v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing 40d:Item quality
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
− | |||
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (such as bone, gems, and studding) further increase the value. | All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''. [[Decoration]]s (such as bone, gems, and studding) further increase the value. | ||
− | Item quality can have an effect on an item's properties, especially [[armor]] and [[ | + | Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]]. |
− | |||
− | |||
__TOC__ | __TOC__ | ||
== Quality grades == | == Quality grades == | ||
− | All crafted items ([[furniture]], [[armor]], [[ | + | All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) – are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums. |
{| | {| | ||
Line 27: | Line 22: | ||
|- | |- | ||
| ☼Item Name☼ || Masterful || style="text-align: center;" | ×12 || style="text-align: center;" | ×2.0 | | ☼Item Name☼ || Masterful || style="text-align: center;" | ×12 || style="text-align: center;" | ×2.0 | ||
− | |||
− | |||
|} | |} | ||
− | + | When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" The destruction or theft of such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year due to an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. | |
− | |||
− | |||
− | |||
− | + | Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue. | |
− | + | [[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen. | |
− | |||
− | |||
− | |||
− | |||
− | [[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. | ||
== Skill and quality levels == | == Skill and quality levels == | ||
− | Tradesdwarves of | + | Tradesdwarves of different [[skill]] levels will produce items of differing quality. "Dabbling" dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time. |
− | Preferences for particular materials and | + | Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that 1) they can boost effective skill (not quality) by one to three levels, and 2) they have greatest impact when the dwarf is still relatively unskilled. |
{| border="1" cellpadding="5" cellspacing="0" valign="bottom" | {| border="1" cellpadding="5" cellspacing="0" valign="bottom" | ||
|- | |- | ||
− | ! | + | !Chance for !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |Dabbling || 100% || || || || || |
|- | |- | ||
− | | | + | |Novice || 80% || 18% || 1.9% ||0.13% ||0.007% ||0.00009% |
|- | |- | ||
− | | | + | |No label || 60% || 32% || 6.9% || 1.0% || 0.1% ||0.003% |
|- | |- | ||
− | | | + | |Competent || 40% || 42% || 14% || 3.1% || 0.5% ||0.02% |
|- | |- | ||
− | | | + | |Skilled || 20% || 48% || 24% || 6.8% || 1.6% ||0.09% |
|- | |- | ||
− | | | + | |Proficient || || 50% || 33% || 12% || 4.0% ||0.28% |
|- | |- | ||
− | | | + | |Talented || || 40% || 36% || 17% || 6.6% ||0.58% |
|- | |- | ||
− | | | + | |Adept || || 30% || 37% || 21% || 10% || 1.1% |
|- | |- | ||
− | | | + | |Expert || || 20% || 37% || 26% || 15% || 1.8% |
|- | |- | ||
− | | | + | |Professional|| || 10% || 36% || 30% || 21% || 2.9% |
|- | |- | ||
− | | | + | |Accomplished|| || || 33% || 33% || 29% || 4.4% |
|- | |- | ||
− | | | + | |Great || || || 27% || 33% || 34% || 5.9% |
|- | |- | ||
− | | | + | |Master || || || 20% || 32% || 40% || 7.7% |
|- | |- | ||
− | | | + | |High Master || || || 13% || 31% || 46% || 9.8% |
|- | |- | ||
− | | | + | |Grand Master|| || || 6.7% || 28% || 53% || 12% |
|- | |- | ||
− | | | + | |Legendary || || || || 25% || 60% || 15% |
|- | |- | ||
− | | | + | |Legendary+5 || || || || || 73% || 27% |
|} | |} | ||
− | + | The above table is based on the formula discovered by [[User:0x517A5D]]: | |
− | |||
− | |||
− | |||
− | + | First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 1, legendary is 16. It's capped at 21. | |
− | |||
Item quality is set to 0. | Item quality is set to 0. | ||
− | Then dice are rolled | + | Then dice are rolled. |
− | * If d5 < skill level, quality | + | * If d5 < skill level, quality is bumped. |
* If d10 < skill level, quality is bumped. | * If d10 < skill level, quality is bumped. | ||
* If d15 < skill level, quality is bumped. | * If d15 < skill level, quality is bumped. | ||
* If d20 < skill level, quality is bumped. | * If d20 < skill level, quality is bumped. | ||
− | * If d25 < skill level and d3 == | + | * If d25 < skill level and d3 == 1, quality is bumped. |
+ | |||
This gives the 6 quality levels (0 to 5). | This gives the 6 quality levels (0 to 5). | ||
− | + | == Affect of quality on weapon skill {{ver|0.23.130.23a}} == | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | == | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
To quote Toady: | To quote Toady: | ||
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"> | <div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;"> | ||
− | The quality of any weapon, including | + | The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to |
Skill<sub>new</sub> = Skill<sub>original</sub> × (1.0 + 0.2 × Q) + Q | Skill<sub>new</sub> = Skill<sub>original</sub> × (1.0 + 0.2 × Q) + Q | ||
Line 378: | Line 102: | ||
</div> | </div> | ||
− | See this chart for the exact levels: | + | while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels: |
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known. | Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known. | ||
Line 418: | Line 142: | ||
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves | # Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves | ||
− | + | [[Category:Items|*Quality]] | |
− | |||
− | |||
− | |||
− |