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Difference between revisions of "Item value"

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m (→‎Items with quality levels: asterisk referenced)
m (→‎Items with quality levels: presentation format)
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:[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.
 
:[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.
  
 +
<nowiki>*</nowiki> These items have their value determined based on their properties:
 +
==== 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.
  
<nowiki>*</nowiki> These 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
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|}
 
|}
  
====Armor====
+
==== Armor ====
The base 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
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Armor values
 
! colspan=2|Armor values
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|}
 
|}
  
====Shoes and Gloves====
+
==== Shoes and Gloves ====
The base 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
  
{| 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|Glove values
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|}
 
|}
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Shoe values
 
! colspan=2|Shoe values
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|}
 
|}
  
====Shield====
+
==== Shield ====
The base 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
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Shield values
 
! colspan=2|Shield values
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|}
 
|}
  
====Helm====
+
==== Helm ====
The base 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
  
{| 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|Helm values
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|}
 
|}
  
====Ammo====
+
==== Ammo ====
The base 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
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Values are for singles, not stacks
 
Values are for singles, not stacks
  
====Pants====
+
==== Pants ====
The base 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
  
{| class="collapsible collapsed" style="border-spacing: 1"
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Pants values
 
! colspan=2|Pants values
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|}
 
|}
  
====Trap component====
+
==== Trap component ====
The base 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

Revision as of 23:54, 24 March 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.

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 Coin[1]
1 Orthopedic cast
7 Cloth[2]
10 Door, Floodgate, Bed, Chair, Chain, Flask, Goblet, Instrument non-main components, 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, Pedestal, 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, Instrument main part
* Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component (see below)
[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.

* These items have their value determined based on their properties:

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.

Armor

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

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

The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
  • UPSTEP cannot be greater than 3
  • BLOCKCHANCE cannot be greater than 100

Helm

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

Ammo

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

Values are for singles, not stacks

Pants

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

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