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Difference between revisions of "40d:Dungeon master"
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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). This only occurs after the features have been discovered. 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). 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 | + | 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 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 17:19, 23 October 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 | ||
|
- "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.
All dungeon masters like copper, silver, electrum, gold, platinum, and cloaks among other things.
A dungeon master will not make mandates.