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Editing v0.34:Legendary artifact
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Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, "named" [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]]. | Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, "named" [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]]. | ||
− | Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k| | + | Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}. |
== Uses == | == Uses == | ||
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Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture. | Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture. | ||
− | Certain artifact types (barrels, buckets, mechanisms, etc | + | Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value. |
=== Weapons === | === Weapons === | ||
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Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates. | Artifact [[weapon]]s (if not being used in the military) can be put into a [[trap#Weapon Trap|weapon trap]], which will make it count as valuable [[furniture]]. Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates. | ||
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+ | Artifact mechanisms are useful in weapon traps, making the trap extremely accurate and deadly. They can also be used, with the help of a [[necromancer]], to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s. | ||
=== Finished Goods === | === Finished Goods === | ||
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Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode. | Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode. | ||
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== Adventure Mode == | == Adventure Mode == | ||
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== Other notes == | == Other notes == | ||
− | + | Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough. | |
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− | Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact | ||
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− | What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough | ||
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Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type. They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges. The loss of an artifact does not appear to affect the happiness of its creator. | Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type. They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges. The loss of an artifact does not appear to affect the happiness of its creator. | ||
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Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast. | Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast. | ||
− | Artifacts can be disabled in [[ | + | Artifacts can be disabled in [[D_init.txt]] |
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them. | Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them. |