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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rabek</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-15T11:26:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26564</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26564"/>
		<updated>2008-02-01T08:04:31Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
: Your fort shows up as the &amp;quot;Mountainhome&amp;quot; for the civ when you find it in adventure mode. When asking people of that civ about the capital, they say &amp;quot;There is no capital.&amp;quot; --[[User:Rabek|Rabek]] 03:04, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26563</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26563"/>
		<updated>2008-02-01T08:02:57Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Accompaning Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that. [[User:Rabek|Rabek]] 03:02, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26562</id>
		<title>40d Talk:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:King&amp;diff=26562"/>
		<updated>2008-02-01T08:02:44Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Accompaning Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Got the king tonight.  Unsure of the trigger; had missed two prior dwarf caravans due to sieges.  Had population 37 and fortress value about 1.3 million when he arrived.  His fellow immigrants raised the population to 63 immediately afterward. My first wiki page, let me know what I did wrong :) [[User:Doctorlucky|Doctorlucky]] 04:29, 15 November 2007 (EST)&lt;br /&gt;
:I had him arrive under similar conditions recently: Population of around 40, high overall fortress value(~6 million) and three past sieges.[[User:Killtheimpostor!|Killtheimpostor!]] 19:53, 15 November 2007 (EST)&lt;br /&gt;
::Have either of you reached adamantine? -- [[User:Zaratustra|Zaratustra]] 20:33, 15 November 2007 (EST)&lt;br /&gt;
:::I had only my 7 dwarves when i reached adamantine by sheer dumb luck, and then the king arrived with 22 immigrants. Adamantine has to have something to do with it. [[User:abattur|abattur]]&lt;br /&gt;
:::There was some discussion elsewhere, and apparently the 'King arrives dressed as a peasant' in previous versions meant you'd found adamantine but not met other criteria of having the king arrive.  And yes, I had found adamantine.  So once we figure out the criteria for a non-adamantine visit, we should redo and expand the page. And never demean the value of pure dumb luck! [[User:Doctorlucky|Doctorlucky]] 02:23, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I never understood what the dressed as a peasent thing refers to. Is he not the king at first? Or does he simply arrive with poor clothing and then immediately get the best clothing from the fort? --[[User:DDouble|DDouble]] 11:34, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:maybe he is trying to sneak into the fortress? --[[User:Fedaykin|Fedaykin]] 13:53, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Maybe he's embarrassed to move to a fort that doesn't meet royal standards (as perceived by The People(TM)), but he knows it'll soon be filthy rich with all that adamantine?  -[[User:EarthquakeDamage|EarthquakeDamage]] 14:46, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 1.5M Created Wealth, 337k imported, 116k exported, 165 population, and 23,000 silver coins.  The baroness has turned into the duchess, and I have a new noble:  &amp;quot;The Incoming King&amp;quot;.  When I get details of him, it mentions how much archecture I have vs needed (Desired 10k, Current: 101k), Road Value (7.5k vs 280), and Offerings (5000 vs 0).  Presumably the Offerings are to the Dwarven caravan.  Road value seems easy to get up, each glass square is worth 40 bucks.  [[User:KiTA|KiTA]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm at 317K created wealth, 283k imported, 61k exported, 146 population, no coins. We recently turned into a duchy and now have &amp;quot;The Incoming King&amp;quot; as well. He wants 15k architecture (we have 108k), 5k road (we have 1182), and 5k offerings (We have 0). Breakdown of created wealth: 9.6k weapons, 0 armor and garb, 45k furniture, 130k other objects, 111k architecture, 19k displayed, 9.9k held/worn. --[[User:SL|SL]] 10:51, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What happens when you get the king and abandon your fort? --[[User:Jackard|Jackard]] 03:35, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just to confirm how this works: Once you get promoted to a Duchy, you must meet the three requirements given by the Incoming King noble. Road value, Architecture value and Offerings (to dwarven caravans). The offering takes a while to get to the king, but once the requirements are met, you should get a king in the next wave of immigrants. --[[User:Starfisher|Starfisher]] 18:07, 12 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So if, uh, totally hypothetically, my King went Stark Raving Mad due to his room not being up to snuff and died naked and thirsty, will I ever get another King? [[User:Viper1969|Viper1969]] 14:42, 17 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Accompaning Nobles ==&lt;br /&gt;
Who arrives with the king other than the [[Advisor]]?&lt;br /&gt;
Who oth&lt;br /&gt;
: I did not get an advisor with my Queen. Although she came with the discovery of adamantine. --[[User:Mitchy|Mitchy]] 08:17, 17 January 2008 (EST)&lt;br /&gt;
:: A consort, like most nobles... about four Royal guards, if I remember properly... and an assortment of peasants. Only peasants. I'm assuming they're all spouses of the guards/king/advisor/consort, but I'm too lazy to really look into that.&lt;br /&gt;
&lt;br /&gt;
==Addy King==&lt;br /&gt;
(Moved from article page --[[User:N9103|Edward]] 17:56, 31 January 2008 (EST))&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
From my experience so far, he's not made a single demand what so ever (other than his room, etc). Admittedly it hasn't been that long (4th year of the fort, King was 1st immigrant), but I've had time to mine every tile of addy on the map that's safe to dig (and then a couple). Bonus? Bug? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Draco18s|Draco18s]] ([[User talk:Draco18s|talk]]•[[Special:Contributions/Draco18s|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3466</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3466"/>
		<updated>2008-01-28T11:10:45Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Immigrant Nobles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]]s are [[dwarf|dwarves]] that have special duties in addition to or instead of the duties of normal dwarves.  Some nobles also have various privileges that normal dwarves do not, and will demand certain accommodations, like a [[Room#Room_grades|better office]].&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the [[Nobles_Screen|Nobles &amp;amp; Administrators Screen]], accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
== Appointments ==&lt;br /&gt;
&lt;br /&gt;
These are nobles you can appoint through the Nobles &amp;amp; Administrators Screen.&lt;br /&gt;
&lt;br /&gt;
* [[Expedition leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]]. Needs an [[office]] in order to meet with outpost [[liaison]]s. It does not seem possible to reassign this post &amp;amp;ndash; at least while the original holder of the title remains alive. Your initial expedition leader is chosen based on managerial skills. You will find that your broker is often 'volunteered' for this job by the other dwarves.&amp;lt;br /&amp;gt;Note that if there is no obvious candidate for Expedition Leader, it is chosen randomly. Additionally, if your Expedition Leader is slain and you do not choose a new one, a random dwarf will be volunteered for the job after about half a season.&lt;br /&gt;
** [[Mayor]]: Promoted from expedition leader at 50 dwarves. Unlike the expedition leader, he requires decent housing and will make [[mandate]]s. Is replaced every couple of years.&lt;br /&gt;
&lt;br /&gt;
* [[Outpost broker]]: Utilizes the [[appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
** Changes name according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Outpost manager]]: Utilizes the [[organizer]] skill.  Allows the use of item build queues through the {{K|j}}obs -&amp;gt; {{K|m}}anager screen. Will need an office to do this (validating work orders) once your fortress has twenty dwarves.&lt;br /&gt;
** Changes name according to the status of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
* [[Bookkeeper]]: Utilizes the [[record keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want precise stock keeping: otherwise, stock numbers will only be precise to one significant figure (e.g., 7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000).&lt;br /&gt;
** Upgrades to [[treasurer]] at 100,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[grand treasurer]] at 200,000 fortress wealth.&lt;br /&gt;
** Further upgrades to [[hoardmaster]] at 300,000 fortress wealth.&lt;br /&gt;
&lt;br /&gt;
* [[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
** [[Captain of the guard]]: Promoted from the sheriff once you reach 50 dwarves, along with the [[mayor]]. Activates [[fortress guard]].&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the expedition leader and the outpost broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.  The same office can be used to take stock and to conduct meetings, saving on real estate and decorating costs in the early game.&lt;br /&gt;
&lt;br /&gt;
== Immigrant Nobles ==&lt;br /&gt;
&lt;br /&gt;
These nobles appear in immigration waves and cannot be appointed by the player.&lt;br /&gt;
&lt;br /&gt;
* [[Dungeon master]]: Trains and cares for animals and performs miscellaneous metalsmithing tasks.&lt;br /&gt;
* [[Philosopher]]: Has no labor options turned on, but has no requirements and makes no mandates.&lt;br /&gt;
* [[Baron|Baron(ess)]]&lt;br /&gt;
** Upgrades to [[Count|Count(ess)]] at 110. {{verify}}&lt;br /&gt;
** Upgrade to [[Duke/Duchess]] at 140.&lt;br /&gt;
* [[Baron Consort|Baron(ess) Consort]]: Arrives with the [[Baron|Baron(ess)]].&lt;br /&gt;
** Upgrades to [[Count(ess) Consort]] at 110. {{verify}}&lt;br /&gt;
** Upgrade to [[Duke/Duchess Consort]] at 140.&lt;br /&gt;
* [[King]]: Little is known about the king at this point.&lt;br /&gt;
* [[King Consort]]: Occasionally same gender as the King, although this has been fixed in the dev log.&lt;br /&gt;
* [[Advisor]]: Arrives with the King's entourage.&lt;br /&gt;
* [[Hammerer]]: He will enforce the law with his mighty hammer.&lt;br /&gt;
* [[Tax collector]] : Activates [[dwarven economy]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23759</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=23759"/>
		<updated>2008-01-28T10:43:17Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &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;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26513</id>
		<title>40d:King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:King&amp;diff=26513"/>
		<updated>2008-01-28T10:29:47Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=King&lt;br /&gt;
| quarters=Royal Bedroom&lt;br /&gt;
| dining=Royal Dining Room&lt;br /&gt;
| office=Royal Throne Room&lt;br /&gt;
| tomb=Royal Mausoleum&lt;br /&gt;
| stands=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| arrival=&lt;br /&gt;
* Duchy, high value of architecture, roads and offerings to a Dwarven caravan&lt;br /&gt;
* '''or''' discover [[Adamantine]]&lt;br /&gt;
| function=&lt;br /&gt;
* Promote [[fortress]] to Mountainhome&lt;br /&gt;
}}&lt;br /&gt;
Once your [[fortress]] becomes the capital of a [[Duke/Duchess|duchy]], 'The Incoming King' will appear on your nobles screen. You will need to reach a certain architectural value, road value, and offerings required (to the dwarven civ's merchants) for the King to arrive. The values needed for each vary from fort to fort, but can be viewed by examining 'The Incoming King' on the nobles screen. Offerings to merchants must actually reach the king - i.e. the merchants must make it safely out of the area with your offerings.&lt;br /&gt;
&lt;br /&gt;
This is the dwarf named as ruler of the dwarf civilization in the [[civilization]]s screen. When the King arrives, your fortress will be promoted to Mountainhome and capital of that civilization.&lt;br /&gt;
&lt;br /&gt;
If you find adamantine, this noble will make a surprise arrival, dressed as a peasant. It is unknown whether he follows the same demands as the previous versions' Adamantine Kings.&lt;br /&gt;
&lt;br /&gt;
If the king arrives normally (i.e. not from adamantine), he will come with an entourage. This consists of some Royal [[Guards]], a [[consort]], an [[advisor]], and (it seems) some peasants. {{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5107</id>
		<title>40d Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Strange_mood&amp;diff=5107"/>
		<updated>2008-01-27T05:18:28Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the new version still have the strange mood? It wouldnt be complete without it!&lt;br /&gt;
&lt;br /&gt;
:It still exists, I've had it happen several times now, I went to the archive wiki and copy/pasted the old page.&lt;br /&gt;
&lt;br /&gt;
::Isnt that why the wiki was nuked? To make sure that no old info lingers? Ill put some &amp;quot;verify&amp;quot; in there, I dont think that the bold text is enough for users to understand that some of this may no longer apply. --[[User:Mizipzor|Mizipzor]] 06:03, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I agree. Although moods themselves don't seem to have been changed in this version, the changes to the stones/ores that they use means that some of the information in this article is no longer true. I'll have a go at cleaning it up when I have the proper time for it, but this wiki definitely needs a 'no copypasting from the archives' rule to avoid screwups like this. If people are going to copypaste old stuff, then it is downright irresponsible of them not to verify the accuracy of the information before committing it to the wiki. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
I know, I was a huge fan of that little strange aspect of the old one.&lt;br /&gt;
&lt;br /&gt;
I need my dwarfs to make more swordfish bone swords, and i still need some glass weapons/armor&lt;br /&gt;
&lt;br /&gt;
The moods seem to have changed. One of my dwarfs went fey, made a nice hematite mug, and is now a legendary... Engraver. Very wierd, he also had no stoneworking or other craftdwarf skills. But he was a competent mason. This was also my fifth dwarf who took the same craftworkshop, so it's a bit strange. --[[User:Soyweiser|Soyweiser]] 17:36, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Six fey dwarf, all took the craftdwarfshop, now my bowyer took one. Think it might be a bug. Is the 15 artifacts limit still in? --[[User:Soyweiser|Soyweiser]] 14:34, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Whohoo my second legendary engraver made a gold mug. My bowyer became a legendary engraver. --[[User:Soyweiser|Soyweiser]] 14:40, 8 November 2007 (EST)&lt;br /&gt;
::: Scratch all that, one of my woodworkers just used a carpenters shop. --[[User:Soyweiser|Soyweiser]] 07:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Have you marked all statements in the article that risks being falsified with &amp;lt;nowiki&amp;gt;{{verify}}&amp;lt;/nowiki&amp;gt;? --[[User:Mizipzor|Mizipzor]] 19:41, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey, I am getting a dwarf who wants &amp;quot;raw...crystal&amp;quot;. Help? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
:Probably wants raw crystal glass. I had a dwarf ask for &amp;quot;raw...green&amp;quot;, they wanted raw green glass. Looks like Toady might have moved the glass demands out of the &amp;quot;rough...color&amp;quot; category. [[User:Iddq?|Iddq?]]&lt;br /&gt;
&lt;br /&gt;
About the engravers taking over craftdwarf's shops and becoming legendary engravers afterwards is quite true. I recently got a bunch of immigrants, and the engraver that came with them fell into a strange mood before even crossing the bridge on my river. He took over a craftdwarf's workshop and made a basalt scepter, and now he's legendary level in engraving. So yeah, perfect laboratory conditions, he was 100% engraver when he went into his mood and came out a legendary engraver. --[[User:Zhang5|Zhang5]] 17:07, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It seems that no craft skill is required.  I just had a peasant go into a strange mood.  His skills were: competent marksdwarf; novice wrestler; novice armor wearer.  He grabbed a craftsdwarf's workshop and 10 items (3xFelsite, Schorls, Tigereyes, Red Beryls, Giant cave swallow leather, Grizzly Bear Leather, Rough harlequin opals and Ash logs -- guess he has expensive taste?) and churned out an idol in relatively short order.  This is my 9th successful mood in this fortress, and I've seen requests for between 3 and 10 items, personally.  Since they seem to be increasing in complexity, I've either hit the item cap, or I'm about to break ten :)  [[User:Doctorlucky|Doctorlucky]] 16:34, 19 November 2007 (EST)&lt;br /&gt;
:This is consistent with older versions.  Moody peasants would become crafters, and 10 items was the cap.  The minimum was 1 item -- generally when constructing a &amp;quot;perfect gem&amp;quot;.--[[User:Maximus|Maximus]] 16:55, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had a miner go into a strange mood, take over a mason's workshop, and make a something that got him up to legendary miner status. In my current fort, I have had 6 artifacts made, 2 of which were actual moods and 5 of which were possessions (I can add, one of them failed and the dwarf became a babbling wreck). My dwarves love to use only one item: an oak door (1 item), an olivine coffin (2 items), a turtle shell mask (1 item and is my cheapest artifiact at 3600), a diorite amulet (3 items), and a perfect jelly opal (1 item). --[[User:Penguinofhonor|Penguinofhonor]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where to add the info that in my game (.33c) a miner took over a mason's workshop, became legendary miner and then held the artifact in his right hand instead of a pick, which became 'hauled', then droped the pick and then took the pick with his left hand? He can mine after all these. While holding a 667 weight units cabinet in his right hand. --[[User:Another|Another]] 10:07, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had dwarf Miller, profecienty Grower who had Fey Mood, and he became a  Legendary Mason ....&lt;br /&gt;
Is it normal ? [[user:Feydreva|Feydreva]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of my dwarves has become possessed and is demanding cloth, bones and stone, which I have plenty of. But he refuses to go fetch them. Is there something I'm doing wrong?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Patarak|Patarak]] ([[User talk:Patarak|talk]]•[[Special:Contributions/Patarak|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
: They want either silk or fiber cloth. Make sure you have both! [[User:Bartavelle|Bartavelle]] 03:40, 21 January 2008 (EST)&lt;br /&gt;
==Maximum number of artifacts==&lt;br /&gt;
Well, I just got my umpteenth mood, and it resulted in the 16th successfully created artifact.(33b)  So that 15 cap thing is clearly wrong.  As it happens, this single artifact is worth 754,800, and is an adamantine spear decorated with, among other things, adamantine.  For the record, in case this data is important to someone tabulating number of ingredients, my moods in order created the following objects using the corresponding number of ingredients: (Flute, 4; Mechanism, 4; Spear, 3; Millstone, 6; Ring, 8; Chest, 7; Cape, 7; Ring, 9; Statue, 8; Idol, 10; earring, 8; Buckler, 8; Table, 3; Mechanism, 10; Bracelet, 5; and Spear, 8). [[User:Doctorlucky|Doctorlucky]] 04:54, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Do fell/macabre moods still exist? I haven't seen any for quite a few versions. It'd be nice to have that verified.&lt;br /&gt;
&lt;br /&gt;
== clarification on &amp;quot;trade&amp;quot; skills ==&lt;br /&gt;
&lt;br /&gt;
Are trade skills all the skills that produce items with some level of quality? Mainly I want to know if dyer is a trade skill. And how does that work with miner? I didn't think miner was a trade skill. Maybe someone who knows more than me could clarify in the wiki.&lt;br /&gt;
I just got my first artifact. It's worth 2400. The dwarf took one log and made a scepter. -[[User:Radtse|Radtse]]&lt;br /&gt;
&lt;br /&gt;
:I don't know exactly, we should make a list of the skills we know are not trade skills. I'll start: my brewer/grower once got a strange mood and made a wood item and gained woodcrafting skill. Let's try to only add to the list when we have experienced a moody dwarf with that skill only.--[[User:Valdemar|Valdemar]] 19:36, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm adding Weaver and Furnace Operator to this list, since they're on the wiki. I haven't seen them myself, but I'm assuming someone else has. Knowing that Furnace Operator is a &amp;quot;fey-able&amp;quot; skill will be quite helpful.-[[User:Radtse|Radtse]] 18:28, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Where's cooking fit in? --[[User:KittenyKat|KittenyKat]] 20:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
List of non-trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
&lt;br /&gt;
Skills that may be used and gained by dwarves with no trade skills:&lt;br /&gt;
&lt;br /&gt;
* [[Wood crafter]]&lt;br /&gt;
* [[Stone crafter]]&lt;br /&gt;
&lt;br /&gt;
Skills that use a different skill(See list above), but give correct skill:&lt;br /&gt;
&lt;br /&gt;
* [[Miner]]&lt;br /&gt;
* [[Engraver]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Weaver]]&lt;br /&gt;
&lt;br /&gt;
== mood condition ==&lt;br /&gt;
The 20 dwarves / no crazy stuff has been found while looking at the binary of v0.27.169.33d, might be different now, but i don't think so. [[User:Bartavelle|Bartavelle]] 15:08, 2 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Random Workshop Seizure ==&lt;br /&gt;
&lt;br /&gt;
I just had a gem cutter seize a carpenter's workshop and make a perfect gem; upon completion I had a worthless Legendary dwarf and a new jeweler's workshop, so I guess that's still in from the previous version. I've removed the verify in the article. [[User:Tacroy|Tacroy]] 16:51, 9 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dungeon_master&amp;diff=23756</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=23756"/>
		<updated>2008-01-27T03:32:18Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &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).&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26162</id>
		<title>40d:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=26162"/>
		<updated>2008-01-27T03:26:51Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for [[Dwarf fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]] live in fortresses - usually underground complexes with all the required buildings for dwarven living. They're [[Fortress name|named in a specific manner]].&lt;br /&gt;
&lt;br /&gt;
To tell what your &amp;quot;rank&amp;quot; your fortress has, look on the nobles screen, if you have the manager it should say X manager where X is your fortress &amp;quot;rank&amp;quot;. The other option is to stroke {{K|z}} and look at the top left corner where your fortresses rank and name are.&lt;br /&gt;
&lt;br /&gt;
== Denomination ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are named according to their population.&lt;br /&gt;
&lt;br /&gt;
* '''Outpost:''' Less than 20 dwarves.&lt;br /&gt;
* '''Hamlet:''' 20-49 dwarves.&lt;br /&gt;
* '''Village:''' 50-84 dwarves.&lt;br /&gt;
* '''Town:''' 85+-109 dwarves &lt;br /&gt;
* '''City:''' 110-139? dwarves {{Verify}}&lt;br /&gt;
* '''Metropolis:''' 140-?? dwarves {{Verify}}&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land:&lt;br /&gt;
&lt;br /&gt;
* '''Barony capital:''' Home of the [[Baron|Baron/Baroness]]&lt;br /&gt;
* '''County capital:''' Home of the [[Count|Count/Countess]]&lt;br /&gt;
* '''Duchy capital:''' Home of the [[Duke/Duchess]]&lt;br /&gt;
* '''Mountainhome:''' Home of the [[King|King/Queen]] of that dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28026</id>
		<title>40d Talk:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress&amp;diff=28026"/>
		<updated>2008-01-27T03:26:17Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Noblogem and the surrounding lands have been made a county.''  It may have coincided with breaking 400,000 created wealth.  --[[User:Geekwad|Geekwad]] 18:22, 20 November 2007 (EST)&lt;br /&gt;
-Considering I hit 1M created wealth before the arrival of the baron, I'd think that created wealth has very little to do with when a fortess &amp;quot;evolves&amp;quot; --[[User:Sebbekai|Sebbekai]] 17:12, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
The City -&amp;gt; Metropolis transition appears to be 150 pop. Unsure as to wether this is the only requirement though. --[[User:TangoThree|TangoThree]] 17:30, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I had the City -&amp;gt; Metropolis transition at 140 dwarves. It changed to a Duchy at the same time.&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20233</id>
		<title>40d:Tomb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tomb&amp;diff=20233"/>
		<updated>2008-01-26T12:48:30Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tombs can be designated from a [[Burial receptacle|coffin (or casket or sarcophagus)]], and can then be assigned to specific dwarves. This is mostly if you want to ensure where each dwarf gets buried and to make them happier - A dwarf gets a yearly happiness bonus if they have a personal tomb. In some circumstances a [[noble]] will get an unhappy thought if an &amp;quot;inferior&amp;quot; dwarf has a tomb, however it is unclear what quality threshold the tomb must be to trigger the thought.&lt;br /&gt;
&lt;br /&gt;
If you do not designate tombs, dwarves will still be buried if you set (u)se for burial, but will now be buried in a randomly available coffin instead.&lt;br /&gt;
&lt;br /&gt;
Nobles may also store certain favored objects in their tombs.&lt;br /&gt;
&lt;br /&gt;
Tombs will have various room grades. Read about them at the '''[[room]]'''-section.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:Rooms]]&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10045</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10045"/>
		<updated>2007-11-02T05:59:31Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Gives the forth dwarf as leader and all positions''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10044</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10044"/>
		<updated>2007-11-02T05:57:52Z</updated>

		<summary type="html">&lt;p&gt;Rabek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Treasurer comes before 100,000 wealth. I had one long before now, and current wealth is 74,261. --[[User:Rabek|Rabek]] 01:57, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
&lt;br /&gt;
There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Gives the forth dwarf as leader and all positions''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3408</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3408"/>
		<updated>2007-10-31T01:49:52Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Appointments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators (N) screen.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses social skills.  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of all four titles remains alive.&lt;br /&gt;
**[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and social skills.  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**[[Treasurer]]: A promoted version of the [[Bookkeeper]]. Requirements and purpose unknown. (Coin requirement is less than in previous versions. No more than 2500)&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
**[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3407</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3407"/>
		<updated>2007-10-31T01:04:49Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Appointments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators (N) screen.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses social skills.  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of all four titles remains alive.&lt;br /&gt;
**[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and social skills.  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**[[Treasurer]]: A promoted version of the [[Bookkeeper]]. Requirements and purpose unknown.&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
**[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3406</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3406"/>
		<updated>2007-10-31T01:04:01Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Appointments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators (N) screen.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses social skills.  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of all four titles remains alive.&lt;br /&gt;
    *[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and social skills.  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**[[Treasurer]]: A promoted version of the [[Bookkeeper]]. Requirements and purpose unknown.&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
**[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3405</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3405"/>
		<updated>2007-10-31T01:03:35Z</updated>

		<summary type="html">&lt;p&gt;Rabek: /* Appointments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators (N) screen.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses social skills.  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of all four titles remains alive.&lt;br /&gt;
    *[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and social skills.  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
    *[[Treasurer]]: A promoted version of the [[Bookkeeper]]. Requirements and purpose unknown.&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;br /&gt;
    *[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;/div&gt;</summary>
		<author><name>Rabek</name></author>
	</entry>
</feed>