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Difference between revisions of "40d:Dungeon master"
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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Line 11: | Line 11: | ||
| arrival= | | arrival= | ||
* 50 population | * 50 population | ||
− | * Discover | + | * Discover site feature |
| function= | | function= | ||
* Tame exotic animals | * Tame exotic animals | ||
Line 17: | Line 17: | ||
''"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 | + | 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 | + | The dungeon master arrives with skills from both the metalsmith and ranger groups. These skills are: |
*Animal trainer | *Animal trainer | ||
*Animal caretaker | *Animal caretaker | ||
Line 26: | Line 27: | ||
*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
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 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.