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Difference between revisions of "Divine metal"
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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 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 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]] | + | Overall, their material properties are much better than the corresponding values of [[steel]] and roughly equal (and in some ways superior) to 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. Any adventurer that is godly enough (or reckless) to raid a [[vault]] is highly advised that he get [[Adamantine|proper]] [[Masterpiece|equipment]] before engaging the divine creatures within. 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 or abandon your fort, then let your adventurer visit that fort. Bear in mind that your adventurer needs to be a [[dwarf]] or [[elf]] to equip this adamantine armour. |
Weapons and armour made of divine metals may be tested in the [[Arena]]. | Weapons and armour made of divine metals may be tested in the [[Arena]]. | ||
{{Category|Metals}}{{Category|Materials}} | {{Category|Metals}}{{Category|Materials}} |
Revision as of 18:09, 27 October 2014
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
This article contains massive spoilers. If you do not wish to have your game experience spoiled, do not scroll down! |
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Divine metals are special, procedurally generated metals that can be found in vaults. Divine metals are used as material for items, weapons and armor used by angels, who ruthlessly protect the vault's priceless treasures.
Traits
Divine metals appear to have identical 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 spheres matching the associated deity that has 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 roughly equal (and in some ways superior) to 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. Any adventurer that is godly enough (or reckless) to raid a vault is highly advised that he get proper equipment before engaging the divine creatures within. 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 or abandon your fort, then let your adventurer visit that fort. Bear in mind that your adventurer needs to be a dwarf or elf to equip this adamantine armour.
Weapons and armour made of divine metals may be tested in the Arena.