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40d:Dungeon master

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Revision as of 02:30, 3 February 2008 by Bhudson (talk | contribs) (features need not be hidden in 33g, but it's a bug. Also, cosmetics on the rest.)
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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
  • 50 population
  • Discover site feature
Function
  • Tame exotic animals

"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.