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Difference between revisions of "v0.34:Item value"

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(→‎Items without quality levels: fixed eggs & some links)
(mv honeycomb)
 
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{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}}
 
{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}}
  
'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.
+
'''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 object (a [[stone]], a [[statue]]) multiplied by the '''material multiplier''' ([[granite]], [[gold]]) and by the '''quality modifier''' (fine, masterful) if any, added to any final value for '''decorations'''.
+
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 itself, not what it is made out of. For example, a [[wood]] [[block]] uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the ''same'' '''base value''', for a "block". In both cases, the '''final value''' is then multiplied by the [[material]] and/or the [[quality]] multiplier(s), if appropriate.
+
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
 
|-
 
|-
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|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
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{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
! Value
+
! Base Value
 
! Items
 
! Items
 
|-
 
|-
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|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]]
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|25||[[Window]], [[Statue]]
 
|25||[[Window]], [[Statue]]
 
|-
 
|-
|30||[[Catapult parts]], [[Ballista parts]], [[Mechanism]]
+
|30||[[Catapult part]], [[Ballista part]], [[Mechanism]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|* ||[[Weapon]], [[Armor]], [[Shoes]], [[Shield]], [[Helm]], [[Gloves]], [[Ammo]], [[Pants]], [[Trap component]], [[Tool]]
+
|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] Cloth items get a free decoration made of the same material. Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod), the [[thread]] (without quality), and the [[dye]] (with quality).
+
:[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 get the value of the ingredients, with quality. The value of a meal is 10 multiplied by quality of "prepared", plus the sum of the ingredients' value multiplied by their "minced" qualities respectively. [[Cooking]] can use 2~4 cookable stacks of any size (resulting a stack of prepared food with the same size as the sum of the stack sizes of its components), and the value of a stack of prepared meals is the computing above multiplied by the total quantity, regardless of the proportion.
+
:[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] "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>". See also the section about [[decoration]]s.
+
:[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 (Short) Sword]]
+
|7||[[Training sword]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|9||[[Training Spear]], [[War Hammer]]
+
|9||[[Training spear]], [[War hammer]]
 
|-
 
|-
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[Large Dagger]]
+
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|11||[[Flail]]
 
|11||[[Flail]]
 
|-
 
|-
|14||[[Scourge]], [[Scimitar]], [[Short Sword]]
+
|14||[[Scourge]], [[Scimitar]], [[Short sword]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|17||[[Training Axe]], [[Mace]]
+
|17||[[Training axe]], [[Mace]]
 
|-
 
|-
 
|18||[[Spear]]
 
|18||[[Spear]]
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|27||[[Maul]]
 
|27||[[Maul]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|30||[[Long Sword]]
+
|30||[[Long sword]]
 
|-
 
|-
|34||[[Battle Axe]], [[Pike]]
+
|34||[[Battle axe]], [[Pike]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|38||[[Two-Handed Sword]]
+
|38||[[Two-handed sword]]
 
|-
 
|-
 
|50||[[Halberd]]
 
|50||[[Halberd]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|54||[[Great Axe]]
+
|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
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! 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
 
|-
 
|-
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====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
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! 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"
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! 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"
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====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
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! 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"
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====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
  
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! 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"
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====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"
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====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
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! 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"
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====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"
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|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|}
 
|}
 
====Tool====
 
The value of a tool is merely whatever is specified via its VALUE token.
 
  
 
==Material multipliers==
 
==Material multipliers==
The material multiplier of 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:#]. For example, a wood block uses the same material multiplier as a wood [[log]] or [[chest]] -  that is the material value for wood which is 1.
+
{{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"
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== Quality ==
 
== Quality ==
Item value is further increased by applying the [[Item quality|quality]] modifier.
+
Item value is further increased by applying the [[Item quality|quality]] multiplier.
  
 
{|
 
{|
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|-
 
|-
 
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||
 
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||
<!--|-
 
 
|}
 
|}
  
[[Category:Items|*Value]]
+
{{Category|Items|*}}

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.

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

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

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

Helm[edit]

The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.

  • LAYER_SIZE and COVERAGE cannot be greater than 100

Ammo[edit]

The base value of a single unit of ammo is (SIZE / 200) + 1.

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

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.

Material multipliers[edit]

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.

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