v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

23a:Dungeon master

From Dwarf Fortress Wiki
Revision as of 16:24, 4 September 2021 by Quietust (talk | contribs) (curious finding from disassembly)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
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 1
Arrival conditions
Function
  • Enables use of electrum
  • Tame exotic animals
  • Work at the forge
This article is about an older version of DF.
"The dungeon master ponders fell beasts and treasure."

The dungeon master is a noble that arrives in a fortress' first immigrant wave after minting at least 25,000 coins (50 batches) and discovering the chasm.

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's presence also enables the usage of electrum in metalsmithing as well as allowing both electrum and platinum coins to be used as currency (and also causes the bookkeeper to begin mandating their production). If any platinum coins were minted prior to the dungeon master's arrival, they will immediately become legal tender, and any dwarves who purchased them as "commemorative coins" will suddenly find themselves to be incredibly wealthy (since a single stack will be worth 15,000☼).

The dungeon master arrives with skills from both the metalsmith and trapper groups at (no adjective) skill level. These skills are:

Additionally, dungeon masters have the metalsmithing labor turned on, even though they have no base weaponsmith, armorsmith, or blacksmith skill. 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. However, dungeon masters will not build metal buildings, such as bridges or aqueducts. Like any noble, dungeon masters also perform some tasks that do not require any particular labor, and may gain grower skill in this way.*

(* If the standing orders option "Dwarves All Harvest" is selected (under o, "Set Orders and Options"), all dwarves, including nobles, will slowly gain Grower skill from harvesting, but will not plant unless that labor is designated for that dwarf. That is the use of the skill is what determines stack size of crops, and since it is not possible to designate that labor in Dungeon Masters, they only gain experience towards attributes from this, not a skill that can be used.)

All dungeon masters have the same list of preferences: obsidian, electrum, platinum, diamond, emerald, ruby, sapphire, dragon bone, two-handed swords, plate mail, cloaks, crowns, large gems, coins, and a random fanciful creature. They are also intended to prefer to consume dwarven beer, but do not due to a bug (it looks for "CAVE WHEAT" instead of "GRASS_WHEAT_CAVE").

Economy
Trade
Wealth
Justice
Guilds
Cults
Nobility
Other
Foreign