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__NOTOC__
 
__NOTOC__
 
{{see also|Materials}}
 
{{see also|Materials}}
'''Metals''' are the most versatile [[material]]s. They can be used for [[buildings]] as well as [[armor]] and [[weapons]].
 
  
== Comparison table ==
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'''Metals''' are the most versatile material. They can be used for [[buildings]] as well as [[armor]] and [[weapons]].
Below is a list of material effects for metals. When a [[stuff]]able item is created from a metal, each of its base stats is multiplied by a factor for that stat belonging to the material used. Take "Armor - Sharp" for example. For this stat, [[steel]] has a ''factor'' of {{Q|steel|Armor - Sharp Factor}} and [[plate armor]] has base stat of {{Q|plate armor|Armor Factor - Sharp}}. Thus, the final "Armor - Sharp" of a set of steel plate armor before [[quality]] multipliers is: {{Q|steel|Armor - Sharp Factor}} * {{Q|plate armor|Armor Factor - Sharp}} or {{%|{{Q|steel|Armor - Sharp Factor}}*{{Q|plate armor|Armor Factor - Sharp}} }}.
 
  
This process is then repeated for each stat. The material's HP factor is applied to the items base HP, flammability factor to flammability etc. Insulation is not expressed as a percentage and is thus slightly different. For an example of how to calculate the insulation for a given piece of apparel, see [[Apparel#Insulation|Apparel]].
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== Comparison Table ==
 
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The following table lists all metals and their modifiers. These modifiers determine the stats of the building or item made out of each metal.
Market value is the notable exception to this direct multiplicative relationship, but the value of a material does have a direct effect on that of the final product. See [[Market Value]] for details.
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{{#ask: [[Category:Metal]]
 
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| ?Market Value Base = Market Value
{{#ask: [[Stuff Category::Metallic]]
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| ?Beauty Factor
| ?Beauty Factor
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| ?Beauty Offset
| ?Beauty Offset
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| ?Work To Make Factor
| ?Work To Make Factor
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| ?Max Hit Points Factor
| ?Max Hit Points Factor
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| ?Flammability Factor
| ?Flammability Factor
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| ?Armor - Sharp Factor
| ?Armor - Sharp Factor
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| ?Armor - Blunt Factor
| ?Armor - Blunt Factor
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| ?Armor - Heat Factor
| ?Armor - Heat Factor
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| ?Melee Blunt Damage Factor
| ?Insulation - Cold Factor = Insulation - Cold (°C)
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| ?Melee Sharp Damage Factor
| ?Melee Blunt Damage Factor
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| ?Melee Cooldown Factor
| ?Melee Sharp Damage Factor
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| ?Door Opening Speed Factor
| ?Melee Cooldown Factor
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| limit = 100
| ?Door Opening Speed Factor
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| link = subject
| ?Rest Effectiveness Factor
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| mainlabel = Material
| ?Market Value Base = Market Value
 
| limit = 100
 
| link = subject
 
| mainlabel = Material
 
 
}}
 
}}
 
All metals have the following modifiers in common:
 
All metals have the following modifiers in common:
 
* [[Property:Work To Build|Work To Build Factor]] is the same as [[Property:Work To Make|Work To Make Factor]].
 
* [[Property:Work To Build|Work To Build Factor]] is the same as [[Property:Work To Make|Work To Make Factor]].
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* [[Property:Insulation - Cold Factor|Insulation - Cold]] of 3°C.
 
* [[Property:Insulation - Heat Factor|Insulation - Heat]] of 0°C.
 
* [[Property:Insulation - Heat Factor|Insulation - Heat]] of 0°C.
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* [[Property:Rest Effectiveness|Rest Effectiveness Factor]] of 1.
  
 
== Descriptions ==
 
== Descriptions ==
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{{nav|materials|wide}}
 
{{nav|materials|wide}}
[[Category:Material|#Metals]]
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[[Category:Material]]

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