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Difference between revisions of "Masterwork:Archeologist's study"
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m (2 of 3 necessary qualifying edits. This is just changing "what you find" to "what you'll find." And a missing apostrophe in "can't.") |
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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. | 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. | ||
− | + | [[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. | All reactions are run automatically, so your archeologist will quickly pick up the fossil and choose the right reaction for you. | ||
{{buildings}} | {{buildings}} |
Revision as of 22:49, 5 June 2013
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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.
All reactions are run automatically, so your archeologist will quickly pick up the fossil and choose the right reaction for you.