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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 is suspected to arrive in a fortress' first immigrant wave after reaching a population of 50.[Verify]
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. These skills are:
- Animal trainer
- Animal caretaker
- Furnace operator
- Metal crafter
Additionally, Dungeon masters have armor crafting turned on even though they possess no base skill.[Verify]
Verified in 33e - the Dungeon Master will function as a Metalsmith and Weaponsmith even though they possess no base skill.
Requires:
- Office
- Quarters
- Dining Room
- Burial Chamber
- 1 Chests
- 1 Cabinet
- 1 Weapon Rack
- 1 Armor Stand