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Difference between revisions of "40d:Dungeon master"
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Additionally, Dungeon masters have armor crafting,weapon smithing and metal smithing turned on even though they possess no base skill. | Additionally, Dungeon masters have armor crafting,weapon smithing and metal smithing turned on even though they possess no base skill. | ||
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[[Category:Nobles]] | [[Category:Nobles]] |
Revision as of 16:28, 30 January 2008
Room requirements | ||
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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 | ||
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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 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 confirmed by Toady One - in 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.)
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. These skills are:
- 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.