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DF2014:Item value
This article is about an older version of DF. |
- For value optimization, see Maximizing value.
- For cultural values, see Personality trait.
- For room values, see Room/Quality.
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
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
Base Value | Items |
---|---|
0 | Body part, Corpse, Remains, small rock |
1 | glob, seed, 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 |
Varies | live vermin, tame vermin |
Items with quality levels
Misc. items
Base Value | Items |
---|---|
1/50 | Coin1 |
1 | Die, Orthopedic cast |
5 | Paper & Papyrus sheets |
7 | Cloth2 |
10 |
Animal trap, Altar, Amulet, Anvil, Armor stand, Backpack, Barrel, Bed, Bin, Book, Bookcase, Bowl, Box, Bracelet, Bucket, Cabinet, Cage, Chain, Chair, Cleaver, Coffin, Crown, Crutch, Decoration3, Display Case, Door, Earring, Figurine, Flask, Floodgate, Fork, Goblet/mug/cup, Grate, Hatch cover, Helve, Hive, Instrument (non-main components), Jug, Knives, Ladle, Large gem, Large pot, Millstone, Mortar, Nest box, Pedestal, Pestle, Pipe section, Pouch, Prepared meal4, Quiver, Quern, Ring, Scepter, Scroll Roller, Slab, Stone axe, Splint, Table, Totem, Toy, Weapon rack |
20 | Quire/Scroll, Siege ammo, Traction bench |
25 | Window, Statue |
30 | Ballista part, Catapult part, Mechanism |
50 | Cauldron, Instrument (main part), Minecart, Parchment sheet, Stepladder, Wheelbarrow |
200 | Parchment Quire/Scroll |
variable5 | Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component (see below) |
- Notes:
- 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) "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.
- 4) 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.
- 5) These items have their value based on their properties - see categories below:
Weapons
- 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
Ammo
- The base value of a single unit of ammo is (SIZE / 200) + 1.
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 bar of metal = stack of 25 bolts, etc.)
Shields
- 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
Headwear
- 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
Armor / torso
(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "armor" pieces are listed here by their location.)
- 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
Legwear
- 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
Hand- & footwear
- 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
- * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.
Trap component
- 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
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 |
×1 | Bismuthinite, Bituminous coal, Lignite, Common stone |
×2 | Cassiterite, Garnierite, Malachite, Native copper, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
×3 | Tetrahedrite, Obsidian |
×5 | Galena |
×8 | Hematite, Limonite, Magnetite |
×10 | Horn silver, Native silver |
×30 | Native gold |
×40 | Native aluminum, Native platinum |
×250 | Raw adamantine |
Metals | |
---|---|
Multiplier | Metal |
×2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
×3 | Lay pewter, Nickel silver |
×4 | Trifle pewter |
×5 | Bronze, Fine pewter |
×6 | Billon, Bismuth bronze |
×7 | Brass |
×8 | Sterling silver |
×10 | Iron, Pig iron, Silver |
×11 | Black bronze |
×20 | Electrum |
×23 | Rose gold |
×30 | Gold, Steel |
×40 | Aluminum, Platinum |
×300 | Adamantine |
Plants | |
---|---|
Multiplier | Plant |
×1 | hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine all trees and plant seeds |
×2 | blade weed, bloated tuber, cave wheat, dimple cup, fisher berry, longland grass, pig tail, plump helmet, quarry bush, rope reed, sweet pod, strawberry tuber beer (bloated tuber drink) |
×3 | sun berry whip wine (whip vine drink) |
×5 | valley herb quarry bush leaf, rock nut oil (quarry bush oil), rock nut soap (quarry bush soap), sunshine (sun berry drink) |
×10 | redroot dye (hide root powder) |
×20 | 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) |
×25 | whip vine flour (whip vine powder) |
×100 | 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 |
×1 | Ash |
×2 | Amber, Coral, Coal, Green glass, Lye |
×3 | Potash, Earthenware |
×4 | Pearlash, Stoneware |
×5 | Clear glass |
×10 | Crystal glass, Porcelain, Salt |
Quality
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 |