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Difference between revisions of "40d:Dungeon master"

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(Looking at the game I see "talented grower" listed)
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*[[Metal crafter]]
 
*[[Metal crafter]]
  
Additionally, Dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor turned on even though they possess no base skill, and can also become skilled as [[grower]]s.  At the moment{{version|0.28.181.40d}} 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.
+
Additionally, dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor 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 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 (although the only effect of this is to increase attributes).
  
 
All dungeon masters like [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], and cloaks among other things.
 
All dungeon masters like [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], and cloaks among other things.

Revision as of 06:03, 1 November 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
  • Work at the forge
"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). This only occurs after the features have been discovered. 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 additional cloaks and wear them on top of each other, often as many as a dozen cloaks 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. At the momentv0.28.181.40d 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 (although the only effect of this is to increase attributes).

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

A dungeon master will not make mandates.