Difference between revisions of "DF2014:Edge"

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Most materials draw this from their Material Template, but placing a [MAX_EDGE] tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000], while the Stone Material Template has [MAX_EDGE:1000]. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.
 
Most materials draw this from their Material Template, but placing a [MAX_EDGE] tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000], while the Stone Material Template has [MAX_EDGE:1000]. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.
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Actual weapon sharpness depends on its [[quality]]: masterwork and artifact blades have the above-mentioned maximum material edge, while regular-quality items get only half as much.

Revision as of 08:16, 22 February 2015

This article is about the current version of DF.

Materials have a sharpness property, defined as [MAX_EDGE:<number>]. In combat, this presumably defines how well the material works when used for slashing attacks.

Most materials draw this from their Material Template, but placing a [MAX_EDGE] tag in the material's entry will override this and allow it to be sharper than other objects of its kind. For example, Obsidian has [MAX_EDGE:20000], while the Stone Material Template has [MAX_EDGE:1000]. Incidentally, it seems that this is what allows Obsidian to be made into stone swords; a value of at least 10000 has been proven to also work.

Actual weapon sharpness depends on its quality: masterwork and artifact blades have the above-mentioned maximum material edge, while regular-quality items get only half as much.