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Difference between revisions of "v0.34:Item value"
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{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}} | {{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}} | ||
− | ''' | + | '''Item value''' is determined by a number of factors: the form of the item, the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it. |
− | The '''final value''' of an item is the '''base value''' of the form of the | + | The '''final value''' of an item is the '''base value''' of the form of the item (e.g. [[block]] ''or'' [[statue]]) multiplied by the '''material multiplier''' (e.g. [[granite]] ''or'' [[gold]]), multiplied by the '''quality modifier''' (e.g. fine ''or'' masterful) if any, then summed with the final value of all '''decorations'''. |
==Base values of items== | ==Base values of items== | ||
− | The '''base value''' of an item is determined by the item | + | The '''base value''' of an item is determined by the form of the item, not what it is made out of. For example, a [[wood]] [[block]] uses the '''base value''' for a block; a native gold block uses the ''same'' '''base value''', since it too is in the form of a "block". In both cases, the '''final value''' is then determined by adjusting the base value with the appropriate modifiers. |
===Items without quality levels=== | ===Items without quality levels=== | ||
{| style="border-spacing: 0" | {| style="border-spacing: 0" | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | ! Value | + | ! Base Value |
! Items | ! Items | ||
|- | |- | ||
Line 26: | Line 26: | ||
|6||[[Thread]] | |6||[[Thread]] | ||
|- | |- | ||
− | |10||[[Ballista arrowhead]], [[cheese]] | + | |10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
|?||live vermin, tame vermin | |?||live vermin, tame vermin | ||
Line 34: | Line 34: | ||
{| style="border-spacing: 0" | {| style="border-spacing: 0" | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | ! Value | + | ! Base Value |
! Items | ! Items | ||
|- | |- | ||
Line 43: | Line 43: | ||
|7||[[Cloth]]<sup>[2]</sup> | |7||[[Cloth]]<sup>[2]</sup> | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |10||[[Door]], [[Floodgate]], [[Bed]], [[Chair]], [[Chain]], [[Flask]], [[Goblet]], [[Instrument]], [[Toy]], [[Cage]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Table]], [[Coffin]], [[Container|Box]], [[Bin]], [[Armor stand]], [[Weapon rack]], [[Cabinet]], [[Figurine]], [[Amulet]], [[Scepter]], [[Crown]], [[Ring]], [[Earring]], [[Bracelet]], [[Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Splint]], [[Crutch]], [[Slab]], Decoration<sup>[4]</sup> | + | |10||[[Door]], [[Floodgate]], [[Bed]], [[Chair]], [[Chain]], [[Flask]], [[Goblet]], [[Instrument]], [[Toy]], [[Cage]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Table]], [[Coffin]], [[Container|Box]], [[Bin]], [[Armor stand]], [[Weapon rack]], [[Cabinet]], [[Figurine]], [[Jewelry|Amulet]], [[Craft|Scepter]], [[Jewelry|Crown]], [[Ring]], [[Jewelry|Earring]], [[Jewelry|Bracelet]], [[Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Splint]], [[Crutch]], [[Slab]], [[Decoration]]<sup>[4]</sup>, [[Large pot]], [[Jug]], [[Nest box]], [[Hive]], [[Tool|Ladle]], [[Tool|Bowl]], [[Tool|Mortar]], [[Tool|Pestle]], [[Tool|Pouch]], [[Tool|Knives]], [[Tool|Cleaver]], [[Tool|Fork]] |
|- | |- | ||
|20||[[Siege ammo]], [[Traction bench]] | |20||[[Siege ammo]], [[Traction bench]] | ||
Line 49: | Line 49: | ||
|25||[[Window]], [[Statue]] | |25||[[Window]], [[Statue]] | ||
|- | |- | ||
− | |30||[[Catapult | + | |30||[[Catapult part]], [[Ballista part]], [[Mechanism]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |* ||[[Weapon]], [[Armor]], [[ | + | |50||[[Minecart]], [[Wheelbarrow]], [[Tool|Cauldron]] |
+ | |- | ||
+ | |* ||[[Weapon]], [[Armor]], [[Shoe]], [[Shield]], [[Helm]], [[Glove]], [[Ammo]], [[Pants]], [[Trap component]] | ||
|} | |} | ||
:[1] Coins minted at a forge are always of base quality | :[1] Coins minted at a forge are always of base quality | ||
− | :[2] | + | :[2] Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration. |
− | :[3] Prepared meals always | + | :[3] Prepared meals always have a base value of 10, with a quality modifier. Each ingredient is calculated separately, with its own base value and "minced" quality modifier. The total value of a meal stack is the sum of the above values multiplied by the total quantity, regardless of the proportion of ingredients. A more thorough explanation and example exists at the [[DF2012:Cook#Prepared_Meal_Value|Cook]] page. |
− | :[4] " | + | :[4] "[[Decoration]]s" include "It is decorated with <material>", "It is encircled with bands of <material>", "It is adorned with hanging rings of <material>", "This object menaces with spikes of <material>", "On this object is an image of <description> in <material>", "It is studded with <metal>". Decorations of [[bolt]]s have a 1/3 base value instead. |
The following items have their value determined based on their properties: | The following items have their value determined based on their properties: | ||
====Weapon==== | ====Weapon==== | ||
− | The value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10. | + | The base value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10. |
{| class="collapsible collapsed" style="border-spacing: 1" | {| class="collapsible collapsed" style="border-spacing: 1" | ||
|- style=background-color:#ccf | |- style=background-color:#ccf | ||
! colspan=2|Weapon values | ! colspan=2|Weapon values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Weapon | ! Weapon | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
|3||[[Whip]] | |3||[[Whip]] | ||
|- | |- | ||
− | |7||[[Training | + | |7||[[Training sword]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |9||[[Training | + | |9||[[Training spear]], [[War hammer]] |
|- | |- | ||
− | |10||[[Crossbow]], [[Blowgun]], [[Bow]], [[Large | + | |10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
|11||[[Flail]] | |11||[[Flail]] | ||
|- | |- | ||
− | |14||[[Scourge]], [[Scimitar]], [[Short | + | |14||[[Scourge]], [[Scimitar]], [[Short sword]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |17||[[Training | + | |17||[[Training axe]], [[Mace]] |
|- | |- | ||
|18||[[Spear]] | |18||[[Spear]] | ||
Line 88: | Line 90: | ||
|27||[[Maul]] | |27||[[Maul]] | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |30||[[Long | + | |30||[[Long sword]] |
|- | |- | ||
− | |34||[[Battle | + | |34||[[Battle axe]], [[Pike]] |
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |38||[[Two- | + | |38||[[Two-handed sword]] |
|- | |- | ||
|50||[[Halberd]] | |50||[[Halberd]] | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
− | |54||[[Great | + | |54||[[Great axe]] |
|} | |} | ||
====Armor==== | ====Armor==== | ||
− | The value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1. | + | The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1. |
* UBSTEP and LBSTEP cannot be greater than 3 | * UBSTEP and LBSTEP cannot be greater than 3 | ||
* LAYER_SIZE and COVERAGE cannot be greater than 100 | * LAYER_SIZE and COVERAGE cannot be greater than 100 | ||
Line 108: | Line 110: | ||
! colspan=2|Armor values | ! colspan=2|Armor values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Armor | ! Armor | ||
|- | |- | ||
Line 135: | Line 137: | ||
====Shoes and Gloves==== | ====Shoes and Gloves==== | ||
− | The value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1. | + | The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1. |
* UPSTEP cannot be greater than 3 | * UPSTEP cannot be greater than 3 | ||
* LAYER_SIZE and COVERAGE cannot be greater than 100 | * LAYER_SIZE and COVERAGE cannot be greater than 100 | ||
Line 143: | Line 145: | ||
! colspan=2|Glove values | ! colspan=2|Glove values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Gloves | ! Gloves | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 157: | Line 159: | ||
! colspan=2|Shoe values | ! colspan=2|Shoe values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Shoes | ! Shoes | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 172: | Line 174: | ||
====Shield==== | ====Shield==== | ||
− | The value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1. | + | The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1. |
* UPSTEP cannot be greater than 3 | * UPSTEP cannot be greater than 3 | ||
* BLOCKCHANCE cannot be greater than 100 | * BLOCKCHANCE cannot be greater than 100 | ||
Line 180: | Line 182: | ||
! colspan=2|Shield values | ! colspan=2|Shield values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Shields | ! Shields | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 189: | Line 191: | ||
====Helm==== | ====Helm==== | ||
− | The value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1. | + | The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1. |
* LAYER_SIZE and COVERAGE cannot be greater than 100 | * LAYER_SIZE and COVERAGE cannot be greater than 100 | ||
Line 196: | Line 198: | ||
! colspan=2|Helm values | ! colspan=2|Helm values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Helm | ! Helm | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 209: | Line 211: | ||
====Ammo==== | ====Ammo==== | ||
− | The value of a single unit of ammo is (SIZE / 200) + 1. | + | The base value of a single unit of ammo is (SIZE / 200) + 1. |
{| class="collapsible collapsed" style="border-spacing: 1" | {| class="collapsible collapsed" style="border-spacing: 1" | ||
|- style=background-color:#ccf | |- style=background-color:#ccf | ||
! colspan=2|Ammo values | ! colspan=2|Ammo values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Ammo | ! Ammo | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 222: | Line 224: | ||
====Pants==== | ====Pants==== | ||
− | The value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1 | + | The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1 |
* LBSTEP cannot be greater than 3 | * LBSTEP cannot be greater than 3 | ||
* LAYER_SIZE and COVERAGE cannot be greater than 100 | * LAYER_SIZE and COVERAGE cannot be greater than 100 | ||
Line 230: | Line 232: | ||
! colspan=2|Pants values | ! colspan=2|Pants values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Pants | ! Pants | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 247: | Line 249: | ||
====Trap component==== | ====Trap component==== | ||
− | The value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled. | + | The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled. |
{| class="collapsible collapsed" style="border-spacing: 1" | {| class="collapsible collapsed" style="border-spacing: 1" | ||
|- style=background-color:#ccf | |- style=background-color:#ccf | ||
! colspan=2|Trap component values | ! colspan=2|Trap component values | ||
|- style=text-align:left | |- style=text-align:left | ||
− | ! style=padding-right:1em|Value | + | ! style=padding-right:1em|Base Value |
! Trap Component | ! Trap Component | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
Line 260: | Line 262: | ||
|- style="background-color: #EEE" | |- style="background-color: #EEE" | ||
|} | |} | ||
− | |||
− | |||
− | |||
==Material multipliers== | ==Material multipliers== | ||
− | The material multiplier | + | {{Material properties}} |
+ | The material multiplier for an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of, and can be further augmented using [MULTIPLY_VALUE:#]. A wood block uses the same material multiplier as a wood [[log]] or a wooden [[chest]] - that is the material value for wood, which is 1. | ||
{| class="collapsible collapsed" style="width:80%; border-spacing: 1" | {| class="collapsible collapsed" style="width:80%; border-spacing: 1" | ||
Line 422: | Line 422: | ||
== Quality == | == Quality == | ||
− | Item value is further increased by applying the [[Item quality|quality]] | + | Item value is further increased by applying the [[Item quality|quality]] multiplier. |
{| | {| |
Latest revision as of 20:35, 3 February 2014
This article is about an older version of DF. |
Item value is determined by a number of factors: the form of the item, the material it is made out of, the quality of its creation, and any decorations on it.
The final value of an item is the base value of the form of the item (e.g. block or statue) multiplied by the material multiplier (e.g. granite or gold), multiplied by the quality modifier (e.g. fine or masterful) if any, then summed with the final value of all decorations.
Base values of items[edit]
The base value of an item is determined by the form of the item, not what it is made out of. For example, a wood block uses the base value for a block; a native gold block uses the same base value, since it too is in the form of a "block". In both cases, the final value is then determined by adjusting the base value with the appropriate modifiers.
Items without quality levels[edit]
Base Value | Items |
---|---|
0 | Body part, Corpse, Remains, small rock |
1 | glob, seeds, alcohol, powder, extract |
2 | Fish, unprepared fish, Meat, Egg, Plant, Leaves |
3 | Gem (rough), Log, Stone |
5 | Bar, Block, Gem (cut), Leather |
6 | Thread |
10 | Ballista arrowhead, cheese, Honeycomb |
? | live vermin, tame vermin |
Items with quality levels[edit]
Base Value | Items |
---|---|
1/50 | Coin[1] |
1 | Orthopedic cast |
7 | Cloth[2] |
10 | Door, Floodgate, Bed, Chair, Chain, Flask, Goblet, Instrument, Toy, Cage, Barrel, Bucket, Animal trap, Table, Coffin, Box, Bin, Armor stand, Weapon rack, Cabinet, Figurine, Amulet, Scepter, Crown, Ring, Earring, Bracelet, Large gem, Anvil, Totem, Backpack, Quiver, Prepared meal[3], Pipe section, Hatch cover, Grate, Quern, Millstone, Splint, Crutch, Slab, Decoration[4], Large pot, Jug, Nest box, Hive, Ladle, Bowl, Mortar, Pestle, Pouch, Knives, Cleaver, Fork |
20 | Siege ammo, Traction bench |
25 | Window, Statue |
30 | Catapult part, Ballista part, Mechanism |
50 | Minecart, Wheelbarrow, Cauldron |
* | Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component |
- [1] Coins minted at a forge are always of base quality
- [2] Goods made out of cloth get the following built in as decorations: the cloth (with quality mod) and the thread (without quality). Dyes are added separately (with quality), as a powder, not a decoration.
- [3] Prepared meals always have a base value of 10, with a quality modifier. Each ingredient is calculated separately, with its own base value and "minced" quality modifier. The total value of a meal stack is the sum of the above values multiplied by the total quantity, regardless of the proportion of ingredients. A more thorough explanation and example exists at the Cook page.
- [4] "Decorations" include "It is decorated with <material>", "It is encircled with bands of <material>", "It is adorned with hanging rings of <material>", "This object menaces with spikes of <material>", "On this object is an image of <description> in <material>", "It is studded with <metal>". Decorations of bolts have a 1/3 base value instead.
The following items have their value determined based on their properties:
Weapon[edit]
The base value of a melee weapon is (SIZE / 50) + 1; if the weapon has any EDGE attacks, its value is doubled. Ranged weapons simply have a value of 10.
Weapon values | |
---|---|
Base Value | Weapon |
3 | Whip |
7 | Training sword |
9 | Training spear, War hammer |
10 | Crossbow, Blowgun, Bow, Large dagger |
11 | Flail |
14 | Scourge, Scimitar, Short sword |
17 | Training axe, Mace |
18 | Spear |
22 | Pick, Morningstar |
27 | Maul |
30 | Long sword |
34 | Battle axe, Pike |
38 | Two-handed sword |
50 | Halberd |
54 | Great axe |
Armor[edit]
The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.
- UBSTEP and LBSTEP cannot be greater than 3
- LAYER_SIZE and COVERAGE cannot be greater than 100
Armor values | |
---|---|
Base Value | Armor |
8 | Cape, Vest |
15 | Breastplate |
16 | Tunic |
20 | Mail shirt |
21 | Leather armor |
22 | Shirt |
23 | Toga |
26 | Cloak |
27 | Coat |
31 | Dress |
33 | Robe |
Shoes and Gloves[edit]
The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
- UPSTEP cannot be greater than 3
- LAYER_SIZE and COVERAGE cannot be greater than 100
Glove values | |
---|---|
Base Value | Gloves |
6 | Gloves |
7 | Mittens |
11 | Gauntlets |
Shoe values | |
---|---|
Base Value | Shoes |
6 | Socks |
8 | Shoes |
9 | Sandals, Low Boots |
12 | High Boots |
15 | Chausses |
Shield[edit]
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
- UPSTEP cannot be greater than 3
- BLOCKCHANCE cannot be greater than 100
Shield values | |
---|---|
Base Value | Shields |
14 | Buckler |
27 | Shield |
Helm[edit]
The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
- LAYER_SIZE and COVERAGE cannot be greater than 100
Helm values | |
---|---|
Base Value | Helm |
5 | Cap, Head Veil, Face Veil, Headscarf |
7 | Mask, Turban |
8 | Hood |
12 | Helm |
Ammo[edit]
The base value of a single unit of ammo is (SIZE / 200) + 1.
Ammo values | |
---|---|
Base Value | Ammo |
1 | Blowdart, Bolt, Arrow |
Values are for singles, not stacks
Pants[edit]
The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1
- LBSTEP cannot be greater than 3
- LAYER_SIZE and COVERAGE cannot be greater than 100
Pants values | |
---|---|
Base Value | Pants |
5 | Thong |
8 | Loincloth |
13 | Short skirt |
16 | Skirt, Braies |
22 | Long skirt |
23 | Trouser, Leggings, Greaves |
Trap component[edit]
The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
Trap component values | |
---|---|
Base Value | Trap Component |
66 | Giant axe blade, Enormous corkscrew, Menacing spike |
126 | Large, serrated disc, Spiked ball |
Material multipliers[edit]
Material properties |
Defined: Value • Color • Density • Strain at yield • Temperature values |
Derived: Magma safety • Fire safety |
Fluids: Depth • Flow • Pressure |
The material multiplier for an item is found from the [MATERIAL_VALUE:#] tag in the raws for the material it is made out of, and can be further augmented using [MULTIPLY_VALUE:#]. A wood block uses the same material multiplier as a wood log or a wooden chest - that is the material value for wood, which is 1.
Stones | |
---|---|
Multiplier | Stone |
x1 | Bismuthinite, Bituminous coal, Lignite, Common stone |
x2 | Cassiterite, Garnierite, Malachite, Native copper, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
x3 | Tetrahedrite, Obsidian |
x5 | Galena |
x8 | Hematite, Limonite, Magnetite |
x10 | Horn silver, Native silver |
x30 | Native gold |
x40 | Native aluminum, Native platinum |
x250 | Raw adamantine |
Metals | |
---|---|
Multiplier | Metal |
x2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
x3 | Lay pewter, Nickel silver |
x4 | Trifle pewter |
x5 | Bronze, Fine pewter |
x6 | Billon, Bismuth bronze |
x7 | Brass |
x8 | Sterling silver |
x10 | Iron, Pig iron, Silver |
x11 | Black bronze |
x20 | Electrum |
x23 | Rose gold |
x30 | Gold, Steel |
x40 | Aluminum, Platinum |
x300 | Adamantine |
Animals | |
---|---|
Multiplier | Animal |
x2 | adder, beak dog, black bear, black mamba, bobcat, bushmaster, capybara, copperhead snake, cougar, coyote, dingo, elk, giant cave swallow, giant dingo, giant earthworm, giant mole, giant rat, helmet snake, hyena, ice wolf, jackal, king cobra, magma crab, molemarian, monitor lizard, muskox, ocelot, panda, python, rattlesnake, sloth bear, strangler, wolf |
x3 | alligator, anaconda, blind cave bear, cheetah, draltha, elk bird, fire imp, gila monster, green devourer, grizzly bear, jaguar, leopard, lion, lynx, polar bear, rutherer, saltwater crocodile, sasquatch, tiger, yeti |
x4 | cave crocodile, cave dragon, giant bat, giant cave spider, giant cheetah, giant desert scorpion, giant jaguar, giant leopard, giant lion, giant olm, giant tiger, giant toad, jabberer, unicorn, voracious cave crawler |
x5 | elephant, sea monster, sea serpent, giraffe, rhinoceros |
x10 | hydra |
x15 | dragon, roc |
Plants | |
---|---|
Multiplier | Plant |
x1 | bloated tuber, hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine all trees and plant seeds |
x2 | blade weed, cave wheat, dimple cup, fisher berry, longland grass, pig tail, plump helmet, quarry bush, rope reed, sweet pod, wild strawberry tuber beer (bloated tuber drink) |
x3 | sun berry whip wine (whip vine drink) |
x5 | valley herb quarry bush leaf, rock nut oil (quarry bush oil), rock nut soap (quarry bush soap), sunshine (sun berry drink) |
x10 | redroot dye (hide root powder) |
x20 | cave wheat flour (cave wheat powder), dimple dye (dimple cup powder), dwarven sugar (sweet pod powder), dwarven syrup (sweet pod extract), emerald dye (blade weed powder), longland flour (longland grass powder), sliver dye (sliver barb powder) |
x25 | whip vine flour (whip vine powder) |
x100 | gnomeblight (kobold bulb extract), golden salve (valley herb extract) |
Note | Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ. |
Miscellaneous | |
---|---|
Multiplier | Material |
x1 | Ash |
x2 | Amber, Coral, Coal, Green glass, Lye |
x3 | Potash, Earthenware |
x4 | Pearlash, Stoneware |
x5 | Clear glass |
x10 | Crystal glass, Porcelain, Salt |
Quality[edit]
Item value is further increased by applying the quality multiplier.
Designation | Description | Value Modifier |
|
---|---|---|---|
Item Name | — | ×1 | |
-Item Name- | Well-crafted | ×2 | |
+Item Name+ | Finely-crafted | ×3 | |
*Item Name* | Superior quality | ×4 | |
≡Item Name≡ | Exceptional | ×5 | |
☼Item Name☼ | Masterful | ×12 | |
Unique Name | Artifact | ×120 |