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v0.31 Talk:Immigration

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Revision as of 09:11, 6 April 2010 by Nimblewright (talk | contribs)
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First migrant wave, 3 migrants, 1st summer. One migrant, a "stoneworker", had:

  • Competent (3) Armor User
  • Novice (1) Siege Operator
  • Competent (3) Fighter
  • Competent (3) Wrestler
  • Competent (3) Dodger
  • Expert (8) Engraver
  • Expert (8) Mason
  • Novice (1) Animal Dissector
  • Adequate* (2) Tanner (* the new term for the old "no label" level 2 experience slot)

We ain't in Kansas any more!--Albedo 07:49, 5 April 2010 (UTC)
Another (rerun via seasonal save, same season as above):

  • one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.
  • one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.
  • and a very familiar level 2 (Adequate) Dyer.
I had one with *two* Grand Master (14) medical skills show up. (anon)

GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by "profession", nor have to make any "sense" re matching up.--Albedo 19:43, 5 April 2010 (UTC)


For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...

For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --Nimblewright 09:11, 6 April 2010 (UTC)