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Difference between revisions of "40d:Dungeon master"

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m (link and evidence from Toady fix)
(features need not be hidden in 33g, but it's a bug. Also, cosmetics on the rest.)
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| arrival=
 
| arrival=
 
* 50 population
 
* 50 population
* Discover hidden site feature
+
* Discover site feature
 
| function=
 
| function=
 
* Tame exotic animals
 
* Tame exotic animals
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''"The dungeon master ponders fell beasts and treasure."''
 
''"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 partially confirmed by Toady One - in [[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=002748 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 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 and discovering a site feature (as [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=002748 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; this may later be fixed.{{version|0.27.169.33g}}
  
 +
The presence of this noble allows taming of exotic animals.
  
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<!-- and production of electrum coins {{verify}} -- I have minted electrum coins w/out a Dungeon Master in .33b and was able to tame new large animals after he arrived in .33a.  ~~~~ -->. These skills are:
+
The dungeon master arrives with skills from both the metalsmith and ranger groups. These skills are:
 
*Animal trainer
 
*Animal trainer
 
*Animal caretaker
 
*Animal caretaker
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*Metal crafter
 
*Metal crafter
  
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.  
 
[[Category:Nobles]]
 
[[Category:Nobles]]

Revision as of 02:30, 3 February 2008

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

"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 and discovering a site feature (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; this may later be fixed.v0.27.169.33g

The presence of this noble allows taming of exotic animals.

The dungeon master arrives with skills from both the metalsmith and ranger groups. 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.