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Difference between revisions of "40d:Dungeon master"
(Clarified who can tame exotic pets) |
(just mentioning the dungeon master's clothing preferences...) |
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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 [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 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. {{version|0.27.176.38c}} The dungeon master may also arrive alone, without immigrants. | 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 [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 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. {{version|0.27.176.38c}} 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 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. |
Revision as of 23:53, 15 February 2009
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 | ||
| ||
Function | ||
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- "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.