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Difference between revisions of "40d:Dungeon master"

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*Metal crafter
 
*Metal crafter
  
Additionally, Dungeon masters have armor crafting turned on even though they possess no base skill.{{verify}} 
+
Additionally, Dungeon masters have armor crafting and weapon smithing turned on even though they possess no base skill.  
 
 
Verified in 33e - the Dungeon Master will function as a Metalsmith and Weaponsmith even though they possess no base skill.
 
  
 
Requires:  
 
Requires:  

Revision as of 00:04, 28 December 2007

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 hidden 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 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 and weapon smithing turned on even though they possess no base skill.

Requires:

  • Office
  • Quarters
  • Dining Room
  • Burial Chamber
  • 1 Chests
  • 1 Cabinet
  • 1 Weapon Rack
  • 1 Armor Stand