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Difference between revisions of "Divine metal"

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{{quality|tattered}}
+
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
 
{{spoiler}}
 
{{spoiler}}
{{Metal|name=Divine metal|color=0:0:1
+
{{Metal
 +
|name=Divine metal
 +
|sample=[[File:GenericSample.png|center]]
 +
|color=0:0:1
 
|ore=
 
|ore=
 
* N/A
 
* N/A
 +
|graphic=generic_grey_bar_sprite.png
 
|properties=
 
|properties=
* [[Material value]] 300
+
* [[Material value]] 200
 +
{{firemagmasafe|yes|yes}}
 
* [[Melting point]] None
 
* [[Melting point]] None
 
* [[Boiling point]] None
 
* [[Boiling point]] None
Line 21: Line 26:
 
* [[Armor]]
 
* [[Armor]]
 
* [[Anvil]]s
 
* [[Anvil]]s
* [[Metalsmith's forge|Metal crafting]]}}
+
* [[Metalsmith's forge|Metal crafting]]
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, weapons and armor used by [[angel]]s, who ruthlessly protect the vault's priceless treasures.  
+
|wiki=List of fictional elements, materials, isotopes and atomic particles}}
 +
__TOC__
 +
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s as well as deep underground. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. (Similar [[divine fabric]]s are used by vault guardians for clothing and soft items.)
  
 
== Traits ==
 
== Traits ==
 +
[[File:divine_metal_art_preview.png|thumb|247px|right|A dwarf wearing armor made with metal made by the gods.<br><small>''Art by Metadomino''</small>]]Divine metals appear to have identical [[Material definition token|material properties]] and lists of items craftable from them; the only differences between them are the names, colors, and [[deity]] associations. All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0. They are extremely light, at a solid density of only 1000, and have a superior max edge of 12000. They are granted [[sphere]]s matching the associated [[deity]] that created the metal (and the guardians who wield it), and a descriptive name with the formula of "(adjective) metal" – examples of such are "multicoloured metal", "pale metal", and "twisting metal".
  
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association. All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000. They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the angels who wield it), and a descriptive name with the formula of "(adjective) metal" — examples of such are "multicoloured metal" and "twisting metal".
+
Overall, their material properties are much better than the corresponding values of [[steel]] and mostly worse than those of [[adamantine]]. They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective (unlike adamantine, which is worthless for blunt weapons). As armor, they are the only form of metal that is immune to [[dragonfire]], as it cannot melt or boil. Despite this immunity to melting when worn as armor, divine metals can be designated for melting at a smelter. Doing so will produce a number of divine metal bars equal to the yield of the item type. The bars can then be used at a metalsmith's forge to create weapons, armor, etc. just like normal metal bars.
  
Overall, their material properties are much better than the corresponding values of [[steel]], but worse than those of [[adamantine]]. They are terrifyingly potent when used for edged [[weapon]]s, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective. Any adventurer that is godly enough (or reckless) to take on a page of [[angel]]s highly advised that he get [[Adamantine|proper]] equipment before engaging these divine creatures. The easiest way to do so is with the help of your own dwarf fortress — once you obtain access to [[adamantine]] and have made some equipment out of it, retire your fort temporarily, then let your adventurer visit that fort.
+
Loading a generated world in the [[object testing arena]] allows one to test weapons and armour made of divine metals. As of now, this version of the game has all divine metal - in any form - appearing as grey, and no other colors.
 +
[[File:Divine_metal_preview.png|thumb|260px|center|You can smell the gods on this sphere.]]
 +
{{Translation
 +
| dwarven = Nabaskel
 +
| elvish  = Mecalalethi
 +
| goblin = Ngungdubsnusm
 +
| human  = Nirnorigu
 +
}}
 +
<!--to make sure this page comes up when searching for a specific divine metal-->
  
Weapons and armour made of divine metals may be tested in the [[Arena]].
+
== Types ==
 +
{| class="wikitable sortable" style="text-align: left;"
 +
|+ <!-- caption -->
 +
|-
 +
! Sphere    !! Name              !! Color*
 +
|-
 +
| Blight    || rusted metal      || style="background: {{fgcolor|4:0}}; color: #fff;"|Rust
 +
|-
 +
| Chaos    || twisting metal    || style="background: {{fgcolor|4:1}}; color: #fff;"|Red
 +
|-
 +
| Darkness  || dark metal        || style="background: {{fgcolor|0:1}}; color: #fff;"|Black
 +
|-
 +
| Dawn    || glowing metal    || style="background: {{fgcolor|6:1}};"|Yellow
 +
|-
 +
| Day      || bright metal || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Death    || pale metal  || style="background: {{fgcolor|3:1}};"|Pale blue
 +
|-
 +
| Deformity || pock-marked metal || style="background: {{fgcolor|0:1}}; color: #fff;"|Black
 +
|-
 +
| Disease  || blistered metal || style="background: {{fgcolor|0:1}}; color: #fff;"|Black
 +
|-
 +
| Earth    || ruddy metal        || style="background: {{fgcolor|6:0}}; color: #fff;"|Burnt sienna
 +
|-
 +
| Fire      || flickering metal  || style="background: {{fgcolor|6:1}};"|Yellow
 +
|-
 +
| Jewels  || faceted metal    || style="background: {{fgcolor|2:1}};"|Green
 +
|-
 +
| Light    || shining metal || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Lightning || flashing metal    || style="background: {{fgcolor|6:1}};"|Yellow
 +
|-
 +
| Moon      || translucent metal || style="background: {{fgcolor|3:1}};"|Clear
 +
|-
 +
| Mountains || frosty metal      || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Muck      || slick metal        || style="background: {{fgcolor|6:0}}; color: #fff;"|Brown
 +
|-
 +
| Music    || singing metal    || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Night    || black metal      || style="background: {{fgcolor|0:1}}; color: #fff;"|Black
 +
|-
 +
| Rainbows  || multicolored metal || style="background: {{fgcolor|2:1}};"|Clear
 +
|-
 +
| Sky      || clear blue metal || style="background: {{fgcolor|3:1}};"|Sky blue
 +
|-
 +
| Stars    || twinkling metal  || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Storms  || crashing metal  || style="background: {{fgcolor|7:0}};"|Gray
 +
|-
 +
| Sun      || blazing metal    || style="background: {{fgcolor|7:1}};"|White
 +
|-
 +
| Thunder  || booming metal      || style="background: {{fgcolor|7:0}};"|Gray
 +
|-
 +
| Torture  || searing metal      || style="background: {{fgcolor|0:1}}; color: #fff;"|Black
 +
|-
 +
| Volcanos  || flowing metal    || style="background: {{fgcolor|4:1}}; color: #fff;"|Red
 +
|}
 +
<nowiki>*</nowiki>The color text represents their internal color token, while the background is the actual color they appear as in-game. See [[color]].
  
 +
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.05)|
 +
[INORGANIC:DIVINE_1]
 +
[GENERATED]
 +
[DIVINE]
 +
[DISPLAY_COLOR:7:0:1]
 +
[BUILD_COLOR:7:0:1]
 +
[STATE_COLOR:ALL_SOLID:WHITE]
 +
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
 +
[STATE_NAME_ADJ:ALL_SOLID:blazing metal]
 +
[MATERIAL_VALUE:300]
 +
[SPEC_HEAT:7500]
 +
[MELTING_POINT:NONE]
 +
[BOILING_POINT:NONE]
 +
[ITEMS_WEAPON]
 +
[ITEMS_WEAPON_RANGED]
 +
[ITEMS_AMMO]
 +
[ITEMS_DIGGER]
 +
[ITEMS_ARMOR]
 +
[ITEMS_ANVIL]
 +
[ITEMS_HARD]
 +
[ITEMS_METAL]
 +
[ITEMS_BARRED]
 +
[ITEMS_SCALED]
 +
[SOLID_DENSITY:1000]
 +
[LIQUID_DENSITY:1000]
 +
[MOLAR_MASS:20000]
 +
[IMPACT_YIELD:1000000]
 +
[IMPACT_FRACTURE:2000000]
 +
[IMPACT_STRAIN_AT_YIELD:0]
 +
[COMPRESSIVE_YIELD:1000000]
 +
[COMPRESSIVE_FRACTURE:2000000]
 +
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 +
[TENSILE_YIELD:1000000]
 +
[TENSILE_FRACTURE:2000000]
 +
[TENSILE_STRAIN_AT_YIELD:0]
 +
[TORSION_YIELD:1000000]
 +
[TORSION_FRACTURE:2000000]
 +
[TORSION_STRAIN_AT_YIELD:0]
 +
[SHEAR_YIELD:1000000]
 +
[SHEAR_FRACTURE:2000000]
 +
[SHEAR_STRAIN_AT_YIELD:0]
 +
[BENDING_YIELD:1000000]
 +
[BENDING_FRACTURE:2000000]
 +
[BENDING_STRAIN_AT_YIELD:0]
 +
[MAX_EDGE:12000]
 +
[SPHERE:SUN]
 +
 +
[INORGANIC:DIVINE_3]
 +
[GENERATED]
 +
[DIVINE]
 +
[DISPLAY_COLOR:7:0:1]
 +
[BUILD_COLOR:7:0:1]
 +
[STATE_COLOR:ALL_SOLID:WHITE]
 +
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
 +
[STATE_NAME_ADJ:ALL_SOLID:twinkling metal]
 +
[MATERIAL_VALUE:300]
 +
[SPEC_HEAT:7500]
 +
[MELTING_POINT:NONE]
 +
[BOILING_POINT:NONE]
 +
[ITEMS_WEAPON]
 +
[ITEMS_WEAPON_RANGED]
 +
[ITEMS_AMMO]
 +
[ITEMS_DIGGER]
 +
[ITEMS_ARMOR]
 +
[ITEMS_ANVIL]
 +
[ITEMS_HARD]
 +
[ITEMS_METAL]
 +
[ITEMS_BARRED]
 +
[ITEMS_SCALED]
 +
[SOLID_DENSITY:1000]
 +
[LIQUID_DENSITY:1000]
 +
[MOLAR_MASS:20000]
 +
[IMPACT_YIELD:1000000]
 +
[IMPACT_FRACTURE:2000000]
 +
[IMPACT_STRAIN_AT_YIELD:0]
 +
[COMPRESSIVE_YIELD:1000000]
 +
[COMPRESSIVE_FRACTURE:2000000]
 +
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 +
[TENSILE_YIELD:1000000]
 +
[TENSILE_FRACTURE:2000000]
 +
[TENSILE_STRAIN_AT_YIELD:0]
 +
[TORSION_YIELD:1000000]
 +
[TORSION_FRACTURE:2000000]
 +
[TORSION_STRAIN_AT_YIELD:0]
 +
[SHEAR_YIELD:1000000]
 +
[SHEAR_FRACTURE:2000000]
 +
[SHEAR_STRAIN_AT_YIELD:0]
 +
[BENDING_YIELD:1000000]
 +
[BENDING_FRACTURE:2000000]
 +
[BENDING_STRAIN_AT_YIELD:0]
 +
[MAX_EDGE:12000]
 +
[SPHERE:STARS]
 +
 +
[INORGANIC:DIVINE_5]
 +
[GENERATED]
 +
[DIVINE]
 +
[DISPLAY_COLOR:6:0:1]
 +
[BUILD_COLOR:6:0:1]
 +
[STATE_COLOR:ALL_SOLID:YELLOW]
 +
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
 +
[STATE_NAME_ADJ:ALL_SOLID:flashing metal]
 +
[MATERIAL_VALUE:300]
 +
[SPEC_HEAT:7500]
 +
[MELTING_POINT:NONE]
 +
[BOILING_POINT:NONE]
 +
[ITEMS_WEAPON]
 +
[ITEMS_WEAPON_RANGED]
 +
[ITEMS_AMMO]
 +
[ITEMS_DIGGER]
 +
[ITEMS_ARMOR]
 +
[ITEMS_ANVIL]
 +
[ITEMS_HARD]
 +
[ITEMS_METAL]
 +
[ITEMS_BARRED]
 +
[ITEMS_SCALED]
 +
[SOLID_DENSITY:1000]
 +
[LIQUID_DENSITY:1000]
 +
[MOLAR_MASS:20000]
 +
[IMPACT_YIELD:1000000]
 +
[IMPACT_FRACTURE:2000000]
 +
[IMPACT_STRAIN_AT_YIELD:0]
 +
[COMPRESSIVE_YIELD:1000000]
 +
[COMPRESSIVE_FRACTURE:2000000]
 +
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 +
[TENSILE_YIELD:1000000]
 +
[TENSILE_FRACTURE:2000000]
 +
[TENSILE_STRAIN_AT_YIELD:0]
 +
[TORSION_YIELD:1000000]
 +
[TORSION_FRACTURE:2000000]
 +
[TORSION_STRAIN_AT_YIELD:0]
 +
[SHEAR_YIELD:1000000]
 +
[SHEAR_FRACTURE:2000000]
 +
[SHEAR_STRAIN_AT_YIELD:0]
 +
[BENDING_YIELD:1000000]
 +
[BENDING_FRACTURE:2000000]
 +
[BENDING_STRAIN_AT_YIELD:0]
 +
[MAX_EDGE:12000]
 +
[SPHERE:LIGHTNING]
 +
 +
[INORGANIC:DIVINE_7]
 +
[GENERATED]
 +
[DIVINE]
 +
[DISPLAY_COLOR:4:0:0]
 +
[BUILD_COLOR:4:0:0]
 +
[STATE_COLOR:ALL_SOLID:RUST]
 +
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
 +
[STATE_NAME_ADJ:ALL_SOLID:rusted metal]
 +
[MATERIAL_VALUE:300]
 +
[SPEC_HEAT:7500]
 +
[MELTING_POINT:NONE]
 +
[BOILING_POINT:NONE]
 +
[ITEMS_WEAPON]
 +
[ITEMS_WEAPON_RANGED]
 +
[ITEMS_AMMO]
 +
[ITEMS_DIGGER]
 +
[ITEMS_ARMOR]
 +
[ITEMS_ANVIL]
 +
[ITEMS_HARD]
 +
[ITEMS_METAL]
 +
[ITEMS_BARRED]
 +
[ITEMS_SCALED]
 +
[SOLID_DENSITY:1000]
 +
[LIQUID_DENSITY:1000]
 +
[MOLAR_MASS:20000]
 +
[IMPACT_YIELD:1000000]
 +
[IMPACT_FRACTURE:2000000]
 +
[IMPACT_STRAIN_AT_YIELD:0]
 +
[COMPRESSIVE_YIELD:1000000]
 +
[COMPRESSIVE_FRACTURE:2000000]
 +
[COMPRESSIVE_STRAIN_AT_YIELD:0]
 +
[TENSILE_YIELD:1000000]
 +
[TENSILE_FRACTURE:2000000]
 +
[TENSILE_STRAIN_AT_YIELD:0]
 +
[TORSION_YIELD:1000000]
 +
[TORSION_FRACTURE:2000000]
 +
[TORSION_STRAIN_AT_YIELD:0]
 +
[SHEAR_YIELD:1000000]
 +
[SHEAR_FRACTURE:2000000]
 +
[SHEAR_STRAIN_AT_YIELD:0]
 +
[BENDING_YIELD:1000000]
 +
[BENDING_FRACTURE:2000000]
 +
[BENDING_STRAIN_AT_YIELD:0]
 +
[MAX_EDGE:12000]
 +
[SPHERE:BLIGHT]
 +
}}
 +
{{metals}}
 
{{Category|Metals}}{{Category|Materials}}
 
{{Category|Metals}}{{Category|Materials}}
 +
[[ru:Divine metal]]

Latest revision as of 18:52, 6 May 2024

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

Spoiler2010.png This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down!
Divine metal
GenericSample.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Graphic
Generic grey bar sprite.png
Ore
  • N/A
Properties
Fire-safe Magma-safe

Wikipedia article

Divine metals are special, procedurally generated metals that can be found in vaults as well as deep underground. Divine metals are used as material for items, weapons and armor used by angels, who ruthlessly protect the vault's priceless treasures. (Similar divine fabrics are used by vault guardians for clothing and soft items.)

Traits[edit]

A dwarf wearing armor made with metal made by the gods.
Art by Metadomino

Divine metals appear to have identical material properties and lists of items craftable from them; the only differences between them are the names, colors, and deity associations. All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0. They are extremely light, at a solid density of only 1000, and have a superior max edge of 12000. They are granted spheres matching the associated deity that created the metal (and the guardians who wield it), and a descriptive name with the formula of "(adjective) metal" – examples of such are "multicoloured metal", "pale metal", and "twisting metal".

Overall, their material properties are much better than the corresponding values of steel and mostly worse than those of adamantine. They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective (unlike adamantine, which is worthless for blunt weapons). As armor, they are the only form of metal that is immune to dragonfire, as it cannot melt or boil. Despite this immunity to melting when worn as armor, divine metals can be designated for melting at a smelter. Doing so will produce a number of divine metal bars equal to the yield of the item type. The bars can then be used at a metalsmith's forge to create weapons, armor, etc. just like normal metal bars.

Loading a generated world in the object testing arena allows one to test weapons and armour made of divine metals. As of now, this version of the game has all divine metal - in any form - appearing as grey, and no other colors.

You can smell the gods on this sphere.
"Divine metal" in other Languages Books-aj.svg aj ashton 01.svg
Dwarven: Nabaskel
Elven: Mecalalethi
Goblin: Ngungdubsnusm
Human: Nirnorigu

Types[edit]

Sphere Name Color*
Blight rusted metal Rust
Chaos twisting metal Red
Darkness dark metal Black
Dawn glowing metal Yellow
Day bright metal White
Death pale metal Pale blue
Deformity pock-marked metal Black
Disease blistered metal Black
Earth ruddy metal Burnt sienna
Fire flickering metal Yellow
Jewels faceted metal Green
Light shining metal White
Lightning flashing metal Yellow
Moon translucent metal Clear
Mountains frosty metal White
Muck slick metal Brown
Music singing metal White
Night black metal Black
Rainbows multicolored metal Clear
Sky clear blue metal Sky blue
Stars twinkling metal White
Storms crashing metal Gray
Sun blazing metal White
Thunder booming metal Gray
Torture searing metal Black
Volcanos flowing metal Red

*The color text represents their internal color token, while the background is the actual color they appear as in-game. See color.

Base
AluminumBismuthCopperGoldIronLeadNickelPlatinumSilverTinZinc
Alloys
Special