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23a:Item value

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This article is about an older version of DF.

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 decorations on it.

The final value of an item multiplies the base value of the form of the object (a stone, a statue) by the material multiplier (granite, gold), and by the quality modifier (fine, masterful) if any, and then adding any final value for decorations.

Rooms also have a "value" which determines their quality, which is the sum of the objects placed within their designated area plus the materials that surround it plus improvements (such as engraving) to those materials. See room for a more complete discussion of these values, and How do I increase the value of a room for a complete list of options.

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 steel block uses the base value for a block, not the multiplier for 'steel', and a block of clear glass 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.

Items with no quality, made of special materials

Value Items
0 Lye
1 Prickle berry wine, Seed, Sewer brew, Swamp whiskey
2 Dwarven ale, Dwarven beer, Dwarven rum, Dwarven wine, Fisher berry wine, Longland beer, River spirits, Strawberry wine, Tuber beer
5 Quarry bush leaves, Sand
10 Redroot dye
20 Cave spider venom, Cow's milk, Dimple dye, Dwarven sugar, Dwarven syrup, Dwarven wheat flour, Emerald dye, Longland flour
30 Cow cheese
50 Dwarven milk, Mog juice
100 Dwarven cheese, Giant cave spider venom, Giant desert scorpion venom, Golden salve, Gnomeblight, Liquid fire, Snakeman venom

The values of tame animals (and pets) are listed here.

Items with material but without quality

Value Items
0 Body part, Bone, Chunk, Corpse, Fat, Remains, Hide (raw), Shell, Skull
Gem (rough), Log, Ore, Stone
1 Vermin (untamed), Tallow
2 Fish (including raw), Meat, Plant
5 Bar, Block, Gem (cut), Leather
6 Thread

Items with both material and quality

Value Items
1 Arrow, Blowdart, Bolt
7 Cloth[4]
10 Animal trap, Buckler, Cage, Cap (metal, leather or cloth), Decoration[1], Finished good[2][4], Furniture[3], Prepared meal, Trap component, Weapon, Coin[5]
15 Boot, Gauntlet, Helm, Leggings, Shield, Shoe[4]
20 Ballista arrow, Leather armor
25 Statue, Window
30 Ballista part, Catapult part, Greaves, Mechanism
60 Chain mail
100 Anvil, Plate mail
[1] "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 decorations.
[2] Except for armor pieces, shoes, and socks, which are all listed separately in table. "Finished goods", therefore, includes amulet, backpack, bracelet, chain, clothing, crown, cup, drum, earring, flask, flute, goblet, harp, idol, large gem, mini-forge, mug, piccolo, puzzlebox, quiver, ring, rope, scepter, skull totem, toy axe, toy boat, toy hammer, trumpet, vial, and waterskin.
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window, which are listed separately.
[4] 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).
[5] A stack of 500 coins has a value of 10. Also, coins are capable of having quality levels (if dropped by a dead creature using ITEMCORPSE), but minted coins are always of base quality.

Material multipliers

The material multiplier of an item is found from what it is made out of. For example, a metal block uses the same multiplier as a weapon or statue - that of the metal itself.

Quality

Item value is further increased by applying the quality modifier.

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 

Decorations

Your craftsdwarves can add decorations to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the quality of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.

Engravings are decorations with the standard material modifiers.

Dyeing

Value gained by dyeing is added, like that of decorations. Only thread, cloth and its products can be dyed. For details see Dye.

Examples

Basic examples

Base Object Material Quality Final Value
Anvil (100) Steel (x30) +Item+ (x3) 9000☼
Door (10) Obsidian (x3) None (x1) 30☼
Block (5) Felsite (x1) None (x1) 5☼
Goblet (10) Copper (x2) -Item- (x2) 40☼
Goblet (10) Platinum (x40) ☼Item☼ (x12) 4800☼

«+Pig tail shoe+»

This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.
Base item Material Quality Subtotal
15 (shoe) x2 (pig tail) x3 (fine quality) = 90
10 (cloth decoration) x2 (pig tail) x2 (well-crafted quality) = 40
10 (thread decoration) x2 (pig tail) = 20
20 (dimple dye) x3 (fine quality) = 60
10 (image decoration) x2 (pig tail) x4 (fine quality) = 80
20 (dimple dye) x3 (fine quality) = 60

Total: 350☼