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Item value
v53.16 · v0.47.05 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 value.
- For room values, see Zones: Quality and value.
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[edit]
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[edit]
| Base Value | Items |
|---|---|
| 0 | Body part, Corpse, Remains, small rock |
| 1 | glob, seed, alcohol, powder, extract, tree branches |
| 2 | Fish, unprepared fish, Meat, Egg, Plant, Leaves |
| 3 | Log, Stone |
| 5 | Bar, Block, Leather |
| 6 | Thread, Gem (rough) |
| 10 | Ballista arrowhead, cheese, Honeycomb |
| 20 | Gem (cut) |
| Varies | live vermin, tame vermin |
Items with quality level[edit]
Misc. items[edit]
| Base Value | Items |
|---|---|
| 1/50 | Coin1 |
| 1 | Die, Orthopedic cast, Prepared meal4, Ammo |
| 5 | Paper & Papyrus sheets |
| 7 | Cloth2 |
| 10 |
Animal trap, Altar, Amulet, Anvil, Armor stand, Backpack, Barrel, Bed, Bin, Book, Bookcase, Bowl, Box, Bag, 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, Quiver, Quern, Ring, Scepter, Scroll Roller, Slab, Shield, Stone axe, Splint, Table, Totem, Toy, Weapon rack, Trap component, Weapon |
| 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 | Armor, Shoe, Helm, Glove, Pants |
- 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 made of gems have a base value of 20 instead. Decorations of [[bolts] (and other ammo) also use the same base value of 10 (or 20, if decoration uses gems as material) for the initial value calculations (of each single decoration), but the total value of all decorations (including quality modifiers and flat quality bonus) is then divided by 30 (rounded down) and then multiplied by the stack size to get the final decoration value - the same is done for calculations involving civilization specific decoration modifiers of ammo decorations (only then using the civ-specific decoration values instead) to get the value a merchant of that civ would offer.
- 4) Prepared meals always have a base value of 1, with a quality modifier, but the ingredients also affect the final value.
- 5) For these items the base value is 5, if they are produced in pairs (ie. shoes, sandals, socks), and otherwise 10.
Prepared meal[edit]
This table shows how the quality modifiers compare to other items:
| Quality | Ingredient | Meal | Value Modifier | Meal Bonus |
|---|---|---|---|---|
| (normal) | minced | (none) | 1.0× | +0 |
| -Well-Crafted- | well-minced | well-prepared | 1.1× | +3 |
| +Finely-crafted+ | finely minced | finely-prepared | 1.2× | +6 |
| *Superior quality* | superiorly minced | superiorly prepared | 4/3× | +10 |
| ≡Exceptional≡ | exceptionally minced | exceptional prepared | 1.5× | +15 |
| ☼Masterful☼ | masterfully minced | masterfully prepared | 2.0× | +30 |
The value of a stack of prepared meals is equal to the material multiplier of the main ingredient (multiplied by the meal's base value of 1) times the meal's quality modifier (finely-prepared, etc.), plus the average of the products of each ingredient's base value and quality modifier (well-minced, etc.), all multiplied by the stack size. So, for example: a well-prepared meal consisting of 5 finely-minced cow cheese, 3 finely-minced llama tripe, 1 finely-minced llama sweetbread, and 2 superiorly minced mussels would yield a stack of 11 mussel roasts with a total value of 88☼ (for 62☼ of ingredients). (Exact calculation: ([1 * 1 * 11/10 + 3] + ([10 * 1 * 6/5] + [2 * 1 * 6/5] + [2 * 1 * 6/5] + [2 * 1 * 4/3])/4) * (5 + 3 + 1 + 2))
This example can be understood as:
(base value of prepared meal = 1☼) × (mussel material multiplier = 1) × (well-prepared = 11/10) + (meal bonus = 3) = 4.1, rounded down to 4 + ( (value of cheese = 10☼) × (cow material multiplier = 1) × (finely-minced = 5/4) = 12 + (value of tripe = 2☼) × (llama material multiplier = 1) × (finely minced = 5/4) = 2.4, rounded down to 2 + (value of sweetbread = 2☼) × (llama material multiplier = 1) × (finely minced = 5/4) = 2.4, rounded down to 2 + (value of fish = 2☼) × (mussel material multiplier = 1) × (superiorly minced = 4/3) = 2.66, rounded down to 2 ) ÷ 4 = 4.5, rounded down to 4 all multiplied by the total number of meals (11) = 88☼
Because all math is performed with integers (with the results always rounded down), ingredient quality modifiers typically will not have any visible effect for low-value ingredients.
The individual stack sizes of the ingredients may affect your profits, but have no effect on the final meal's value. One "masterfully minced plump helmet" cooked with ten "well-minced dog meat" will have exactly the same value and description as ten "masterfully minced plump helmet" and one "well-minced dog meat".
The quality symbols shown in the name of a meal reflect the highest quality involved in its making, looking at the overall preparation as well as the mincing of each ingredient. With up to five skill rolls involved, monetary values of apparently same-quality meals can vary a lot, and a lower-quality meal can be more valuable than a higher-quality meal cooked from the same ingredients.
Material multipliers[edit]
| 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.
| Common | |
|---|---|
| Multiplier | Material |
| ×2 | Green glass |
| ×3 | Earthenware |
| ×4 | Stoneware |
| ×5 | Clear glass |
| ×10 | Crystal glass, Porcelain |
| Stones | |
|---|---|
| Multiplier | Stone |
| ×1 | common stone, Bismuthinite, Bituminous coal, Lignite |
| ×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, chicory, 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, Lye |
| ×3 | Potash |
| ×4 | Pearlash |
| ×10 | Salt |
Quality[edit]
Item value is further increased by applying the quality multiplier and bonus.
| Designation | Description | Value Multiplier |
Value Bonus |
|
|---|---|---|---|---|
| Item Name | — | ×1 | +0 | |
| -Item Name- | Well-crafted | ×1.1 | +3 | |
| +Item Name+ | Finely-crafted | ×1.2 | +6 | |
| *Item Name* | Superior quality | ×1.33 | +10 | |
| ≡Item Name≡ | Exceptional | ×1.5 | +15 | |
| ☼Item Name☼ | Masterful | ×2 | +30 | |
| Unique Name | Artifact | ×20 | +300 |