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Difference between revisions of "Legendary artifact"

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[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]
 
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]
 
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|l}}.
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Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of their type. Artifacts can also be stolen, sold or warred over, and may transfer between civilizations in those ways. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40).  
  
 
== Uses ==
 
== Uses ==
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=== Furniture ===
 
=== Furniture ===
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Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.
 +
 
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.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.
+
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. They can also potentially be displayed on a [[pedestal]] or in a [[display case]].
  
=== Weapons ===
+
=== Weapons/Armor ===
Artifact weapons get a large ×3 quality bonus to their weapon accuracy and armor deflection values (compared to ×2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)
+
Artifact equipment get a large ×3 quality bonus to their weapon accuracy and armor deflection values (compared to ×2 to masterwork); this is not enough to make totally inappropriate materials competitive with [[steel]] masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)
  
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]].
  
 
=== Finished Goods ===
 
=== Finished Goods ===
[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]
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[[File:Artifact Storage.png|thumb|right|300px|Finished goods are not particularly useful, only adding to your [[wealth]] (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different [[kobold]] [[civilization]]s.]]
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none.
+
An artifact [[gem]] is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none. '''Since the new update, it has been possible to trade all artifacts, including gems''', so perfect gems are useful both for boosting fortress value and boosting exported wealth.  
  
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. The newly added [[display case|display cases]] and [[pedestal|pedestals]] can be used to show off otherwise useless artifact crafts.
  
 
=== Cages ===
 
=== Cages ===
  
Artifact cages are apparently intended to be impossible for creatures to escape.  However, due to a bug, the logic appears to be backwards -- currently, creatures can eventually escape from [[artifact]] cages, but not from lower-quality cages.{{bug|6117}}
+
Artifact cages and animal traps are unique in that they are capable of containing '''any''' type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.
  
 
== Adventure Mode ==
 
== Adventure Mode ==
  
Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode.
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Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode. Adventurers can also receive quests to retrieve artifacts.
 +
 
 +
== Artifact Classification ==
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{{New in|0.44.01}}
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{{under construction|align=left}}
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[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]
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When an artifact is created, its creator will claim their artifact for a particular purpose. Examples include offering it to your fortress's civilization or site government ("He/She offers it to <entity>"), claiming it as a family heirloom ("He/she claims it as a family heirloom", or alternatively "He/she claims it as a family heirloom in the name of the family ancestor <figure>", although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure ("He/she claims it as a personal treasure"). It's currently unknown at the time of writing what exactly these classifications affect, although there is reasonable speculation it affects historical generated raid events, as well as raids on your fortress should you possess a foreign artifact.
  
 
== 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, although its value will remain the same.
+
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, although its value and effectiveness will remain the same.
  
 
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. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.
 
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. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.
  
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slayed something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.
+
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.
 +
 
 +
Artifacts cannot be damaged by temperature extremes, building destroyers, 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, atom-smashed by bridges, or melted by extreme heat.  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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In [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7], Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifacts will not be deleted but instead receive a "Hidden" flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode.
  
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or have images sewn into it). Your pitiful gabbro scepter cannot be made more valuable.
+
After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). Your pitiful gabbro scepter, for instance, cannot be made more valuable.
  
 
Artifacts disappear from the artifact list upon abandoning a fortress.
 
Artifacts disappear from the artifact list upon abandoning a fortress.
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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.
 +
 +
== Bugs ==
 +
* In adventure mode, named items and artifacts disappear from inventory after leaving site. {{bug|1179}}
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 +
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}
  
 
{{Category|Items}}
 
{{Category|Items}}
 
{{Category|Lore}}
 
{{Category|Lore}}
 +
[[ru:Legendary artifact]]

Revision as of 19:38, 23 October 2018

This article is about the current version of DF.
Note that some content may still need to be updated.

Example of an announcement...announcing...the creation of a legendary artifact: in this case, a glorified millstone.

Dwarves in strange moods will create legendary artifacts: unique, "named" items which are of unsurpassable 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 die trying). Dwarves that create an artifact immediately gain enough experience to boost them to legendary level in the affected skill, unless they were possessed.

Dwarves drop artifacts in the workshop as soon as they are made. They can be traded, just like any item of their type. Artifacts can also be stolen, sold or warred over, and may transfer between civilizations in those ways. A list of all artifacts in the fortress can be seen by pressing L (l in version 0.40).

Uses

Artifacts are normally of extremely high value and quality, and can be used just like normal items of their type; they're therefore extremely useful in any situation where value or quality are important. Note that material and weight calculations still apply, so an artifact sword made of dingo bone or an artifact breast plate made of gold are not going to be overwhelmingly powerful.

Furniture

Artifact doors and hatches provide indestructible, instantly lockable gates.

Artifact furniture of high value can be placed in rooms to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of nobles. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy thoughts from admiring them. Artifact mechanisms can be turned into levers and traps, which count as furniture.

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. They can also potentially be displayed on a pedestal or in a display case.

Weapons/Armor

Artifact equipment get a large ×3 quality bonus to their weapon accuracy and armor deflection values (compared to ×2 to masterwork); this is not enough to make totally inappropriate materials competitive with steel masterwork equipment. Also note that while they will be half again more accurate, artifact blades do not have a sharper edge than masterwork items of their material; in other words, their material type modifiers remain unchanged, and they will do no more damage than a regular item of their type (though they will never dull.)

Artifact weapons (if not being used in the military) can be put into a weapon trap, which will make it count as valuable furniture.

Finished Goods

Finished goods are not particularly useful, only adding to your wealth (and all of the things that entails). This bin is clutter for the fortress, valuable only for trading, but any and every thief's dream score, an object of worship for three different kobold civilizations.

An artifact gem is called a perfect gem and functions the same as a large gem, having all the same uses, i.e., none. Since the new update, it has been possible to trade all artifacts, including gems, so perfect gems are useful both for boosting fortress value and boosting exported wealth.

Artifact finished goods solely add to value of your fortress, or they can be traded in Adventurer Mode. The newly added display cases and pedestals can be used to show off otherwise useless artifact crafts.

Cages

Artifact cages and animal traps are unique in that they are capable of containing any type of vermin creature without them ever escaping - by comparison, certain types of vermin can gnaw, fly, or immolate their way out of ordinary cages depending on their materials.

Adventure Mode

Artifacts can include books written by historical figures. Where they are stored is recorded during worldgen, and can be discovered in Legends mode. Adventurers can also receive quests to retrieve artifacts.

Artifact Classification

Dwarven science stretched.png Research Pending!
This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it.
Example of a dwarf claiming an artifact as an heirloom.

When an artifact is created, its creator will claim their artifact for a particular purpose. Examples include offering it to your fortress's civilization or site government ("He/She offers it to <entity>"), claiming it as a family heirloom ("He/she claims it as a family heirloom", or alternatively "He/she claims it as a family heirloom in the name of the family ancestor <figure>", although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure ("He/she claims it as a personal treasure"). It's currently unknown at the time of writing what exactly these classifications affect, although there is reasonable speculation it affects historical generated raid events, as well as raids on your fortress should you possess a foreign artifact.

Other notes

Sometimes dwarves will grow particularly attached to weapons and armor, and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact, although its value and effectiveness will remain the same.

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. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.

After the weapon has been named, it will become fixed[Verify] to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slew something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.

Artifacts cannot be damaged by temperature extremes, building destroyers, 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, atom-smashed by bridges, or melted by extreme heat. The loss of an artifact does not appear to affect the happiness of its creator.

In Dwarf Fortress Talk #7, Toady stated that even when atom smashed, or melted by extreme heat (or destroyed in any other manner) the artifacts will not be deleted but instead receive a "Hidden" flag, which causes the item to respawn in a random location on the site in which it was destroyed, perfectly unharmed, after reclaiming a fort or visiting it in adventure mode.

After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). Your pitiful gabbro scepter, for instance, cannot be made more valuable.

Artifacts disappear from the artifact list upon abandoning a fortress.

Artifact creation has a wider selection of possible item types for several skills, occasionally resulting in artifact items that could not be made normally, like bone shields or metal beds.

Artifacts and their mechanics were the topic of Dwarf Fortress Talk #7. The future of artifacts was discussed in a separate portion of that cast.

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.

Bugs

  • In adventure mode, named items and artifacts disappear from inventory after leaving site. Bug:1179
"Legendary artifact" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: gomath zan
Elvish: liceva ethóca
Goblin: olzul anust
Human: en ricdil