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Difference between revisions of "40d:Dungeon master"
m (exotic animals are animals with the [PET_EXOTIC] tag. Also verifying that DM does not start with weapon/armorsmithing skill) |
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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 brook (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; 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 brook (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; currently this is not (yet) the case. {{version|0.27.176.38c}} The dungeon master may also arrive alone, without immigrants. | ||
− | The presence of this noble allows taming of exotic animals. | + | The presence of this noble allows taming of exotic animals. Exotic animals are animals with the [PET_EXOTIC] tag. |
The dungeon master arrives with skills from both the metalsmith and ranger groups. These skills are: | The dungeon master arrives with skills from both the metalsmith and ranger groups. These skills are: |
Revision as of 00:59, 6 April 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 if certain site features are present like magma, a river or 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 presence of this noble allows taming of exotic animals. Exotic animals are animals with the [PET_EXOTIC] tag.
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.