<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kobold+King</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kobold+King"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Kobold_King"/>
	<updated>2026-06-27T16:24:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_hamster&amp;diff=237521</id>
		<title>Giant hamster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_hamster&amp;diff=237521"/>
		<updated>2018-09-15T18:02:29Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: Fixed age to match sidebar and raw file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:59, 31 October 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=18&lt;br /&gt;
|tooth=0-2&lt;br /&gt;
|meat=13-14&lt;br /&gt;
|fat=12-13&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|hoof=4&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant hamsters''' are just the giant versions of their vermin counterparts: the [[hamster]]. They are fairly uncommon and may appear in a small group within most savage biomes. They are not hostile and will not attempt to remove the entrails of your bearded slaves. They can be caught in cage traps to be turned into pets, live trade goods, meat, bones, and leather. Despite their pet value, their products don't fetch a high price. Giant hamsters are capable of [[breeding]], though have a somewhat short life span of 3-5 years, thus are unsuitable for use in a [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234346</id>
		<title>User:Kobold King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234346"/>
		<updated>2017-12-18T01:35:29Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: /* Training XScienceX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stuff regarding who I am ==&lt;br /&gt;
&lt;br /&gt;
I am an avid Dwarf Fortress fan who enjoys science-ing some aspects of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training XScienceX ==&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, training occurs using unarmored humanoids in the arena. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training the [[Wrestler]] skill'''&lt;br /&gt;
&lt;br /&gt;
Doing so will raise [[Fighter]] at the same rate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Training [[wrestling]] is very, very strange.&lt;br /&gt;
&lt;br /&gt;
[[Wrestling]] can be trained from nothing to novice by grabbing and releasing a body part of an unconscious unit ~70 times. &lt;br /&gt;
&lt;br /&gt;
Interestingly, 12 failed attempts to attack somebody with wrestling increases one's skill to half of novice (~20 [[experience]] per attempt), while simply grabbing and then moving away to release does nothing. &lt;br /&gt;
&lt;br /&gt;
In an unrelated adventure mode incident, I snuck up behind a [[rhinoceros]], grabbed its tongue, and attempted to pinch it off, raising my wrestler skill to proficient after many, many failed attempts. Oddly enough, the rhinoceros seemed okay with my actions, keeping the conflict level to &amp;quot;Brawl&amp;quot; and never turning around to look at me. At any rate, the gap between skilled and proficient took about 300 failed attempts at pinching the poor animal's tongue off (which took only a few minutes, since typing Aab&amp;lt;enter&amp;gt;&amp;lt;down&amp;gt;&amp;lt;enter&amp;gt; doesn't take very long), indicative of an [[experience]] gain of 3 points per unsuccessful attempt at past-grabbing wrestling damage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training Weapons Skills'''&lt;br /&gt;
&lt;br /&gt;
Determined by using an iron spear on unarmored humanoids in the arena. &lt;br /&gt;
&lt;br /&gt;
You cannot gain weapons skill from attacking an unarmored humanoid from behind or when it is unconscious. The amount of experience appears to scale according to how much of a threat your opponent is, which makes this incredibly hard to study. '''I think that using DFHack would help sort out this problem, since I think that it has an [[experience]]-checking command, but I am not sure, so verification by users of the program is greatly encouraged!!!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training [[Kicker]]'''&lt;br /&gt;
&lt;br /&gt;
Pretty much the same as weapons skills. It seems a nice break of fairness from the often gritty tone of DF that you aren't incentivized to kick your opponent while it is down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training [[Observer]], [[Ambusher]], and [[Tracker]]'''&lt;br /&gt;
&lt;br /&gt;
Watching a square grid of 36 unarmed, fully clothed humans gorily kill each other for over 3000 lines did not help train [[observer]], [[ambusher]], or [[tracker]]. When I turned on sneaking and started walking around, [[tracker]] and [[ambusher]] starte increasing, but not [[observer]]. &lt;br /&gt;
&lt;br /&gt;
In contrast, by making 15 humans in the same tile (but otherwise with the same status) and attacking them all one by one, [[observer]] was trained. By the time I finished attacking them, [[observer]] was 3/4 of the way to novice, although I gained the skill at a far slower rate just by circling around the fight after attacking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training [[Thrower]]'''&lt;br /&gt;
&lt;br /&gt;
The skill gains [[experience]] along with [[archer]]. 17 iron breastplates being thrown trained a human to novice, suggesting 30 [[experience]] per throw. This did not change when throwing at other humans.Sadly, ''this'' did not change when the humanoid was unconscious. This did not change while throwing rope reed pouches instead of metal breastplates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training [[Dodging]]'''&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this skill doesn't train when your opponent is unconscious and ''probably'' requires for you to actually be under attack in order to build skill. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Training [[Shield User]]'''&lt;br /&gt;
&lt;br /&gt;
~20 [[experience]] per use, since it takes ~25 uses to reach novice. Hard to train in isolation, but probably trains [[fighter]] at same rate. Attacking somebody with a shield acts like weapons skills and trains [[Misc. object user]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Don't have anything else, yet.'''''&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234345</id>
		<title>User:Kobold King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234345"/>
		<updated>2017-12-18T01:34:34Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stuff regarding who I am ==&lt;br /&gt;
&lt;br /&gt;
I am an avid Dwarf Fortress fan who enjoys science-ing some aspects of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training XScienceX ==&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, training occurs using unarmored humanoids in the arena. &lt;br /&gt;
&lt;br /&gt;
'''Training the [[Wrestler]] skill'''&lt;br /&gt;
&lt;br /&gt;
Doing so will raise [[Fighter]] at the same rate. &lt;br /&gt;
&lt;br /&gt;
Training [[wrestling]] is very, very strange.&lt;br /&gt;
&lt;br /&gt;
[[Wrestling]] can be trained from nothing to novice by grabbing and releasing a body part of an unconscious unit ~70 times. &lt;br /&gt;
&lt;br /&gt;
Interestingly, 12 failed attempts to attack somebody with wrestling increases one's skill to half of novice (~20 [[experience]] per attempt), while simply grabbing and then moving away to release does nothing. &lt;br /&gt;
&lt;br /&gt;
In an unrelated adventure mode incident, I snuck up behind a [[rhinoceros]], grabbed its tongue, and attempted to pinch it off, raising my wrestler skill to proficient after many, many failed attempts. Oddly enough, the rhinoceros seemed okay with my actions, keeping the conflict level to &amp;quot;Brawl&amp;quot; and never turning around to look at me. At any rate, the gap between skilled and proficient took about 300 failed attempts at pinching the poor animal's tongue off (which took only a few minutes, since typing Aab&amp;lt;enter&amp;gt;&amp;lt;down&amp;gt;&amp;lt;enter&amp;gt; doesn't take very long), indicative of an [[experience]] gain of 3 points per unsuccessful attempt at past-grabbing wrestling damage. &lt;br /&gt;
&lt;br /&gt;
'''Training Weapons Skills'''&lt;br /&gt;
&lt;br /&gt;
Determined by using an iron spear on unarmored humanoids in the arena. &lt;br /&gt;
&lt;br /&gt;
You cannot gain weapons skill from attacking an unarmored humanoid from behind or when it is unconscious. The amount of experience appears to scale according to how much of a threat your opponent is, which makes this incredibly hard to study. '''I think that using DFHack would help sort out this problem, since I think that it has an [[experience]]-checking command, but I am not sure, so verification by users of the program is greatly encouraged!!!'''&lt;br /&gt;
&lt;br /&gt;
'''Training [[Kicker]]'''&lt;br /&gt;
&lt;br /&gt;
Pretty much the same as weapons skills. It seems a nice break of fairness from the often gritty tone of DF that you aren't incentivized to kick your opponent while it is down.&lt;br /&gt;
&lt;br /&gt;
'''Training [[Observer]], [[Ambusher]], and [[Tracker]]'''&lt;br /&gt;
&lt;br /&gt;
Watching a square grid of 36 unarmed, fully clothed humans gorily kill each other for over 3000 lines did not help train [[observer]], [[ambusher]], or [[tracker]]. When I turned on sneaking and started walking around, [[tracker]] and [[ambusher]] starte increasing, but not [[observer]]. &lt;br /&gt;
&lt;br /&gt;
In contrast, by making 15 humans in the same tile (but otherwise with the same status) and attacking them all one by one, [[observer]] was trained. By the time I finished attacking them, [[observer]] was 3/4 of the way to novice, although I gained the skill at a far slower rate just by circling around the fight after attacking.&lt;br /&gt;
&lt;br /&gt;
'''Training [[Thrower]]'''&lt;br /&gt;
&lt;br /&gt;
The skill gains [[experience]] along with [[archer]]. 17 iron breastplates being thrown trained a human to novice, suggesting 30 [[experience]] per throw. This did not change when throwing at other humans.Sadly, ''this'' did not change when the humanoid was unconscious. This did not change while throwing rope reed pouches instead of metal breastplates.&lt;br /&gt;
&lt;br /&gt;
'''Training [[Dodging]]'''&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this skill doesn't train when your opponent is unconscious and ''probably'' requires for you to actually be under attack in order to build skill. &lt;br /&gt;
&lt;br /&gt;
'''Training [[Shield User]]'''&lt;br /&gt;
&lt;br /&gt;
~20 [[experience]] per use, since it takes ~25 uses to reach novice. Hard to train in isolation, but probably trains [[fighter]] at same rate. Attacking somebody with a shield acts like weapons skills and trains [[Misc. object user]].&lt;br /&gt;
&lt;br /&gt;
Don't have anything else, yet.&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234342</id>
		<title>User:Kobold King</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Kobold_King&amp;diff=234342"/>
		<updated>2017-12-17T23:59:47Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: Created page with &amp;quot; == Stuff regarding who I am ==  I am an avid Dwarf Fortress fan who enjoys science-ing some aspects of the game.   == Training ==  Unless otherwise specified, training occurs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Stuff regarding who I am ==&lt;br /&gt;
&lt;br /&gt;
I am an avid Dwarf Fortress fan who enjoys science-ing some aspects of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, training occurs using unarmored humanoids in the arena. &lt;br /&gt;
&lt;br /&gt;
'''Training the [[wrestler]] skill'''&lt;br /&gt;
&lt;br /&gt;
Doing so will raise [[Fighter]] at the same rate. &lt;br /&gt;
&lt;br /&gt;
Training wrestling is very, very strange.&lt;br /&gt;
&lt;br /&gt;
[[Wrestling]] can be trained from nothing to novice by grabbing and releasing a body part of an unconscious unit ~70 times. &lt;br /&gt;
&lt;br /&gt;
Interestingly, 12 failed attempts to attack somebody with wrestling increases one's skill to half of novice (~20 [[experience]] per attempt), while simply grabbing and then moving away to release does nothing. &lt;br /&gt;
&lt;br /&gt;
In an unrelated adventure mode incident, I snuck up behind a [[rhinoceros]], grabbed its tongue, and attempted to pinch it off, raising my wrestler skill to proficient after many, many failed attempts. Oddly enough, the rhinoceros seemed okay with my actions, keeping the conflict level to &amp;quot;Brawl&amp;quot; and never turning around to look at me. At any rate, the gap between skilled and proficient took about 300 failed attempts at pinching the poor animal's tongue off (which took only a few minutes, since typing Aab&amp;lt;enter&amp;gt;&amp;lt;down&amp;gt;&amp;lt;enter&amp;gt; doesn't take very long), indicative of an [[experience]] gain of 3 points per unsuccessful attempt at past-grabbing wrestling damage. &lt;br /&gt;
&lt;br /&gt;
'''Training weapons skills'''&lt;br /&gt;
&lt;br /&gt;
Don't have anything, yet. The Wrestling stuff should be enough to chew on for a while.&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Gizzard_stone&amp;diff=234341</id>
		<title>Gizzard stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Gizzard_stone&amp;diff=234341"/>
		<updated>2017-12-17T22:16:49Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|02:46, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Image:gizzardstone.jpg|thumb|right|Native gold gizzard stone.]]&lt;br /&gt;
A '''gizzard stone''' (or [[wikipedia:Gastrolith|gastrolith]]) is a rock ingested by an animal and held within the gastrointestinal tract for the purpose of grinding food or providing ballast. Gizzard stones are supplied by [[butcher]]ing specific [[animal]]s such as [[ostrich]]es and [[cave crocodile]]s; the [[material]] of the stone is randomly selected, and may include materials not otherwise available on the map. Gizzard stones are treated as cut stone [[gem]]s, suitable for [[encrust]]ing goods and furniture. Gizzard stones can be farmed as a renewable supply of [[decoration]]s to increase the [[wealth]] of your fortress.  Elk birds are among the more common creatures that drop gizzard stones. Oddly enough, numerous animals, such as the [[giant kakapo]] and [[emu]], yield a [[gizzard]] but not a gizzard stone.&lt;br /&gt;
&lt;br /&gt;
Known creatures that drop gizzard stones on butchering:&lt;br /&gt;
&lt;br /&gt;
*[[Alligator]]&lt;br /&gt;
*[[Beak dog]]&lt;br /&gt;
*[[Cave crocodile]]&lt;br /&gt;
*[[Elk bird]]&lt;br /&gt;
*[[Giant barn owl]]&lt;br /&gt;
*[[Jabberer]]&lt;br /&gt;
*[[Ostrich]]&lt;br /&gt;
*[[Saltwater crocodile]]&lt;br /&gt;
*[[Roc]]&lt;br /&gt;
*Giant variants of the above (when applicable)&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234339</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234339"/>
		<updated>2017-12-17T21:55:36Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[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]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of its type. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). As of 0.44, though, artifacts ''can'' be stolen, sold or warred over, and may transfer between civilizations that way.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;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.)&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[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.]]&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Artifact Classification ==&lt;br /&gt;
{{under construction|align=left}}&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
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 (&amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;), claiming it as a family heirloom (&amp;quot;He/she claims it as a family heirloom&amp;quot;, or alternatively &amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot;, although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure (&amp;quot;He/she claims it as a personal treasure&amp;quot;). 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.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Hidden&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234338</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=234338"/>
		<updated>2017-12-17T21:51:29Z</updated>

		<summary type="html">&lt;p&gt;Kobold King: /* Finished Goods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|18:18, 13 March 2012 (UTC)}}&lt;br /&gt;
{{old}}&lt;br /&gt;
[[File:Announce.png|thumb|right|500px|Example of an [[announcement]]...announcing...the creation of a legendary artifact: in this case, a glorified [[millstone]].]]&lt;br /&gt;
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, &amp;quot;named&amp;quot; [[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]].&lt;br /&gt;
 &lt;br /&gt;
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They can be traded, just like any item of its type. A list of all artifacts in the fortress can be seen by pressing {{k|L}} ({{k|l}} in version 0.40). As of 0.44, though, artifacts ''can'' be stolen, sold or warred over, and may transfer between civilizations that way.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
Artifact [[door]]s and [[hatch]]es provide indestructible, instantly lockable gates.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons/Armor ===&lt;br /&gt;
Artifact equipment get a large &amp;amp;times;3 quality bonus to their weapon accuracy and armor deflection values (compared to &amp;amp;times;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.)&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
[[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.]]&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Cages ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Artifact Classification ==&lt;br /&gt;
{{under construction|align=left}}&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
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 (&amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;), claiming it as a family heirloom (&amp;quot;He/she claims it as a family heirloom&amp;quot;, or alternatively &amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot;, although this doesn't seem to change the nature of the claim), or claiming it as a personal treasure (&amp;quot;He/she claims it as a personal treasure&amp;quot;). 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.&lt;br /&gt;
&lt;br /&gt;
== Other notes ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Hidden&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Artifacts disappear from the artifact list upon abandoning a fortress.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;/div&gt;</summary>
		<author><name>Kobold King</name></author>
	</entry>
</feed>