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Difference between revisions of "40d:Legendary artifact"

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Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.
 
Dwarves will use anywhere from one to ten items in their construction. If you view ({{k|q}}) the [[workshop]] a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see [[strange mood]]s for further details). Once the dwarf has started to construct the artifact, you can also use {{k|t}} to see exactly what materials they have claimed.
  
It's worth noting that artifacts can be made out of materials that normally could not produce the base [[furniture]] or item in question. For example, you may get [[platinum]] [[armor]] or even [[bone]] [[doors]]. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as the previously mentioned bone door being made by a [[bonecarver]] in a [[Craftsdwarf's workshop]].
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It's worth noting that artifacts can be made out of materials that normally could not produce the base [[furniture]] or item in question. For example, you may get [[platinum]] [[armor]], [[stone]] [[bed]]s, or even [[bone]] [[doors]]. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as the previously mentioned bone door being made by a [[bonecarver]] in a [[Craftsdwarf's workshop]].
  
 
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).
 
Workshops which normally require fuel ([[Forge]], [[Glass furnace]]) do not require and will not use fuel to make an artifact at that shop.  Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).

Revision as of 12:46, 29 May 2009

Dwarves in strange moods will create legendary artifacts: unique, "named" items which are of unsurpassable quality (and usually cost). An artifact is the ultimate expression of a dwarf's desires, fears, memories and hopes in art form, and each dwarf will produce only one in their lives (or die trying). Dwarves that create an artifact are always granted the status of legendary unless they were possessed.

Dwarves drop artifacts in the workshop or in an appropriate stockpile as soon as they are made. They can then be used just like other items, but not sold. However, be warned that when a dwarf equips an artifact item (as a weapon or armour) he will never drop it, and may even carry around several artifact weapons in each handv0.27.176.38c. Of course, you might not see a champion swordsdwarf wielding eight artifact adamantine scimitars at once as a bad thing.

Artifacts cannot be destroyed unless lost in a chasm or dropped to the magma. They can be stolen by marauding parties; an artifact lost to you will have a note to that effect in the Artifacts screen(press l).

Construction

Dwarves will use anywhere from one to ten items in their construction. If you view (q) the workshop a dwarf has seized while the dwarf is in it, you can see what materials he or she plans to use (see strange moods for further details). Once the dwarf has started to construct the artifact, you can also use t to see exactly what materials they have claimed.

It's worth noting that artifacts can be made out of materials that normally could not produce the base furniture or item in question. For example, you may get platinum armor, stone beds, or even bone doors. Further, these artifacts could be produced in workshops by professions that could not normally build such an item, such as the previously mentioned bone door being made by a bonecarver in a Craftsdwarf's workshop.

Workshops which normally require fuel (Forge, Glass furnace) do not require and will not use fuel to make an artifact at that shop. Magma versions which lose power, however, will immediately cause the moody dwarves mood to end (with disastrous consequences).

Usage

Currently, some artifacts can be used just like all other items, except that it cannot be traded to caravans. Artifacts of types which can be built (furniture, animal traps, chains, etc...) can be built as normal. Often artifacts of this nature are used to meet noble room requirements or establish high-quality dinning halls as a single artifact is typically capable of bumping a room up to royal quality on its own, however a particularly poor artifact may turn it to at least grand. Object types which are used for storage in stockpiles (bins, barrels) will be used by your dwarves without regard to their status.

Object types which require a dwarf to wear or use the item will generally not be used by your dwarves, with the exception of artifact weapons and armor. Artifact weapons and armor can be used by elite and champion warriors, although these warriors will refuse to relinquish ownership of the item even if you instruct them to wield different weapons or wear different armor - only their death will free up the artifact for reassignment. This means that an artifact axe can be wielded by your elite or better axedwarf, but could not be used for woodcutting. Similarly, an artifact pick will never be used by your miners.

Quality

Artifact items have a value modifier of 120×. This is applied on top of the item's base value, its decorations and the value of all materials used in its construction.

Artifacts will automatically have one "free" decoration of the same type as its base material. For instance, a "Perfect Ruby" might have "Images of mangrove trees in Ruby". This decoration doesn't consume additional materials: in the above example, only one ruby was used.

Item types which normally require multiple objects to create (such as Platemail) will cause the moody dwarf to acquire that number of objects, but each such object will also contribute a decoration - basically, the item receives multiple free decorations. For example, artifact gold platemail will use a minimum of 3 objects (3 bars of gold), and have 3 gold decorations.

Artifacts can range in value from 2,400☼ (all-stone furniture or finished good) to 7,200,000☼ (full-decorated adamantine Platemail). Since immigration totals are - among other factors - based on your fortress's "Created Wealth" (and held/worn items count double in the total), expensive artifacts are often the driving factor behind how many immigrants show up in the first years.

Artifact armour and weapons have a high damage/protection modifier, at least greater than a similar iron item of basic quality. Though even steel artifacts will not surpass basic quality adamantine items. Note that the material of a crossbow, artifact or not, does not change its shooting abilities, only its viability in melee. However, higher quality crossbows shoot better. For example, a masterpiece crossbow will shoot better than a finely crafted one.[Verify] Only dwarves with hero status[Verify] will use artifact weapons or armor.

It is possible artifact makers may occasionally glitch in the number of goods needed, with a corresponding increase in value (eg, this monstrosity).

See also