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Difference between revisions of "Masterwork:Archeologist's study"

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m (Lethosor moved page Masterwork:Archeologist's Study to Masterwork:Archeologist's study: whoops, rule N)
 
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[[Fossil]]s are actually considered gems by the game, but cutting them in the [[cv:Jeweler's workshop|Jeweler's workshop]] will prevent use by [[archeologist]]s.
 
[[Fossil]]s are actually considered gems by the game, but cutting them in the [[cv:Jeweler's workshop|Jeweler's workshop]] will prevent use by [[archeologist]]s.
  
All reactions are run automatically, so your archeologist will quickly pick up the fossil and choose the right reaction for you.
+
Most reactions are run automatically, so your archeologist will quickly pick up the fossil and choose the right reaction for you.
 +
 
 +
Loot bags found will also be opened by the archeologist.
  
 
{{buildings}}
 
{{buildings}}

Latest revision as of 13:58, 7 May 2014

Archeologist's Study

b-w-A

Job Requirement
Construction
Materials Jobs
Materials Used
Goods Created
  • Everything
This article is about a mod.

MDF: v1.31

The Archeologist's Study uses found fossils, relicts and treasures and restores and identifies them for you. Fossils are found in single units in stone, or you might find a vein of ruins. Ruins have a bigger chance of containing any type of relicts and treasure.

The outcome is completely random, you never know what you'll find. This should make mining a bit more interesting and add suspense to running the reactions.

Fossils are actually considered gems by the game, but cutting them in the Jeweler's workshop will prevent use by archeologists.

Most reactions are run automatically, so your archeologist will quickly pick up the fossil and choose the right reaction for you.

Loot bags found will also be opened by the archeologist.

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