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Difference between revisions of "40d:Adamantine"

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{{av}}{{dwarven}}
 
{{av}}{{dwarven}}
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|
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{{Metal|color=3:3:1|name=Adamantine|
 
|ore=
 
|ore=
 
* {{L|Raw adamantine}}
 
* {{L|Raw adamantine}}

Revision as of 00:04, 2 May 2010

This article is about an older version of DF.

Template:Dwarven

Adamantine
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Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Graphic

No graphic.

Ore
Properties

Wikipedia article

Adamantine is by far the most rare and valuable Template:L in the game. The raw ore, Template:L, can only be found in mountainous areas, and only in small amounts.

Although usually referred to as a Template:L, it also has some properties of a Template:L - it is truly unique among materials.

Adamantine metal has a Template:L of x300 (Template:L has a multiplier of x250).

Uses

Adamantine can serve as a metal or a "fabric" - adamantine Template:Ls are amazingly protective and valuable (if also, to some players, an amazingly extravagant waste of this ultimate material!). Raw adamantine may also be processed into Template:L goods in the same way as other economic stone.

Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. Template:Ls and Template:L made from adamantine are 5 times stronger/more deadly than equivalent Template:L objects, and almost 4x that of Template:L.*

(* It's not clear if this matters as much for Template:Ls as much as for armor, especially in the hands of a Template:L or Template:L - if an *exceptional steel axe* is lopping off heads and limbs with every stroke, there's not much more you can do - gone is gone. Template:Ls may be the obvious exception to this unproven theory. However, for Template:L, there is no upper limit to how much Template:L you want to avoid.)

Adamantine is one of the few Template:L materials. Raw adamantine is the only Template:L, aside from Template:L, that can be used to make magma-safe Template:Ls. (To do this, you must lift the Template:L on its use via the Stone submenu of the Template:L screen.) Mechanisms can also be made from three adamantine wafers at a Template:L or Template:L (under "trap components") by a mechanic - though this cannot be done with any other metal, it is far more efficient to use the raw stone.

Storage

Raw Adamantine is stored in stone stockpiles with "Raw Adamantine" enabled in that stockpile's 'other stone' category.

However once strands are extracted, they are stored in a cloth pile. It is unfortunately impossible to directly segregate adamantine from plant fiber and silk cloth, because all cloth apparently counts as non-plant/animal products as far as the game is concerned, and adamantine does not appear as a thread/cloth type in the cloth custom stockpile menu. To create a stockpile for adamantine strands designate a cloth stockpile set to accept no types of thread or cloth and tell this stockpile to take from all other cloth stockpiles.

Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.

Processing

Adamantine strands are extracted from Template:L at a Template:L. The Template:L labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750. 1 ore => 1 strand => 1 wafer.

Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any smelter. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like bars of other metal, and can be forged into a variety of useful items. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a loom. The cloth needed varies by article of clothing: 6 cloth is required for a robe, 5 for a cloak or a dress, 3 for trousers or a shirt, 2 for a vest or hood, but 1 cloth produces a pair of gloves, mittens, socks or shoes. No matter what the cost to make, all adamantine clothing seems to be worth 36000☼ for masterwork, 15000 and 12000 for the next grades down. Surprisingly, adamantine clothing does wear out and lose its value over time like other clothing. Adamantine strands may be dyed for a very small increase in value, but if they are melted into wafers they will return to their normal color and value.

Forging things out of adamantine requires a number of wafers equal to item's MATERIAL_SIZE. This is usually about three times as many as are needed for constructions with bars of other metals, since one metal bar counts for 3 MATERIAL_SIZE. For instance, plate mail has [MATERIAL_SIZE:9] and normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Helm has [MATERIAL_SIZE:2] and normally requires one metal bar to forge; adamantine helm requires two adamantine wafers. Large furniture takes 9 full wafers and small furniture (buckets, animal traps) takes 3 full wafers (compare to 3 bars and 1 bar respectively for other metals), though there are some exceptions - chains, blocks, and ballista arrow heads require 4 wafers, despite requiring either 1 (for chains and blocks) or 3 (for ballista arrow heads) metal bars. Miscellaneous craft items are only 1 wafer, and you still get a full set of 3 goblets. This makes goblets far and away the best option if you want to maximize your adamantine wealth, even moreso than in other materials.

Note that if you try to melt down adamantine objects, you recover wafers at the same rate that you would normally recover bars, so trying to melt down lower-quality adamantine items to reforge them gets prohibitively expensive in a hurry - adamantine plate mail takes 9 wafers to forge and yields slightly less than a single wafer when melted for scrap.

Engravings in adamantine are not exceptionally valuable, increasing Architecture created wealth by 120 for masterwork or 50 for exceptional quality.

Template:Game Data