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Difference between revisions of "Item value"

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(→‎Material multipliers: Add a ×1 line to animals since I was confused by this when I first used this page.)
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{{Quality|Superior|07:17, 17 May 2015 (UTC)}}
+
{{Quality|Exceptional|20:07, 19 December 2016 (UTC)}}
 
{{av}}
 
{{av}}
 
  
 
{{for/see|value optimization|[[Maximizing value]]}}
 
{{for/see|value optimization|[[Maximizing value]]}}
 
{{for/see|cultural values|[[Personality trait]]}}
 
{{for/see|cultural values|[[Personality trait]]}}
 
+
{{for/see|room values|[[Room#Quality|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 [[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 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'''.
+
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 '''[[decoration]]s'''.
  
==Base values of items==
+
=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.
 
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"
Line 22: Line 21:
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1||[[fat|glob]], [[seeds]], [[alcohol]], powder, extract
+
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract
 
|-
 
|-
 
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]
 
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]
Line 37: Line 36:
 
|}
 
|}
  
===Items with quality levels===
+
==Items with quality levels==
 +
=== Misc. items ===
 
{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
Line 43: Line 43:
 
! Items
 
! Items
 
|-
 
|-
|1/50||[[Coin]]<sup>[1]</sup>
+
|1/50||[[Coin]]<sup>1</sup>
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1||Orthopedic [[cast]]
+
|1||[[Die]], Orthopedic [[cast]]
 
|-
 
|-
|7||[[Cloth]]<sup>[2]</sup>
+
|5||[[Paper]] & [[Papyrus]] sheets
 
|- 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]], [[Jewelry|Amulet]], [[Craft|Scepter]], [[Jewelry|Crown]], [[Jewelry|Ring]], [[Jewelry|Earring]], [[Jewelry|Bracelet]], [[Gem|Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Health care|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]]
+
|7||[[Cloth]]<sup>2</sup>
 
|-
 
|-
|20||[[Siege engine|Siege ammo]], [[Health care|Traction bench]]
+
|10||
 +
[[Animal trap]],  [[Temple#Shrines|Altar]], [[Jewelry|Amulet]], [[Anvil]], [[Armor stand]], [[Backpack]], [[Barrel]], [[Bed]], [[Bin]], [[Book]], [[Bookcase]], [[Tool|Bowl]], [[Container|Box]], [[Jewelry|Bracelet]], [[Bucket]], [[Cabinet]], [[Cage]], [[Chain]], [[Chair]], [[Tool|Cleaver]], [[Coffin]], [[Jewelry|Crown]], [[Crutch]], [[Decoration]]<sup>3</sup>, [[Display case|Display Case]], [[Door]], [[Jewelry|Earring]], [[Figurine]], [[Flask]], [[Floodgate]], [[Tool|Fork]], [[Goblet|Goblet/mug/cup]], [[Grate]], [[Hatch cover]], [[Tool|Helve]], [[Hive]], [[Instrument]] ''(non-main components)'',  [[Jug]], [[Tool|Knives]], [[Tool|Ladle]], [[Gem|Large gem]], [[Large pot]], [[Millstone]], [[Tool|Mortar]], [[Nest box]], [[Pedestal]], [[Tool|Pestle]], [[Pipe section]], [[Tool|Pouch]], [[Prepared meal]]<sup>4</sup>, [[Quiver]], [[Quern]], [[Jewelry|Ring]], [[Craft|Scepter]], [[Book|Scroll Roller]], [[Slab]], [[Tool|Stone axe]], [[Health care|Splint]], [[Table]], [[Totem]], [[Toy]],  [[Health care|Traction bench]], [[Weapon rack]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 +
|20|| [[Book|Quire/Scroll]], [[Siege engine|Siege ammo]]
 +
|-
 
|25||[[Window]], [[Statue]]
 
|25||[[Window]], [[Statue]]
 +
|- style="background-color: #EEE"
 +
|30||[[Siege engine|Ballista part]], [[Siege engine|Catapult part]], [[Mechanism]]
 
|-
 
|-
|30||[[Siege engine|Catapult part]], [[Siege engine|Ballista part]], [[Mechanism]]
+
|50|| [[Tool|Cauldron]], [[Instrument]] ''(main part)'', [[Minecart]], [[Parchment]] sheet, [[Stepladder]], [[Wheelbarrow]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|50||[[Minecart]], [[Wheelbarrow]], [[Tool|Cauldron]]
+
|200||Parchment [[Book|Quire/Scroll]]
 
|-
 
|-
|* ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]], [[Trap component]]
+
|''variable''<sup>5</sup> ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]], [[Trap component]] ''(see below)''
 
|}
 
|}
:[1] Coins minted at a forge are always of base quality
+
: ''Notes'':
:[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.
+
:* 1) Coins minted at a forge are always of base quality
:[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.
+
:* 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.
:[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.
+
:* 3) "[[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.
 +
:* 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 [[DF2012:Cook#Prepared_Meal_Value|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.
  
The following items have their value determined based on their properties:
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
====Weapon====
 
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"
 
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Weapon values
 
! colspan=2|Weapon values
Line 107: Line 114:
 
|}
 
|}
  
====Armor====
+
==== Ammo ====
The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.
+
: The base value of a single unit of ammo is (SIZE / 200) + 1.
* UBSTEP and LBSTEP cannot be greater than 3
+
 
 +
:: {| class="collapsible collapsed" style="border-spacing: 1"
 +
|- style=background-color:#ccf
 +
! colspan=2|Ammo values
 +
|- style=text-align:left
 +
! style=padding-right:1em|Base Value
 +
! Ammo
 +
|- style="background-color: #EEE"
 +
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]
 +
|}
 +
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
 +
 
 +
:: {| class="collapsible collapsed" style="border-spacing: 1"
 +
|- style=background-color:#ccf
 +
! colspan=2|Shield values
 +
|- style=text-align:left
 +
! style=padding-right:1em|Base Value
 +
! Shields
 +
|- style="background-color: #EEE"
 +
| 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
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 +
|- style=background-color:#ccf
 +
! colspan=2|Helm values
 +
|- style=text-align:left
 +
! style=padding-right:1em|Base Value
 +
! Helm
 +
|- style="background-color: #EEE"
 +
| 5 || Cap, Head Veil, Face Veil, Headscarf
 +
|-
 +
| 7 || Mask, Turban
 +
|- style="background-color: #EEE"
 +
| 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
 +
 
 +
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Armor values
 
! colspan=2|Armor values
Line 142: Line 200:
 
|}
 
|}
  
====Shoes and Gloves====
+
=== Legwear ===
The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
+
: The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1
* UPSTEP 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
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Glove values
+
! colspan=2|Pants values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Gloves
+
! Pants
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 6 || Gloves
+
| 5 || Thong
 
|-
 
|-
| 7 || Mittens
+
| 8 || Loincloth
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 11 || Gauntlets
+
| 13 || Short skirt
|}
 
 
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
! colspan=2|Shoe values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Shoes
 
|- style="background-color: #EEE"
 
| 6 || Socks
 
 
|-
 
|-
| 8 || Shoes
+
| 16 || Skirt, Braies
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 9 || Sandals, Low Boots
+
| 22 || Long skirt
 
|-
 
|-
| 12 || High Boots
+
| 23 || Trouser, Leggings, Greaves
|- style="background-color: #EEE"
 
| 15 || Chausses
 
 
|}
 
|}
  
====Shield====
 
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
 
* UPSTEP cannot be greater than 3
 
* BLOCKCHANCE cannot be greater than 100
 
  
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
! colspan=2|Shield values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Shields
 
|- style="background-color: #EEE"
 
| 14 || Buckler
 
|-
 
| 27 || Shield
 
|}
 
  
====Helm====
+
=== Hand- & footwear ===
The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
+
: The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
* LAYER_SIZE and COVERAGE cannot be greater than 100
+
:* UPSTEP cannot be greater than 3
 +
:* LAYER_SIZE and COVERAGE cannot be greater than 100
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Helm values
+
! colspan=2|Glove values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Helm
+
! Gloves
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 5 || Cap, Head Veil, Face Veil, Headscarf
+
| 6 || Gloves
 
|-
 
|-
| 7 || Mask, Turban
+
| 7 || Mittens
|- style="background-color: #EEE"
 
| 8 || Hood
 
|-
 
| 12 || Helm
 
|}
 
 
 
====Ammo====
 
The base value of a single unit of ammo is (SIZE / 200) + 1.
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
! colspan=2|Ammo values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Ammo
 
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]
+
| 11* || Gauntlets
 
|}
 
|}
Values are for singles, not stacks
 
  
====Pants====
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
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
 
 
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Pants values
+
! colspan=2|Shoe values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Pants
+
! Shoes
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 5 || Thong
+
| 6 || Socks
 
|-
 
|-
| 8 || Loincloth
+
| 8 || Shoes
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 13 || Short skirt
+
| 9 || Sandals, Low Boots
 
|-
 
|-
| 16 || Skirt, Braies
+
| 12 || High Boots*
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 22 || Long skirt
+
| 15 || Chausses
|-
 
| 23 || Trouser, Leggings, Greaves
 
 
|}
 
|}
 +
::: * Gauntlets and High 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====
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
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"
 
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Trap component values
 
! colspan=2|Trap component values
Line 370: Line 382:
 
|×1||all [[animal]]s not listed below
 
|×1||all [[animal]]s not listed below
 
|-
 
|-
|×2||[[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]]
+
|×2||[[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]], all [[giant animal|giant]] variants of the creatures in this category
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×3||[[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]]
+
|×3||[[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]], all [[giant animal|giant]] variants of the creatures in this category
 
|-
 
|-
|×4||[[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]]
+
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant olm]], [[giant cave toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]]
+
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]], all [[giant animal|giant]] variants of the creatures in this category
 
|-
 
|-
 
|×10||[[hydra]]
 
|×10||[[hydra]]

Revision as of 22:13, 19 June 2020

This article is about the current version of DF.
Note that some content may still need to be updated.

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, Traction bench, Weapon rack

20 Quire/Scroll, Siege ammo
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.

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

Headwear

The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
  • LAYER_SIZE and COVERAGE cannot be greater than 100

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

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


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
* Gauntlets and High 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.

Material multipliers

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

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