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Editing v0.31:Adamantine

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{{quality|Exceptional|15:44, 30 September 2010 (UTC)}}{{Minorspoiler}}
 
{{quality|Exceptional|15:44, 30 September 2010 (UTC)}}{{Minorspoiler}}
{{Metal|name=Adamantine|wiki=Adamant|color=3:3:1
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{{Metal|name=Adamantine|color=3:3:1
 
|ore=
 
|ore=
 
* [[Raw adamantine]]
 
* [[Raw adamantine]]
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Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer.
 
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer.
  
The strands must then be either woven into cloth at a [[loom]] (for metal clothing and other related objects) or smelted into [[bar|wafer]]s at a [[smelter]] (for adamantine armor, crafts, weapons and so on). Fortunately, these tasks are performed just as quickly as any other weaving or smelting jobs. Once smelted into wafers, it is used much like any other bar of metal.
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The strands must then be either woven into cloth at a [[loom]] (for metal clothing and other related objects) or smelted into [[bar|wafer]]s at a [[smelter]] (for adamantine armor, crafts, weapons and so on). Fortunately, these tasks are performed just as quickly as any other weaving or smelting jobs. Once smelted into wafers, it is used much like any other bar of metal.  
 
 
 
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarf's workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles.  
 
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarf's workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles.  
  
 
Take care to note that clothing made from adamantine will suffer wear, just as normal clothing does.
 
Take care to note that clothing made from adamantine will suffer wear, just as normal clothing does.
 
Goods forged from adamantine require approximately 3 times as many materials as with other items:
 
* [[weapon token|Weapons]], [[armor token|armor/clothing]], and [[trap component token|trap components]] require the item's MATERIAL_SIZE in wafers/units of cloth
 
* Most types of furniture ([[door]], [[floodgate]], [[bed]], [[throne]], [[coffin]], [[table]], [[chest]], [[bin]], [[armor stand]], [[weapon rack]], [[cabinet]], [[statue]], [[anvil]], [[barrel]], [[pipe section]], [[hatch cover]], [[grate]], [[quern]], [[millstone]], and [[slab]]) require 9 wafers
 
* [[Cage]]s require 6 wafers
 
* [[Block]]s, [[chain]]s, and [[ballista]] arrowheads require 4 wafers
 
* [[Animal trap]]s, [[bucket]]s, [[mechanism]]s, and [[crutch]]es require 3 wafers
 
* [[Backpack]]s and [[quiver]]s require 2 units of cloth, and [[splint]]s require 2 wafers
 
* All other items require 1 wafer
 
  
 
== Use in Weaponry ==  
 
== Use in Weaponry ==  
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In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on.  
 
In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on.  
  
Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demands an answer.
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Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.
  
It happens year after year when they head northeast to the ominous shrubland that has been known only in name: "The Hill of Spit."  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as "Troublemysteries."  By the time they arrive, it is already too late.
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It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: "The Hill of Spit."  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as "Troublemysteries."  By the time they arrive, it is already too late.
  
 
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.
 
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.

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