v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Difference between revisions of "Masterwork:Archeologist's study"
Jump to navigation
Jump to search
m (Lethosor moved page Masterwork:Archeologist to Masterwork:Archeologist's Study: This page is about the workshop, not the profession.) |
m (Lethosor moved page Masterwork:Archeologist's Study to Masterwork:Archeologist's study: whoops, rule N) |
Revision as of 22:53, 5 June 2013
b-w-A | |||
| |||
Job Requirement | |||
---|---|---|---|
Construction | |||
Materials | Jobs | ||
|
|||
Materials Used | |||
Goods Created | |||
|
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.