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Editing 40d:Dungeon master

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{{quality|Exceptional|16:03, 29 April 2011 (UTC)}}{{Noble
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{{Noble
 
| noble=Dungeon Master
 
| noble=Dungeon Master
| office=Office
 
 
| quarters=Quarters
 
| quarters=Quarters
 
| dining=Dining Room
 
| dining=Dining Room
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| office=Office
 
| tomb=Burial Chamber
 
| tomb=Burial Chamber
 +
| stands=1
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| racks=1
 
| chests=1
 
| chests=1
 
| cabinets=1
 
| cabinets=1
| racks=1
 
| stands=1
 
| demands=1
 
 
| arrival=
 
| arrival=
 
* 50 population
 
* 50 population
* Discover at least 1 map feature
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* Discover hidden site feature
 
| function=
 
| function=
 
* Tame exotic animals
 
* Tame exotic animals
* Work at the forge
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}}
}}{{av}}
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''"The dungeon master ponders fell beasts and treasure."''
:''"The dungeon master ponders fell beasts and treasure."''
 
 
 
The '''dungeon master''' is a [[noble]] and, like the [[Leader|expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[Immigration|immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 once a ''map feature'' has been discovered (such as a [[brook]], [[river]], [[magma pool]], [[chasm]], or [[underground river]]). The dungeon master may also arrive alone, without immigrants.
 
 
 
The dungeon master has a somewhat... odd taste in clothing, often showing 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 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.
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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 is suspected to arrive in a fortress' first immigrant wave after reaching a population of 50.{{verify}}
  
The dungeon master arrives with skills from both the [[Metalsmith|metalsmith]] and [[Ranger|ranger]] groups at (''no adjective'') skill level. These skills are:
 
*[[Animal trainer]]
 
*[[Animal caretaker]]
 
*[[Furnace operator]]
 
*[[Metal crafter]]
 
  
Additionally, dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor turned on even though they possess no base 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 [[construction]]sLike any [[noble]], dungeon masters also perform some tasks that do not require any particular labor, and may gain [[grower]] skill in this way.*
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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<!-- and production of electrum coins {{verify}} -- I have minted electrum coins w/out a Dungeon Master in .33b and was able to tame new large animals after he arrived in .33a~~~~ -->. These skills are:
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*Animal trainer
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*Animal caretaker
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*Furnace operator
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*Metal crafter
  
:''(* If the [[standing orders]] option "Dwarves All Harvest" is selected (under {{k|o}}, "Set Orders and Options"), all dwarves, including [[noble]]s, 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 [[crop]]s, and since it is not possible to designate that labor in Dungeon Masters, they only gain [[experience]] towards [[attribute]]s from this, not a [[skill]] that can be used.)''
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Additionally, Dungeon masters have armor crafting and weapon smithing turned on even though they possess no base skill.  
  
All dungeon masters like [[obsidian]], [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], [[emerald]], [[ruby]], [[sapphire]], [[dragon]] bone, [[weapon|two-handed swords]], [[armor|plate mail]], [[armor|cloak]]s, [[crown]]s, [[large gem]]s, [[coin]]s, and a random [[fanciful]] creature. They are also intended to like diamonds and prefer to consume [[dwarven beer]], but do not due to bugs (generic uncolored [[23a:diamond|diamond]]s were removed in version 0.27.169.32a, and it looks for "CAVE WHEAT" instead of "GRASS_WHEAT_CAVE").
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Requires:  
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*Office
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*Quarters
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*Dining Room
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*Burial Chamber
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*1 Chests
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*1 Cabinet
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*1 Weapon Rack
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*1 Armor Stand
  
{{nobles}}
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[[Category:Nobles]]

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