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Difference between revisions of "40d:Dungeon master"

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{{Noble
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{{quality|Exceptional|16:03, 29 April 2011 (UTC)}}{{Noble
 
| noble=Dungeon Master
 
| noble=Dungeon Master
 +
| office=Office
 
| quarters=Quarters
 
| quarters=Quarters
 
| dining=Dining Room
 
| dining=Dining Room
| office=Office
 
 
| tomb=Burial Chamber
 
| tomb=Burial Chamber
| stands=1
 
| racks=1
 
 
| chests=1
 
| chests=1
 
| cabinets=1
 
| cabinets=1
 +
| racks=1
 +
| stands=1
 +
| demands=1
 
| arrival=
 
| arrival=
 
* 50 population
 
* 50 population
* Discover hidden site feature
+
* Discover at least 1 map feature
 
| function=
 
| function=
 
* Tame exotic animals
 
* Tame exotic animals
}}
+
* Work at the forge
''"The dungeon master ponders fell beasts and treasure."''
+
}}{{av}}
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:''"The dungeon master ponders fell beasts and treasure."''
 +
 
 +
The '''dungeon master''' is a [[noble]] and, like the [[Leader|expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[Immigration|immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 once a ''map feature'' has been discovered (such as a [[brook]], [[river]], [[magma pool]], [[chasm]], or [[underground river]]). The dungeon master may also arrive alone, without immigrants.
 +
 
 +
The dungeon master has a somewhat... odd taste in clothing, often showing up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen at a time.
 +
 
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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.
 +
 
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The dungeon master arrives with skills from both the [[Metalsmith|metalsmith]] and [[Ranger|ranger]] groups at (''no adjective'') skill level. These skills are:
 +
*[[Animal trainer]]
 +
*[[Animal caretaker]]
 +
*[[Furnace operator]]
 +
*[[Metal crafter]]
  
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 is suspected to arrive in a fortress' first immigrant wave after reaching a population of 50 and discovering a hidden site feature. (This has been partially confirmed by Toady One - in [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=002748 this]] thread of the bay12games forum. However, in the current state of the game (33g), any site feature, even non-hidden - e.g. a brook, river or open magma vent, will trigger the arrival of the Dungeon Master.)
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Additionally, dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor turned on even though they possess no base skill.  Since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such. However, dungeon masters will not build metal [[construction]]s.  Like any [[noble]], dungeon masters also perform some tasks that do not require any particular labor, and may gain [[grower]] skill in this way.*
  
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:''(* If the [[standing orders]] option "Dwarves All Harvest" is selected (under {{k|o}}, "Set Orders and Options"), all dwarves, including [[noble]]s, will slowly gain Grower skill from harvesting, but will not plant unless that [[labor]] is designated for that dwarf.  That is the use of the skill is what determines [[stack]] size of [[crop]]s, and since it is not possible to designate that labor in Dungeon Masters, they only gain [[experience]] towards [[attribute]]s from this, not a [[skill]] that can be used.)''
  
The dungeon master also arrives with skills from both the metalsmith and ranger groups, this reflects how the presence of this noble allows taming of exotic animals<!-- and production of electrum coins {{verify}} -- I have minted electrum coins w/out a Dungeon Master in .33b and was able to tame new large animals after he arrived in .33a. ~~~~ -->. These skills are:
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All dungeon masters like [[obsidian]], [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], [[emerald]], [[ruby]], [[sapphire]], [[dragon]] bone, [[weapon|two-handed swords]], [[armor|plate mail]], [[armor|cloak]]s, [[crown]]s, [[large gem]]s, [[coin]]s, and a random [[fanciful]] creature. They are also intended to like diamonds and prefer to consume [[dwarven beer]], but do not due to bugs (generic uncolored [[23a:diamond|diamond]]s were removed in version 0.27.169.32a, and it looks for "CAVE WHEAT" instead of "GRASS_WHEAT_CAVE").
*Animal trainer
 
*Animal caretaker
 
*Furnace operator
 
*Metal crafter
 
  
Additionally, Dungeon masters have armor crafting,weapon smithing and metal smithing turned on even though they possess no base skill.
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{{nobles}}
[[Category:Nobles]]
 

Latest revision as of 14:42, 21 March 2022

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 1
Arrival conditions
  • 50 population
  • Discover at least 1 map feature
Function
  • Tame exotic animals
  • Work at the forge
This article is about an older version of DF.
"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 once a map feature has been discovered (such as a brook, river, magma pool, chasm, or underground river). The dungeon master may also arrive alone, without immigrants.

The dungeon master has a somewhat... odd taste in clothing, often showing up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen at a time.

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 the armorsmith, weaponsmithing and metalsmithing labor turned on even though they possess no base skill. Since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled dwarf unless Workshop Profiles are used on the forge to prevent such. However, dungeon masters will not build metal constructions. Like any noble, dungeon masters also perform some tasks that do not require any particular labor, and may gain grower skill in this way.*

(* If the standing orders option "Dwarves All Harvest" is selected (under o, "Set Orders and Options"), all dwarves, including nobles, will slowly gain Grower skill from harvesting, but will not plant unless that labor is designated for that dwarf. That is the use of the skill is what determines stack size of crops, and since it is not possible to designate that labor in Dungeon Masters, they only gain experience towards attributes from this, not a skill that can be used.)

All dungeon masters like obsidian, copper, silver, electrum, gold, platinum, emerald, ruby, sapphire, dragon bone, two-handed swords, plate mail, cloaks, crowns, large gems, coins, and a random fanciful creature. They are also intended to like diamonds and prefer to consume dwarven beer, but do not due to bugs (generic uncolored diamonds were removed in version 0.27.169.32a, and it looks for "CAVE WHEAT" instead of "GRASS_WHEAT_CAVE").

Appointed Nobles
Elected Nobles
Aristocrats
Entourage
Other