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40d:Dungeon master

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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