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Editing v0.31:Stonegears/Strange moods
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:''Back to the [[../|main tutorial page]]'' | :''Back to the [[../|main tutorial page]]'' | ||
− | + | Every once in a while one of your dwarves will enter a {{L|strange mood}}, a supernatural inspiration to make an {{L|artifact}}. Upon being taken by a mood, a blinking "!" will appear over the dwarf, and s/he will go claim a {{L|workshop}} appropriate for the type of artifact they want to make, kicking out the workshop's current user if there is any; if there is no appropriate workshop the dwarf will just stand there until someone else makes one. Once a workshop has been claimed s/he will start gathering the raw materials to make the artifact. If all the needed materials area available then the dwarf will get to work and soon produce the artifact. If the dwarf was in any mood but a possessed mood then s/he will have gained legendary {{L|experience}} in the {{L|skill}} being used. | |
− | Every once in a while one of your dwarves will enter a | ||
− | If one or more of the needed | + | If one or more of the needed material is not present in your fortress (or which is present but [[../Examining_items#Forbidding_items|forbidden]]‡) then the dwarf will stand in the workshop, giving cryptic clues as to what's needed. You can see these clues by interacting ({{K|q}}) with the workshop, with each hint being shown for two seconds before cycling to the next one (if you want help figuring out what the clues mean, rather than puzzling it out yourself, {{L|Strange_mood#Demands|go here}}). If you can acquire (or unforbid) the needed materials before too much time has passed then the dwarf will continue making the artifact. If not, the dwarf will eventually go {{L|insane}}, meaning s/he'll never do any more work, and also might attack your other dwarves. |
==Artifacts== | ==Artifacts== | ||
− | + | {{L|Artifact}}s currently have these properties: | |
# They're indestructible. | # They're indestructible. | ||
− | # They can't be traded to a | + | # They can't be traded to a {{L|caravan}}. |
− | # Armor and weapon artifacts are three times more effective than base | + | # Armor and weapon artifacts are three times more effective than base {{L|quality}} ones, and 50% more effective than masterwork ones. |
− | # Artifacts are 120 times more | + | # Artifacts are 120 times more {{L|value| valuable}} than base quality items of the same type and material, and 10 times more valuable than masterwork items. |
They have no magical or supernatural properties (besides being indestructible), since the game has not yet implemented a magic system. | They have no magical or supernatural properties (besides being indestructible), since the game has not yet implemented a magic system. | ||
− | Besides artifact weapons and armor being used by your military, the only uses for artifacts is to increase | + | Besides artifact weapons and armor being used by your military, the only uses for artifacts is to increase {{L|Room#Quality|room quality}} and/or to give your dwarves happy {{L|thoughts}}. For increasing room quality, go {{L|Room_quality#Increasing_room_value|here}}. To use an artifact to generate happy thoughts, do the following to place them into an area with heavy foot traffic: |
− | * For | + | * For {{L|furniture}} artifacts, simply install it. |
− | * For | + | * For {{L|mechanism}} artifacts, turn it into a {{L|lever}}, {{L|trap}} or {{L|well}}. |
− | * For | + | * For {{L|bucket}} artifacts, turn it into a well. |
− | * For useless weapon artifacts, install it in in a weapon | + | * For useless weapon artifacts, install it in in a weapon {{L|trap}}. |
* For everything else, you're out of luck. | * For everything else, you're out of luck. | ||
− | Artifacts can be made out of non-standard materials, like a | + | Artifacts can be made out of non-standard materials, like a {{L|bed}} made from {{L|glass}}, or armor made from {{L|lead}}. |
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