- 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.
40d: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 | ||
| ||
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.