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Editing 40d:Item quality
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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]]. |
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__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. |
{| | {| | ||
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| ☼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 | ||
|- | |- | ||
− | | ''Unique name'' || Artifact || style="text-align: center;" | ×120 || style="text-align: center;" | ×2.0 | + | | ''Unique name'' || Artifact || style="text-align: center;" | ×120 || 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 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 provoke the same response as theft or destruction. 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. If a bolt misses its target and falls into the [[chasm]] or is melted by "the impertinent [[magma]]", this also counts as defacement. | |
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− | + | The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of a one, while a a dwarf who has only made a single masterwork item would become deeply upset. | |
− | + | 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. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen. According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (×2.0){{verify}}. | |
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− | [[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 they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material). |
{| 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!!Average [[Value]] Multiplier!!Jump in Average Value |
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|- | |- | ||
− | | | + | |Dabbling || 100% || || || || || ||1.0 || |
|- | |- | ||
− | | | + | |Novice || 80% || 18% || 1.9% ||0.13% ||0.007% ||0.00009% ||1.2226 ||0.2226 |
|- | |- | ||
− | | | + | |No label || 60% || 32% || 6.9% || 1.0% || 0.1% ||0.003% ||1.4924 ||0.2698 |
|- | |- | ||
− | | | + | |Competent || 40% || 42% || 14% || 3.1% || 0.5% ||0.02% ||1.8114 ||0.319 |
|- | |- | ||
− | | | + | |Skilled || 20% || 48% || 24% || 6.8% || 1.6% ||0.09% ||2.2428 ||0.4314 |
|- | |- | ||
− | | | + | |Proficient || || 50% || 33% || 12% || 4.0% ||0.28% ||2.7036 ||0.4608 |
|- | |- | ||
− | | | + | |Talented || || 40% || 36% || 17% || 6.6% ||0.58% ||2.9596 ||0.256 |
|- | |- | ||
− | | | + | |Adept || || 30% || 37% || 21% || 10% || 1.1% ||3.182 ||0.2224 |
|- | |- | ||
− | | | + | |Expert || || 20% || 37% || 26% || 15% || 1.8% ||3.516 ||0.334 |
|- | |- | ||
− | | | + | |Professional|| || 10% || 36% || 30% || 21% || 2.9% ||3.878 ||0.362 |
|- | |- | ||
− | | | + | |Accomplished|| || || 33% || 33% || 29% || 4.4% ||4.288 ||0.41 |
+ | |- | ||
+ | |Great || || || 27% || 33% || 34% || 5.9% ||4.538 ||0.25 | ||
|- | |- | ||
− | | | + | |Master || || || 20% || 32% || 40% || 7.7% ||4.804 ||0.266 |
|- | |- | ||
− | | | + | |High Master || || || 13% || 31% || 46% || 9.8% ||5.106 ||0.302 |
|- | |- | ||
− | | | + | |Grand Master|| || || 6.7% || 28% || 53% || 12% ||5.411 ||0.305 |
|- | |- | ||
− | + | |Legendary || || || || 25% || 60% || 15% ||5.8 ||0.389 | |
|- | |- | ||
− | | | + | |Legendary+1 || || || || 20% || 63% || 17% ||5.995 ||0.195 |
|- | |- | ||
− | | | + | |Legendary+2 || || || || 15% || 66% || 19% ||6.199 ||0.204 |
|- | |- | ||
− | | | + | |Legendary+3 || || || || 10% || 68% || 22% ||6.412 ||0.213 |
|- | |- | ||
− | | | + | |Legendary+4 || || || || 5% || 71% || 24% ||6.635 ||0.223 |
|- | |- | ||
− | | | + | |Legendary+5 || || || || || 73% || 27% ||6.89 ||0.232 |
|} | |} | ||
− | + | The above table is based on the formula discovered by | |
− | + | <!-- [[User:Bartavelle]] | |
− | + | Hey, man, don't take credit for my work, especially when you get it wrong. --> | |
− | + | [[User:0x517A5D|0x517A5D]]: | |
− | + | First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20. | |
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Item quality is set to 0. | Item quality is set to 0. | ||
− | Then dice are rolled | + | Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails. |
− | * 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). | ||
+ | <!-- | ||
+ | Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9: | ||
− | + | ; --------------------------------------------------------------------------- | |
− | + | loc_6FCB92: | |
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push eax | push eax | ||
− | call | + | call get_dorf_level_in_a_skill |
− | mov | + | mov ebx, eax |
− | + | loc_6FCB9A: | |
− | + | cmp ebx, 20 | |
− | cmp | + | mov [edi+7Ah], bx ; Save the creator's true skill level. |
− | mov [ | + | ; EDI points to the item being created. |
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− | + | jle short loc_6FCBA8 | |
− | + | mov ebx, 20 ; EBX is a value in the range of [0..20], | |
− | + | ; and is the (capped) skill level of the | |
− | + | ; creator, possibly adjusted for material | |
− | + | ; preferences, I didn't check. | |
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− | mov | ||
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; We roll a d5 and compare the result with the creator's skill level. | ; We roll a d5 and compare the result with the creator's skill level. | ||
; (Technically, we compare d5 - 1 against skill_level - 1.) | ; (Technically, we compare d5 - 1 against skill_level - 1.) | ||
− | + | loc_6FCBA8: ; field 78h is quality. | |
− | mov | + | xor eax, eax |
+ | |||
+ | mov [edi+78h], ax ; Init item quality to 0 | ||
− | call | + | call mt_engine ; Get a random number (returned in EAX). |
mov ecx, eax ; This mess is a division by 5, | mov ecx, eax ; This mess is a division by 5, | ||
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; i.e. d5 - 1 | ; i.e. d5 - 1 | ||
− | cmp edx, | + | cmp edx, ebx ; Compare the "die roll" against the |
− | ; 0-based skill level (still in | + | ; 0-based skill level (still in EBX). |
− | jge short | + | jge short loc_6FCBE1 |
− | + | add [edi+78h], bp ; If the random number was less than | |
; the skill level, | ; the skill level, | ||
− | + | ; add 1 to the quality level. | |
− | ; add 1 to the quality level | + | ; (BP is known to be 1, and |
+ | ; item quality is known to be 0.) | ||
; Now we roll a d10 and compare. It's important to note that the roll | ; Now we roll a d10 and compare. It's important to note that the roll | ||
; of the d10 is independent, not conditional, of the roll of the d5. | ; of the d10 is independent, not conditional, of the roll of the d5. | ||
− | + | loc_6FCBE1: ; Random number | |
− | call | + | call mt_engine |
mov ecx, eax ; Modulus | mov ecx, eax ; Modulus | ||
mov eax, 3 | mov eax, 3 | ||
Line 248: | Line 178: | ||
shr edx, 1Ah ; now EDX is in the range [0..9] | shr edx, 1Ah ; now EDX is in the range [0..9] | ||
; i.e. d10 - 1 | ; i.e. d10 - 1 | ||
− | cmp edx, | + | cmp edx, ebx ; Compare |
− | jge short | + | jge short loc_6FCC14 |
− | + | add [edi+78h], bp ; If d10 < skill, bump quality. | |
− | |||
− | + | loc_6FCC14: ; Same thing for a d15. | |
− | call | + | call mt_engine |
mov ecx, eax | mov ecx, eax | ||
mov eax, 3 | mov eax, 3 | ||
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shr edx, 1Bh | shr edx, 1Bh | ||
cmp edx, ebx | cmp edx, ebx | ||
− | jge short | + | jge short loc_6FCC47 |
− | + | add [edi+78h], bp ; If d15 < skill, bump quality. | |
− | |||
− | + | loc_6FCC47: ; Same thing for a d20. | |
− | call | + | call mt_engine |
mov ecx, eax | mov ecx, eax | ||
mov eax, 3 | mov eax, 3 | ||
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add ecx, edx | add ecx, edx | ||
shr ecx, 1Ah | shr ecx, 1Ah | ||
− | cmp ecx, | + | cmp ecx, ebx |
− | jge short | + | jge short loc_6FCC80 |
− | + | add [edi+78h], bp ; If d20 < skill. bump quality. | |
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− | + | loc_6FCC80: ; Now we roll a d25 | |
− | call | + | call mt_engine |
mov ecx, eax | mov ecx, eax | ||
mov eax, 3 | mov eax, 3 | ||
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mul ecx | mul ecx | ||
shr edx, 1Ah | shr edx, 1Ah | ||
− | cmp edx, | + | cmp edx, ebx ; Compare against skill, |
− | jge short | + | jge short loc_6FCCE2 |
− | call | + | call mt_engine ; AND roll a d3 |
mov ecx, eax | mov ecx, eax | ||
mov eax, 3 | mov eax, 3 | ||
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mul ecx | mul ecx | ||
shr edx, 1Dh | shr edx, 1Dh | ||
− | + | test edx, edx ; The d3 result must be 1. | |
; (Technically, d3-1 is tested against 0.) | ; (Technically, d3-1 is tested against 0.) | ||
− | jnz short | + | jnz short loc_6FCCE2 |
− | + | add [edi+78h], bp ; If d25 < skill AND d3 = 1, bump | |
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− | + | loc_6FCCE2: | |
− | cmp word ptr [ | + | cmp word ptr [edi+78h], 5 |
− | jnz | + | jnz loc_6FCE28 |
− | + | lea ecx, [esp+40h+var_2C] | |
− | + | call ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ | |
− | + | lea ecx, [esp-14h+arg_24] | |
− | + | push ecx | |
− | push | + | mov ecx, esi |
− | + | mov [esp-10h+arg_4C], 0 | |
− | mov [esp+ | + | call get_dorf_name |
− | call | ||
add esp, 4 | add esp, 4 | ||
− | + | push offset aHasCreatedAMasterpiece ; " has created a masterpiece!" | |
− | push offset | + | lea ecx, [esp-10h+arg_24] |
− | lea | + | call ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z |
− | call ??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z | + | cmp [esp-18h+arg_40], 10h |
− | + | mov ecx, [esp-18h+arg_2C] | |
− | + | jnb short loc_6FCD2C | |
− | + | lea ecx, [esp-18h+arg_2C] | |
+ | --> | ||
− | + | According to inspections of the memory values, it seems that artifacts have a quality of 5. | |
− | + | == Effect of quality on weapon skill {{ver|0.23.130.23a}} == | |
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− | == | ||
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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 | ||
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</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. | ||
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# 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]] | |
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