v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Dungeon master"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(just mentioning the dungeon master's clothing preferences...)
m
Line 30: Line 30:
  
 
Additionally, Dungeon masters have [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] turned on even though they possess no base skill. At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such.
 
Additionally, Dungeon masters have [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] turned on even though they possess no base skill. At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such.
 +
 +
All dungeon masters like [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], and cloaks{{verify}} among other things.
  
 
[[Category:Nobles]]
 
[[Category:Nobles]]

Revision as of 13:26, 5 May 2009

Dungeon Master
Room requirements  
Office Office
Quarters Quarters
Dining room Dining Room
Tomb Burial Chamber
Furniture requirements
Chests 1
Cabinets 1
Weapon racks 1
Armor stands 1
Other
Mandates None
Demands None
Arrival conditions
  • 50 population
  • Discover site feature
Function
  • Tame exotic animals
"The dungeon master ponders fell beasts and treasure."

The dungeon master is a noble and, like the expedition leader, is not a position that can be replaced by the player. S/he arrives as an immigrant and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like magma, a river or a brook (as confirmed by Toady One). Toady has signaled the intention that the site feature should initially be hidden; the dungeon master would only arrive after the feature is discovered; currently this is not (yet) the case. v0.27.176.38c The dungeon master may also arrive alone, without immigrants.

The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure more cloaks to wear over the first at your fortress. This is because the dungeon master is insane.

The presence of this noble allows taming of exotic animals (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.

The dungeon master arrives with skills from both the metalsmith and ranger groups at (no adjective) skill level. These skills are:

Additionally, Dungeon masters have armorsmith, weaponsmithing and metalsmithing turned on even though they possess no base skill. At the momentv0.28.181.40d since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled dwarf unless Workshop Profiles are used on the forge to prevent such.

All dungeon masters like copper, silver, electrum, gold, platinum, and cloaks[Verify] among other things.