- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
Difference between revisions of "DF2014:Edge"
LethosorBot (talk | contribs) (Migrating v50 page (1090/4618) (content)) Tag: Removed redirect |
|||
Line 1: | Line 1: | ||
+ | {{Quality|Fine}} | ||
{{av}} | {{av}} | ||
− | |||
[[Material]]s have a sharpness property, defined as {{token|MAX_EDGE|md|<number>}}. In combat, this presumably defines how well the material works when used for [[slashing]] attacks. | [[Material]]s have a sharpness property, defined as {{token|MAX_EDGE|md|<number>}}. In combat, this presumably defines how well the material works when used for [[slashing]] attacks. |
Latest revision as of 02:44, 23 April 2024
This article is about an older version of DF. |
Materials have a sharpness property, defined as [MAX_EDGE:<number>]
. In combat, this presumably defines how well the material works when used for slashing attacks.
Most materials draw this from their Material template, but placing a [MAX_EDGE]
tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000]
, while the Stone Material Template has [MAX_EDGE:1000]
. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.
Actual weapon sharpness depends on its quality: masterwork and artifact blades have the above-mentioned maximum material edge, while regular-quality items get only half as much.