|This article is about the current version of DF.|
- For information on room quality, see Room/Quality.
- For article quality ratings, see DF:Quality.
- For the Masterwork Mod, see the Masterwork Mod wiki.
All crafted items (e.g. furniture, armor, clothes and prepared meals, but not drinks) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). Coins are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters.
Images on floors or walls that are engraved by an engraver have quality levels, which can be seen by examining the engraving. Buildings constructed by an architect, such as the trade depot, wood furnaces, or smelters, also have quality levels. These can be examined using the building list.
Raw materials used for crafting items (e.g. stones, logs, bars, thread, dye, food) have no quality levels, with the exception of cloth. Blocks, an intermediary building material, also lack quality levels, as do smoothed floor tiles and walls, and carved fortifications.
|Sharpness|| Weapon To-Hit /|
Armor Deflect Modifier
|*Item Name*||Superior quality||4×||80%||1.6×|
|«Item Name»||Decorated object||Varies||Varies||unknown|
For named weapons that are not artifacts, see here.
Almost all decorations have quality levels, too. An item of any quality (except artifacts) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.
Dyeing is considered a (type of) decoration and has quality levels. For example, some rope reed thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and it is woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy thoughts. Covering an engraved image on the floor with water will remove the image, and cause an unhappy thought if the image was masterwork. The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a thief steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map. Eating a masterwork prepared meal will not cause an unhappy thought.
Quality levels of imported goods
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of weapons and armor can make a big difference in combat performance.
There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting clothing items like skirts or useless tools like pestles, but also include some exotic weapons like whips and daggers. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like iron.
Quality levels in stockpile settings
Stockpiles can be set to accept only goods of certain quality levels. However, the Core quality and the Total quality which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.
Core quality means the quality of the craftsdwarfship of the item. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship of the item is fine).
Total quality means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)
Quality has an impact on the amount of happiness a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's value. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no preference for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.
Changes to artifact weapons
Toady gave us a quote on weapon and armor quality, giving the game qualities of an "artifact" in v0.31: