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Difference between revisions of "v0.31:Quality"

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(Added information based on 40d's page. 90% of this information should be correct.)
(DF2010 -> v0.31 (1979/2830))
 
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{{av}}{{Quality|Fine}}
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#REDIRECT [[v0.31:Item quality]]
 
 
All items in the game have a {{L|item value|base value}}, which is multiplied by what {{L|material value|material}} the item is made of and by the item's '''quality'''.  {{L|Decoration}}s (such as bone, gems, and studding) further increase the value.
 
 
 
{{L|Room}}s also have a "quality grade" which determines their {{L|Room#Specific_room_quality_grades|value}} in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the {{L|material}}s that surround it plus improvements (such as {{L|engraving}}) to those materials.  See {{L|room}} for a more complete discussion of these values<!--, and {{L|How do I increase the value of a room}} for a complete list of options-->.
 
 
 
__TOC__
 
== Quality grades ==
 
 
 
All crafted items ({{L|furniture}}, {{L|armor}}, {{L|bolts}}, etc.) &ndash; but not intermediate materials ({{L|bar}}s, {{L|block}}s, etc. except {{L|cloth}}, which does have quality levels) &ndash; are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.
 
 
 
''Some values likely need verification''
 
{|
 
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' || style="text-align: center;" | '''&nbsp;Damage / To-Hit /<br>Armor Modifier'''
 
|-
 
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp;
 
|-
 
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; || style="text-align: center;" | &times;1.2&nbsp;
 
|-
 
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; || style="text-align: center;" | &times;1.4&nbsp;
 
|-
 
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; || style="text-align: center;" | &times;1.6&nbsp;
 
|-
 
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; || style="text-align: center;" | &times;1.8&nbsp;
 
|-
 
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp;{{verify}} || style="text-align: center;" | &times;2.0&nbsp;
 
|-
 
| ''Unique name'' || Artifact || style="text-align: center;" | &times;10&nbsp; || style="text-align: center;" | &times;3.0&nbsp;
 
|}
 
 
 
====Masterpiece====
 
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.
 
 
 
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!"  The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. {{L|Trading}} a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the {{L|chasm}} or is melted by "the impertinent {{L|magma}}", this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below).
 
 
 
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created.{{verify}}  So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.
 
 
 
Since {{L|legendary}} dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; {{L|tantrum}}ing legendary dwarves can be very difficult to subdue.
 
 
 
====Artifacts====
 
{{L|Artifact}} items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.<!-- ''I believe this is no longer relevant:''  According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items.  It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.{{verify}}-->
 
 
 
== Skill and quality levels ==
 
 
 
<!-- I have no reason to suspect that this information has changed, though the material preference boost may have -->
 
Tradesdwarves of higher {{L|skill}} levels will ''tend'' to produce items of higher quality.  Looking at the table below, we see that "Dabbling" dwarves never (without an applicable {{L|preference}}) produce anything above a basic "no quality" item, Proficient dwarves (the highest possible skill level at {{L|embark}}) always produce at least some quality and usually +Finely Crafted items+, while {{L|legendary}} dwarves usually (65% of the time) produce ≡Exceptional items≡, and the best legendary dwarves produce nothing ''less'' than ≡Exceptional≡ and produce ☼Masterful items☼ approximately 27% of the time.
 
 
 
Preferences for particular materials and/or objects make a considerable difference in the odds of producing better quality items.  Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material), and overlapping preferences seem to be cumulative (such as for both {{L|silver}} + {{L|axe}}s, or {{L|wood|birch}} + {{L|bed}}s, etc.).{{verify}}<br /><br />
 
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 
|-
 
!Lvl !! Skill of dwarf !! No quality !! -Well-crafted- !! +Finely-crafted+ !! *Superior quality* !! ≡Exceptional≡ !! <nowiki>☼</nowiki>Masterful☼ !! Average<br />{{L|Value}} Multiplier !! Jump in<br />Average Value
 
|-
 
| 0 || Dabbling|| 100.0%      || || || || || ||1.000||
 
|-
 
| 1 || Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430
 
|-
 
| 2 || No|| 36.4%    || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430
 
|-
 
| 3 || Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431
 
|-
 
| 4 || Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434
 
|-
 
| 5 || ''Proficient''*|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441
 
|-
 
| 6 || Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248
 
|-
 
| 7 || Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259
 
|-
 
| 8 || Expert|| || 5.0%      || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275
 
|-
 
| 9 || Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296
 
|-
 
|10 || Accomplished|| || || 14.4%    || 45.6%        || 35.6%        || 4.4% ||4.567||0.322
 
|-
 
|11 || Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218
 
|-
 
|12 || Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236
 
|-
 
|13 || High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255
 
|-
 
|14 || Grand Master|| || || 1.6%    || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276
 
|-
 
|15 || Legendary|| || || || 20.0%    || 65.0%        || 15.0%        ||5.850||0.298
 
|-
 
|16 || Legendary+1|| || || || 15.7%  || 67.2%        || 17.1%        ||6.037||0.187
 
|-
 
|17 || Legendary+2|| || || || 11.6%  || 69.1%        || 19.3%        ||6.233||0.195
 
|-
 
|18 || Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203
 
|-
 
|19 || Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211
 
|-
 
|20 || Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219
 
|-
 
|}
 
 
 
:''(* Proficient is the highest level a dwarf can have at embark.)''
 
 
 
::''(The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]])''
 
 
 
===The math behind the curtain===
 
The in-game calculations to determine final quality of a product work like this: first, a skill level is computed, directly related to the dabbling through legendary+5 indicators and preferences of the particular crafter.  "No skill" or dabbling is 0, proficient is 5, legendary is 15, etc.  Skill levels are capped at 20 (so Legendary +5 don't appear to produce Masterpieces more often in their preferences).
 
 
 
Item quality is set to 0.
 
 
 
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.
 
 
 
* If d5 < skill level, quality of final product is bumped.
 
* If d10 < skill level, quality is bumped.
 
* If d15 < skill level, quality is bumped.
 
* If d20 < skill level, quality is bumped.
 
* If d25 < skill level and d3 == 1, quality is bumped.
 
This gives the 6 quality levels (0 to 5).
 
 
 
According to inspections of the memory values, it seems that artifacts have a quality of 5.
 
 
 
==Effects of Quality==
 
 
 
Most obviously, quality influences the {{L|value|monetary worth}} of an object, for purposes of {{L|trade|trading}} and determining price (the latter once {{L|economy}} starts). Destruction of a {{L|masterwork}} will also cause relevant unhappiness. However, for some items, quality may also influence other things.
 
 
 
Note that this is not a complete list.
 
 
 
===Food===
 
 
 
Higher quality {{L|prepared meals}} give dwarfs who consume them more {{L|thought|happiness}}.
 
 
 
===Furniture===
 
 
 
Because {{L|room quality}} is based on total value of the furniture in a room, high-quality furniture will result in high quality rooms, which provide more satisfaction for the occupants.
 
 
 
==Changes to artifact weapons==
 
Toady just gave us a quote on weapon and armor quality, giving the game qualities of an "artifact" in DF2010:
 
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;">
 
#Value*10.
 
#Cannot be owned (can be equipped, you might have to do it explicitly though).
 
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.
 
#Same for melee attack and archery rolls.
 
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.
 
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.
 
</div>
 
 
 
[[Category:Items|*Quality]]
 

Latest revision as of 05:14, 17 February 2012

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