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Editing v0.34:Legendary artifact

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Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, "named" [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].
 
Dwarves in [[strange mood]]s will create '''legendary artifacts''': unique, "named" [[item]]s which are of unsurpassable [[Item quality|quality]] (and often [[value]] as well). An artifact is the ultimate expression of a [[dwarf]]'s desires, fears, memories and hopes in art form, and each dwarf will produce at most one in their lives (or [[insanity|die]] trying). Dwarves that create an artifact immediately gain enough [[experience]] to boost them to [[legendary]] level in the affected [[Strange mood#Skills and workshops|skill]], unless they were [[Strange mood#Possessed|possessed]].
 
   
 
   
Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|L}}.
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Dwarves drop artifacts in the [[workshop]] as soon as they are made. They cannot be traded, but most can be used just like any item of its type. A list of all artifacts that the fortress has created can be seen by pressing {{k|l}}.
  
 
== Uses ==
 
== Uses ==
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Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.
 
Artifact [[furniture]] of high value can be placed in [[room]]s to greatly increase the room's value (and hence quality), which can be useful to meet the room quality requirements of [[noble]]s. They can also be placed in high traffic areas of the fort, so that dwarves that pass by (or over) them will get happy [[thought]]s from admiring them. Artifact [[mechanism]]s can be turned into [[lever]]s and [[trap]]s, which count as furniture.
  
Certain artifact types (barrels, buckets, mechanisms, etc.) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.
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Certain artifact types (barrels, buckets, mechanisms, etc) can be used as components in some buildings; doing so will multiply the artifact's effect on fortress value.
  
 
=== Weapons ===
 
=== Weapons ===
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Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.
 
Artifact [[finished goods]] solely add to value of your fortress, or they can be traded in Adventurer Mode.
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=== Mechanisms ===
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Artifact mechanisms deserve particular note due to their versatility.  When placed as a [[lever]] or a [[trap]], their high value contributes to the room as furniture; a trap created in this manner will also be extremely accurate and deadly. But most importantly, weapon traps made using artifact mechanisms will '''never jam'''.  Beyond the obvious utility this adds to fortress defense, this means that they can be used for a number of projects requiring an endlessly-effective trap -- for instance, with the help of a [[necromancer]], they can be used to grind up [[corpse]]s your dwarves refuse to [[butcher]] until all that is left is unusable parts and [[bone]]s.
  
 
=== Cages ===
 
=== Cages ===
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== Other notes ==
 
== Other notes ==
Artifacts cannot be designated for Dumping or Melting. The only way to move an artifact to a specific location is to Build it (for furniture and weaposn only) or Stockpile it.
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Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact. What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough.
 
 
Sometimes dwarves will grow particularly attached to [[weapon]]s and [[armor]], and if they become attached enough, they will name their armor/weapons. The armor/weapon will then be listed as an artifact, although its value will remain the same.
 
 
 
What causes dwarves to name their weapons is unknown - time alone will suffice (though it may take a very long time), but slaying an important historical figure such as a [[forgotten beast]] will often be enough. A weapon having a long kill list will also contribute to its naming. A weapon or piece of armor (even a shield) may be named if it only had a single kill.
 
 
 
After the weapon has been named, it will become fixed{{verify}} to the dwarf that named it. It then becomes impossible to melt. If the dwarf dies, the weapon will be forbidden for use, until all dwarves that slayed something with that particular weapon (according to its kill list) at any given moment (before and after its naming) are properly buried in a coffin. If any of the slayers' bodies have been destroyed, the weapon cannot be used again.
 
  
 
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.
 
Artifacts cannot be destroyed by temperature extremes{{verify}}, building destroyers, [[cave-ins]], or fire, although they will ignite and burn as is normal for their material type.  They can be lost in pits, carried off the map by flows, stolen by thieves, or atom-smashed by bridges.  The loss of an artifact does not appear to affect the happiness of its creator.
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Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.
 
Artifacts and their mechanics were the topic of [[Main:Dwarf Fortress Talk|Dwarf Fortress Talk]] [http://www.bay12games.com/media/df_talk_7_transcript.html #7]. The future of artifacts was discussed in a [http://www.bay12games.com/media/df_talk_7_transcript_2.html separate portion] of that cast.
  
Artifacts can be disabled in [[d_init.txt]]
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Artifacts can be disabled in [[D_init.txt]]
  
 
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.
 
Artifacts created by happy dwarves (i.e. not fell or macabre moods) have a 1% chance to be named after the dwarf who created them.

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