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Talk:Item value
New food value[edit]
Made a finely-prepared +plump helmet roast+ (18). It has a value of 216☼. Its total value of 216 divided by its stack size of 18 equals 12 value. The finely prepared multiplier of 1.2 times base meal value of 10 also equals a value of 12. Since all the value is coming from the meal, it seems that either ingredients value doesn't matter or ingredient values below 1 get rounded down. (Finely-minced plump helmet should be worth 0.6☼). Jecowa (talk) 08:36, 28 February 2025 (UTC)
- From what I can see, it should be adding up the individual values of each ingredient (with each ingredient having a minimum value of 1☼) and then dividing the total by the number of ingredients, so no matter what, the overall value of each meal should be at least 1☼ more than what you would get from the base item's material and quality. I haven't yet analyzed the logic for calculating the value of each individual ingredient, though, so that question is still open. Additionally, the value of an item with Fine quality should be 1.2x plus an additional 6, so it's possible the base value of a prepared meal is no longer 10. --Quietust (talk) 13:28, 28 February 2025 (UTC)
- I've just analyzed version 51.06, and there were a total of 3 changes: 1) FOOD items now have a base value of 1 rather than 10; 2) Food Ingredient value no longer gains an additive bonus from quality, only multiplicative; 3) The total value from ingredients is divided by the number of ingredients. Doing the math, your meals are worth ((1 * 2 * 6/5 + 6) + (2 * 2 * N + 2 * 2 * N + 2 * 2 * N + 2 * 2 * N) / 4) * 18 == 216 (where N is always less than 1.25, assuming that none of the ingredients were Superiorly minced). --Quietust (talk) 14:57, 28 February 2025 (UTC)
Gem Decorations[edit]
This page states that all decorations (except on bolts) have a base value of 10, while the decorations page says that decorations made from cut gemstones (but not cut glass or stone) have a base value of 20. Since cut gems themselves have a base value of 20 with no quality multiplier, I suspect the decorations page is correct, since otherwise decorating items with gems will almost always lose you value unless the decoration is masterwork, since the base value change from 20 -> 10 will have a greater effect than adding the quality multiplier which maxes at x2. Either way, at least one of the pages is wrong ...
104.205.119.2 01:14, 14 August 2025 (UTC)
- Looking at a disassembly, item improvements made of GEM materials indeed have a base value of 20, while all other decorations have a base value of 10. --Quietust (talk) 18:58, 14 August 2025 (UTC)
Musical Instruments[edit]
There seems to be no real information on how the item value for multi-part music instruments is calculated. In any case (for the music instruments (and their parts) brought by traders) it seems to be the case that all silk strings out of divine cloth is usually about 3 times as valuable as a finished instrument containing such an item, so it seems that - depending on the base value of the instrument parts - also players might be able to lose value by assembling instruments (they can make) to complete instruments.
87.143.77.206 11:09, 9 January 2026 (UTC)
Well turns out that silk strings parts of any and all instruments have their value computed slightly differently. The value is three times the normal value (regardless of material, as ie. also metals used as silk string material via gm-editor show that behaviour), except that the value increase from higher quality only gives the "normal" additional value increase (so masterwork shining wisp <instrument name> strings are only worth 9600 and not 10800). That value increase is lost, when the strings are used in an instrument. Silk material in metal string parts do behave normally. (I have not tested plant cloth string components, so it is an open question, whether the plant cloth string of musical instruments with plant cloth string components behave as silk string components or metal string components).
I consider this behaviour a feature (and not a bug) and I will leave it to someone else to file a bug report (if they think that this is a bug, that deserves fixing, and not a feature). I will also not update the article for now.
Otherwise the value calculation is as if the instrument components were decorations. Meaning the value of the instrument components is added to the final value of the completed instrument, the base value (of the instrument) is the material value (of the main component) multiplied by item value (50) and adjusted by the quality modifier (if any) of the newly created instrument.
87.143.77.206 16:25, 11 January 2026 (UTC)
Strings from instruments with cloth strings are handled in the same way as silk strings from instruments with silk strings. 87.143.77.206 15:22, 18 January 2026 (UTC)
Weapon and shield/buckler base value[edit]
It seems that the base value of weapons and shields/bucklers is now always 10 and thus the tables with the individual weapon/shield base values is now deprecated (as is the note concerning that the base value for weapons is variable). So far I only did check whips, long swords, great axes, halberds, crossbow, training axes, mace and pick (always without quality level), so there is a small possibility that in some cases the base values in the weapons table are still used (allthough very unlikely). (But I did check both bucklers and shields.)
ps. I do not know when the change did occur, but it most have been at least since the siege update (possibly before).87.143.68.232 10:33, 16 August 2026 (UTC)
Migration template[edit]
I do not know, why this page does not use the migration template, eventhough a few things are not correct: 1. Base value of shields/bucklers is 10. 2. The base value of armor/clothing is 10, if the item does not come in pairs, otherwise it is 5 - and I do not know of any exceptions (in fortress mode). 3. The base value of weapons is 10 - again I do not know of any exceptions (in fortress mode). 4. The base value of bolt decoration (and other ammo decorations, like arrows or blowdarts) is definitly not 1/3. Allthough I have not figured out the used formula yet (and the value of such decorations, if such an item has multiple decorations, cannot be calculated individually and then summed up). Also ie. a green tourmaline art image (with zero quality) gives a value increase of 325 to a stack of 25 (bronze) arrows (to non-ammo items the value increase would be 400). 5. While it is written on this talk page, the base value (or material value multiplier) is not correct for decorations of cut gems.
ps. I might update the page, after I figured out the missing pieces about the ammo deco formula (and the missing pieces about decoration values for the different civs as the game currently uses - or better the game uses in v53.14 - spoiler: the "own_race" modifier does not really work, but instead all images depicting creatures, but no other elements, have an increased value for all civs, with the possible exception of evil creatures for elves, if the image contains other elements the image value might be lower, then the value shown in the stocks menu, due to the other image elements - again mostly elves).91.49.252.203 13:30, 26 August 2026 (UTC)
- A multiplier for 5/6 seems to be applied for ammo at least for decorations, noticeable when the material value of a single decoration is high enough (ie. raw adamantine or adamantine). Still it seems that the individual deco values (possibly except for the flat bonus modifier, which might be calculated seperatly) are summed up, before the multiplier is applied. Also the deco value is divided by the stack size (of any produced stack of that ammo type for that material) as the deco value applies to such stacks (and not each individual item of a stack), so fractions are lost (or possibly rounded in some cases).91.49.252.203 14:36, 26 August 2026 (UTC)