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Difference between revisions of "v0.31:Item value"

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[[Category:Items|*Value]]
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Latest revision as of 02:40, 2 July 2012

This article is about an older version of DF.

Value is determined by the base value of the object with multipliers for 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 object (a stone, a statue) multiplied by the material multiplier (granite, gold) and by the quality modifier (fine, masterful) if any, added to any final value for decorations.

Base values of items[edit]

The base value of an item is determined by the item itself, not what it is made out of. For example, a wood block uses the base value for a block, not the multiplier for 'wooden', and a block of gold ore or any other material would use the same base value, for a "block". In both cases, the final value is then multiplied by the material and/or the quality multiplier(s), if appropriate.

Items without quality levels[edit]

Value Items
0 Body part, Corpse, Remains, small rock
1 glob, seeds, alcohol, powder, extract
2 Fish, unprepared fish, Meat, Plant, Leaves
3 Gem (rough), Log, Stone
5 Bar, Block, Gem (cut), Leather
6 Thread
10 Ballista arrowhead, cheese
? egg, live vermin, tame vermin

Items with quality levels[edit]

Value Items
1/50 Coin[1]
1 Orthopedic cast
7 Cloth[2]
10 Door, Floodgate, Bed, Chair, Chain, Flask, Goblet, Instrument, 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, Decoration[4]
20 Siege ammo, Traction bench
25 Window, Statue
30 Catapult parts, Ballista parts, Mechanism
* Weapon, Armor, Shoes, Shield, Helm, Gloves, Ammo, Pants, Trap component, Tool
[1] Coins minted at a forge are always of base quality
[2] Cloth items get a free decoration made of the same material. Goods made out of cloth get the following built in as decorations: the cloth (with quality mod), the thread (without quality), and the dye (with quality).
[3] Prepared meals always get the value of the ingredients, with quality. The value of a meal is 10 multiplied by quality of "prepared", plus the sum of the ingredients' value multiplied by their "minced" qualities respectively. Cooking can use 2~4 cookable stacks of any size (resulting a stack of prepared food with the same size as the sum of the stack sizes of its components), and the value of a stack of prepared meals is the computing above multiplied by the total quantity, regardless of the proportion.
[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>". See also the section about decorations.

The following items have their value determined based on their properties:

Weapon[edit]

The 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[edit]

The 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[edit]

The 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[edit]

The value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.

  • UPSTEP cannot be greater than 3
  • BLOCKCHANCE cannot be greater than 100

Helm[edit]

The value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.

  • LAYER_SIZE and COVERAGE cannot be greater than 100

Ammo[edit]

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

Values are for singles, not stacks

Pants[edit]

The 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[edit]

The value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.

Tool[edit]

The value of a tool is merely whatever is specified via its VALUE token.

Material multipliers[edit]

The material multiplier of 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:#]. For example, a wood block uses the same material multiplier as a wood log or chest - that is the material value for wood which is 1.

Quality[edit]

Item value is further increased by applying the quality modifier.

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