image? --[[User:Eagle of Fire|Eagle of Fire]] 01:38, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
::My oppinion also. --[[User:Eagle of Fire|Eagle of Fire]] 00:45, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
::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;
&lt;br /&gt;
:::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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== Cloak obsession ==&lt;br /&gt;
&lt;br /&gt;
Should there be something about the DM's taste in clothes? --[[User:Strangething|Strangething]] 18:07, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
: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;
&lt;br /&gt;
== Dead Dungeon master ==&lt;br /&gt;
&lt;br /&gt;
My Dungeon master showed up, wandered into a river, and drowned.  Is there a chance another is coming?&lt;br /&gt;
&lt;br /&gt;
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;br /&gt;
&lt;br /&gt;
== Likes ==&lt;br /&gt;
Does every Dungeon Master like Copper, Silver, Electrum, Gold, and Platinum?  As a long-time Dungeons and Dragons player, that list looks like a shout-out to AD&amp;amp;D. --[[User:Dornbeast|Dornbeast]] 01:43, 20 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Material&amp;diff=28737</id>
		<title>40d:Material</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Material&amp;diff=28737"/>
		<updated>2009-03-27T22:42:40Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: Removed the &amp;quot;beds made from metal&amp;quot; part.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Materials''' are the wide array of base items needed to create objects.&lt;br /&gt;
&lt;br /&gt;
General groups of materials include:&lt;br /&gt;
&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
* [[Glass]]&lt;br /&gt;
* [[Leather]]&lt;br /&gt;
* [[Cloth]]&lt;br /&gt;
* [[Bones]]&lt;br /&gt;
* [[Shells]]&lt;br /&gt;
* [[Gems]]&lt;br /&gt;
&lt;br /&gt;
Certain materials are geared toward making certain items. While stones, wood and metal can be made into similar furnitures, there are some items which are normally restricted to certain materials.  For example, beds can only be made out of wood.  Cloth and leather both can be clothing, but of the two, only leather can also be made into [[armor]]. Gems are largely for [[decoration|encrusting]] previously made items from other materials.&lt;br /&gt;
&lt;br /&gt;
In all cases, each group of material is divided into many possible qualities of material. Many rare stones, like [[obsidian]] are more valuable than more common ones, like [[diorite]]. Metals such as [[bronze]] and [[iron]] are decent for armor, but metals such as [[silver]] and [[gold]] are better suited for [[crafts]].&lt;br /&gt;
&lt;br /&gt;
It is best to look up each individual category to become familiar with what they can and cannot be used for.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials|*]]&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18618</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18618"/>
		<updated>2009-03-17T00:39:21Z</updated>

		<summary type="html">&lt;p&gt;Dornbeast: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.  If all you want to do is [[restraint|tie it up]], you can assign the creature using the restraint's menu.&lt;br /&gt;
&lt;br /&gt;
If you already have a cage placed somewhere, a faster way to release bought animals is to examine this cage and assign the animals to it. A dwarf will fetch the animals from the stockpile after which you can release them by again examining the cage.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged [[goblin]]s, [[kobold]]s, etc. in the [[stocks]] menu and designate them for dumping.  You can identify the clothes because it will be narrow.  Mark the items for dumping, and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins.  You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.  Nonetheless, this can be tedious.&lt;br /&gt;
&lt;br /&gt;
In later versions of the game, you can make the process quicker via the mass designation tool.  Use {{K|d}}-{{K|b}}-{{K|d}} to designate an area from which all items will be taken and dumped.  Afterwards, hit {{K|k}}, go over each cage and press {{K|d}} for each of them.  The end result will be that prisoners will be stripped naked but the cages themselves (and the creatures within) will remain in place, ready to be used for whatever purpose.&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
Cages are under the &amp;quot;Animal stockpile&amp;quot;. To create a stockpile for empty cages, disable all the animals but permit empty cages (press u).&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts! Dwarves attempting to move certain creatures between cages(goblin champion, colossus, skeletons, etc) will merely result in freeing the creature.&lt;br /&gt;
&lt;br /&gt;
One method is to have a room above a [[ramp]] (so the down-ramp is in the room). Build your occupied cages all about the room, station your soldiers near the ramp, and mark the ramp as a pit; then start chucking goblins into the pit. They get briefly stunned by the fall, so there's little risk so long as you don't try to pit too many at once (and be careful with the axelords, too). In the rare event that one of your peons cancels the pit-animal task, probably because they saw one of the recently-pitted goblins, there's plenty of soldiers at the ready to clean up the mess. [[http://www.bay12games.com/forum/index.php?topic=19613.msg204684#msg204684 Idea adapted from a post by Derakon on the Bay 12 Forums]]&lt;br /&gt;
&lt;br /&gt;
== Cage Trading Caveats ==&lt;br /&gt;
* [http://www.bay12games.com/dwarves/dev_bugs.html#Bug41 known bug 41] has reared its ugly head in that a cage marked for trading will almost always release the caged creature when it is picked up to be brought back to the depot. It is therefore, virtually impossible to trade caged animals as of this time. {{version|0.28.181.40d}}&lt;br /&gt;
* Elves are known to be trading crippled animals. In some games, the animals that the elves bring will always have a number of red injuries, including limbs, internal organs, and nerve damage. It has been speculated that this may happen due to environmental damage for creatures outside of their habitat, but it has been spotted in the forums in native species as well. {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Dornbeast</name></author>
	</entry>
</feed>