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		<id>https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=288336</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=288336"/>
		<updated>2023-01-28T04:45:47Z</updated>

		<summary type="html">&lt;p&gt;MaxFixerr: Added see also link to (item) Wear page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
&lt;br /&gt;
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.&lt;br /&gt;
&lt;br /&gt;
Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving. Note that engraving values are calculated differently than crafted items (they still use pre-v50 values), and while a wall will appear to be engraved on all four sides, the only rooms that benefit from a wall engraving are those containing the square the engraver was standing on at the time of engraving. Keep this in mind if you want to improve a specific room or improve multiple rooms!&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{/Table}}&lt;br /&gt;
&lt;br /&gt;
For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality. Each decoration imparts its flat bonus and multiplier, so high-quality decorations can quickly create extremely-valuable items, even if those items were low-quality to begin with.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map.{{verify|check to see if this was fixed in v50}} Eating a masterwork prepared meal will not cause an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
Dismantling a masterwork building will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
&lt;br /&gt;
== Quality levels in stockpile settings ==&lt;br /&gt;
&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
&lt;br /&gt;
==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Wear]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>MaxFixerr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wear&amp;diff=288335</id>
		<title>Wear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wear&amp;diff=288335"/>
		<updated>2023-01-28T04:44:38Z</updated>

		<summary type="html">&lt;p&gt;MaxFixerr: Added see also link to (item) Quality page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Wear''' is the degradation of certain items' materials over time. [[Clothing]] will slowly wear out when being used, subject to damage, or through natural decay. Using equipment, such as [[weapons]] and [[armor]], can wear them down. Wear alters the value of an item, and it eventually will be destroyed.  Additionally, animal-based products can rot, which is different from wear (see [[miasma]]), while crops and harvested plants can '''wither''' if not stored in a stockpile, making them useless but generating no miasma (see [[farming]]).&lt;br /&gt;
&lt;br /&gt;
== Overview==&lt;br /&gt;
Wear will alter the value of an item, and is denoted by the symbols x, X and XX. For example, over time a dwarf's &amp;quot;Pig tail shirt&amp;quot; will degrade into a &amp;quot;xPig tail shirtx&amp;quot;, a &amp;quot;XPig tail shirtX&amp;quot; and eventually a &amp;quot;XXPig tail shirtXX&amp;quot; before disappearing entirely. Every 806400 &amp;quot;points&amp;quot; of wear will increase the item's damage level one step (i.e. &amp;quot;item&amp;quot; -&amp;gt; &amp;quot;xitemx&amp;quot; -&amp;gt; &amp;quot;XitemX&amp;quot; -&amp;gt; &amp;quot;XXitemXX&amp;quot; -&amp;gt; destroyed). If you sell worn clothes to caravans early enough, they are still worth good money:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| Wear Level      || Item ||'''x'''Item'''x''' || '''X'''Item'''X''' || '''XX'''Item'''XX'''&lt;br /&gt;
|-&lt;br /&gt;
| Value           || 100% || 75%               || 50%                || 25%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor and weapons can also suffer wear as a result of combat {{version|0.43.04}}. For weapons, the chances of suffering wear depend on the material properties of the body tissues or armor encountered during an attack, while armor suffers wear depending on the material properties of the body part/weapon hitting it. The chance depends on their relative fracture, yield, and possibly strain-at-yield, impact or shear depending on the type of attack. For example, a leather helm will rapidly deteriorate if you let its wearer suffer a few dog bites, while bone or shell helms will degrade much slower (being equivalent to tooth in shear values).&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*All improvable items made from creature or plant materials (e.g. cloth, silk, leather, yarn, or wood) will gradually wear out over a very long period of time, even if just sitting in stockpiles, gaining one level of wear every 100 years. &lt;br /&gt;
*All clothing ''and armor'' in a [[refuse]] [[stockpile]] will wear out.  This is intended as a means of destroying old used clothing that would otherwise make dwarves [[thought|grumpy]]. Note that a stockpile with any type of refuse enabled (such as [[bone]]) counts as a refuse stockpile for wear application.&lt;br /&gt;
&lt;br /&gt;
*[[Clothing]] that is being worn will wear out over time, due to normal usage.  This happens regardless of [[adamantine|material]].&lt;br /&gt;
*Clothing worn by invaders is also subject to wear.&lt;br /&gt;
*[[Armor]] does not wear out over time, unless put in a refuse stockpile. Combat damage can inflict wear.&lt;br /&gt;
*Soft materials like leather and bone make for inadequate armor. While bone will hold up well enough against wildlife, neither can stand up to metal weapons for long.&lt;br /&gt;
&lt;br /&gt;
*Items (including clothing, leather, and wood) suffer accelerated wear while on [[fire]] (10 points of &amp;quot;wear&amp;quot; every game tick; a burning item will be totally consumed after exactly 322560 game ticks (which, at 1200 ticks per day, takes 9 months and 16.8 days)). &lt;br /&gt;
*Items suffer accelerated wear when their temperature exceeds their base material's  HEATDAM_POINT (common with burning organics).&lt;br /&gt;
*Items suffer accelerated wear when their temperature falls below their base material's COLDDAM_POINT (such as wood and cloth items stored aboveground in a [[trade depot]] or [[Wagon (embark)|starting wagon]] in a [[glacier]] biome). Walls do not halt this effect.&lt;br /&gt;
*Artifacts never burn away, because their artifact status locks their &amp;quot;wear&amp;quot; level at zero.&lt;br /&gt;
&lt;br /&gt;
*[[Building destroyer]]s cause wear on certain types of furniture (such as [[door]]s and [[hatch cover]]s) until they are completely destroyed.&lt;br /&gt;
*Cages do not prevent wear.&lt;br /&gt;
*Being unavailable to potential invaders, steel and [[adamantine|other fun materials]] will likely outlast the dwarves equipped with them. Most dwarves will only ever witness armor made from steel degrading if subjected to [[minecart|public transportation mishaps]].&lt;br /&gt;
&lt;br /&gt;
[[File:A worn sheep leather glove.jpg|thumb||center|200px|A XSheep leather left gloveX]]&lt;br /&gt;
&lt;br /&gt;
== The Human Market ==&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Even if a piece of clothing has been worn down to the point that any self-respecting dwarf would disdain to wear it, it still has value and can be sold back to humans. This seems especially true for xTrousersx that have holes around the knee section, or have been exposed to acids. These particularly worn trousers are highly prized by short-sighted human adolescents and are resold in human markets as ☼Masterwork☼ trousers at exorbitant prices. Additionally, xGlovesx whose fingers have worn off are similarly prized. Humans call them &amp;quot;Fingerless Gloves&amp;quot;, though it is unknown how a human without fingers would wear such a glove.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Cloth and leather items suffer gradual wear at 1/5 the intended rate.{{bug|6003}} [[DFHack]]'s &amp;quot;tweak craft-age-wear&amp;quot; (enabled by default) modifies these items to wear at the intended rate (one wear level every 20 years).&lt;br /&gt;
*Worn clothing issued by a military uniform is not replaced. {{bug|6039}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Quality]]&lt;br /&gt;
&lt;br /&gt;
{{category|Game mechanics}}&lt;br /&gt;
[[ru:Wear]]&lt;/div&gt;</summary>
		<author><name>MaxFixerr</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=256824</id>
		<title>Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legendary_artifact&amp;diff=256824"/>
		<updated>2021-02-21T22:46:14Z</updated>

		<summary type="html">&lt;p&gt;MaxFixerr: rephrased legends mode wording for clarity and added link to Legends page&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 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). &lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
[[File:artifact_list.png|thumb|450px|right|Small list of artifacts.]][[File:holy_grail.png|thumb|300px|The holy grail, one of the most well-known, symbolic artifacts in the world. Unfortunately not made by dwarves. [https://en.wikipedia.org/wiki/Der_Ring_des_Nibelungen| On the other hand...] ]]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 breastplate 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, other than boosting fortress value and trading. [[Display case]]s and [[pedestal]]s can also 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;
== Non-player artifacts ==&lt;br /&gt;
&lt;br /&gt;
{{New in|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
Artifacts can be created in [[World generation|world generation]] and [[World activities|afterwards]]:&lt;br /&gt;
&lt;br /&gt;
*Non-player dwarves can also be taken by '''strange moods''' and create artifacts of their own, except for furniture.&lt;br /&gt;
*All original '''[[book]]s''', regardless of form or content, are considered artifacts - copies are not, however.&lt;br /&gt;
*Some heroic events in world generation will trigger the naming of an object. For instance, a warrior may [[name]] a piece of equipment that they were carrying when they slew a [[megabeast]]. This can be any kind of gear, from the weapon they used to kill it, to a low boot they were wearing (that, presumably, proved critical in combat). Once named, these '''heroic objects''' are also considered artifacts, though their quality and properties remain unchanged. Assuming the person who named it didn't die, they will still be in possession of it.&lt;br /&gt;
*Some artifacts qualify as '''holy relics'''. They are generated from a body part or clothing item that belonged to a [[religion]]'s dead high priest. These are usually stored in a [[temple]], separately from the remainder of the corpse, and displayed on a [[pedestal]] or in a [[display case]].&lt;br /&gt;
&lt;br /&gt;
Once created, artifacts are subject to various [[claim]]s that depend on the circumstances surrounding their creation: if it's a single person (as opposed to an entity), the creator can '''keep''' it for themselves, '''gift''' it to their parent entity, or claim it as a '''family heirloom'''. This can be shown in Fortress mode, where the artifact creation announcement will also include the nature of the claim: &amp;quot;He/She offers it to &amp;lt;entity&amp;gt;&amp;quot;, &amp;quot;He/she claims it as a family heirloom&amp;quot;/&amp;quot;He/she claims it as a family heirloom in the name of the family ancestor &amp;lt;figure&amp;gt;&amp;quot; or &amp;quot;He/she claims it as a personal treasure&amp;quot;. On the other hand, if an entity was responsible for its creation, the entity will keep its claim on it (e.g. a [[religion]] and its priests over a holy relic, or a [[library]] and its [[scholar]]s over a book).&lt;br /&gt;
&lt;br /&gt;
[[File:ArtifactHeirloomExample.png|thumb|right|300px|Example of a dwarf claiming an artifact as an heirloom.]]&lt;br /&gt;
&lt;br /&gt;
Regardless of their nature or classification, artifacts will then be subjected to the turmoil of the world:&lt;br /&gt;
&lt;br /&gt;
*Their bearer can be killed in combat, by enemies from another [[civilization]] or a [[megabeast]]. Often, the slayer will loot the artifact for themselves and keep it, [[claim]] it as a family heirloom themselves, or return it to their parent entity.&lt;br /&gt;
*More peaceful artifact transfers also happen for diplomacy purposes.&lt;br /&gt;
*Artifacts claimed as family heirlooms are passed down to descendants if the bearer dies of old age. The initial couples all get associated family structures, and then those links are passed along to the children and so forth. The descendant is chosen according to &amp;quot;importance&amp;quot;, or otherwise at random.&lt;br /&gt;
*If stored at a [[site]], the artifact can be stolen by creatures prone to thieving, like [[kobold]]s. If the site becomes invaded, the artifact can likewise be robbed by an invader.&lt;br /&gt;
*If a family or entity becomes deprived of an artifact they had laid a claim on, they may send representatives to claim it back: these come in the form of [[Quester|questers]] or [[Agent|agents]] roaming the world to gather information in more or less covert ways. Depending on the nature of the entities involved, they may approach the matter in different ways: a civilization may go to [[war]] if they find out the artifact resides in another civilization's site, or they may send mercenaries to kill a beast that stole it.&lt;br /&gt;
*Sometimes, artifacts can be &amp;quot;lost in the wilds&amp;quot;. The circumstances surrounding such events are unclear, but this means they're effectively lost, for all intents and purposes: foreign questers will wander the world fruitlessly in search of it (unless they happen to stumble upon the artifact's exact spot in the entire world, which is extraordinarily unlikely), and squads you [[mission|send to retrieve]] it will never return due to a bug. &lt;br /&gt;
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As a player, you may interact with these artifacts in (currently two) different ways:&lt;br /&gt;
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=== Fortress mode ===&lt;br /&gt;
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You may send [[Squad|squads]] of dwarves on a [[mission]] to &amp;quot;retrieve&amp;quot; an artifact from a site. (If the artifact wasn't created by your fortress, it's not so much &amp;quot;retrieval&amp;quot; as &amp;quot;theft&amp;quot;.) This includes sites residing outside civilizations, such as [[Necromancer|necromancer]] [[Tower|towers]] containing books of interest. If the artifact's location is not known, you may send your squads off to gather information on its whereabouts.&lt;br /&gt;
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Note that the site's entity will keep its claim on the artifact you've stolen:&lt;br /&gt;
*If you're caught, expect a retaliatory invasion. If you've raided a site from a civilization you were at peace with, what you made was a declaration of [[war]].&lt;br /&gt;
*If you're not caught, you may still receive visits from [[Agent|agents]] and [[Quester|questers]] inquiring about the artifact's location. Once they know it's in your fortress, they may demand you bring it back, or sneak back with the intent to come back with an army to make their demands more convincing.&lt;br /&gt;
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Under the rumour system, artifacts created in your fortress can also become known to foreign sites and civilisations. Some of their [[historical figure]]s may then lay claim to your artifacts, and plot to steal them.&lt;br /&gt;
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=== Adventure mode ===&lt;br /&gt;
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As an adventurer, you may receive quests to retrieve artifacts. The nature of the quest will be as diverse as the nature of artifacts and claimants thereof. Therefore, the difficulty can range from 'piece of cake' to 'nigh-impossible' (if the artifact was claimed, say, by a [[demon]] lord of a [[goblin]] civilization). Once you're in possession of an artifact, you may encounter other parties who have laid a [[claim]] on it. It is up to you (and the circumstances, e.g. if a third party happens to be well-armed and greater in numbers than yours) to decide which party to satisfy. Alternatively, if the artifact happens to be very useful, such as a strange mood-generated steel sword, you may simply decide to keep it for yourself and leave all troubles behind. Note that completing quests for artifacts will increase your [[reputation]], and flaunting your artifacts visibly in front of onlookers will trigger [[rumor]]s.&lt;br /&gt;
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=== Legends mode ===&lt;br /&gt;
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The artifacts' creation history and storage locations are recorded during world generation and can be discovered in [[Legends]] mode.&lt;br /&gt;
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== Other notes ==&lt;br /&gt;
Artifacts cannot be designated for Dumping or Melting.&lt;br /&gt;
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Sometimes dwarves will grow particularly attached to a [[weapon]] or piece of [[armor]], and if they become attached enough, they will name it. The armor/weapon will then be listed as an artifact, although its value and effectiveness will remain the same.&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;
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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;
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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;
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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 artifact 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;
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After creation, an artifact cannot be further decorated (by encrusting it with gems, studding it with metal, or sewing images into it). A pitiful gabbro scepter, for instance, cannot be made more valuable.&lt;br /&gt;
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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.&lt;br /&gt;
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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.&lt;br /&gt;
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Artifacts can be disabled in [[d_init.txt]]&lt;br /&gt;
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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.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* In adventure mode, named items and artifacts disappear from inventory after leaving site. {{bug|1179}}&lt;br /&gt;
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{{Translation| dwarven = gomath zan | elvish = liceva ethóca | goblin = olzul anust | human = en ricdil}}&lt;br /&gt;
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{{Category|Items}}&lt;br /&gt;
{{Category|Lore}}&lt;br /&gt;
[[ru:Legendary artifact]]&lt;/div&gt;</summary>
		<author><name>MaxFixerr</name></author>
	</entry>
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