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Difference between revisions of "Item value"

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{{Quality|Exceptional|20:07, 19 December 2016 (UTC)}}
+
{{Quality|Exceptional}}
 
{{av}}
 
{{av}}
  
 
{{for/see|value optimization|[[Maximizing value]]}}
 
{{for/see|value optimization|[[Maximizing value]]}}
{{for/see|cultural values|[[Personality trait]]}}
+
{{for/see|cultural values|[[Personality traits, values, and dreams#Values]]}}
 +
{{for/see|room values|[[Zones#Quality_and_value|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 [[decoration]]s on it.
 
'''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 [[decoration]]s on it.
Line 9: Line 10:
 
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 '''[[decoration]]s'''.
 
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 '''[[decoration]]s'''.
  
==Base values of items==
+
=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.
 
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===
+
==Items without quality levels==
 
{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
Line 20: Line 21:
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract
+
|1||[[fat|glob]], [[seed]], [[alcohol]], powder, extract, tree branches
 
|-
 
|-
 
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]
 
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|3||[[Gem]] (rough), [[Log]], [[Stone]]
+
|3||[[Log]], [[Stone]]
 
|-
 
|-
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]
+
|5||[[Bar]], [[Block]], [[Leather]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|6||[[Thread]]
+
|6||[[Thread]], [[Gem]] (rough)
 
|-
 
|-
 
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]
 
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]
 +
|-
 +
|20||[[Gem]] (cut)
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|Varies||live vermin, tame vermin
 
|Varies||live vermin, tame vermin
 
|}
 
|}
  
===Items with quality levels===
+
==Items with quality levels==
==== Misc. items ====
+
=== Misc. items ===
 
{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
Line 42: Line 45:
 
! Items
 
! Items
 
|-
 
|-
|1/50||[[Coin]]<sup>[1]</sup>
+
|1/50||[[Coin]]<sup>1</sup>
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1||Orthopedic [[cast]]
+
|1||[[Die]], Orthopedic [[cast]]
 
|-
 
|-
|7||[[Cloth]]<sup>[2]</sup>
+
|5||[[Paper]] & [[Papyrus]] sheets
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|10||[[Door]], [[Floodgate]], [[Bed]], [[Chair]], [[Chain]], [[Flask]], [[Goblet]], [[Instrument]], [[Toy]], [[Cage]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Table]], [[Coffin]], [[Container|Box]], [[Bin]], [[Armor stand]], [[Weapon rack]], [[Cabinet]], [[Figurine]], [[Jewelry|Amulet]], [[Craft|Scepter]], [[Jewelry|Crown]], [[Jewelry|Ring]], [[Jewelry|Earring]], [[Jewelry|Bracelet]], [[Gem|Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Health care|Splint]], [[Crutch]], [[Slab]], [[Pedestal]], [[Decoration]]<sup>[4]</sup>, [[Large pot]], [[Jug]], [[Nest box]], [[Hive]], [[Tool|Ladle]], [[Tool|Bowl]], [[Tool|Mortar]], [[Tool|Pestle]], [[Tool|Pouch]], [[Tool|Knives]], [[Tool|Cleaver]], [[Tool|Fork]]
+
|7||[[Cloth]]<sup>2</sup>
 
|-
 
|-
|20||[[Siege engine|Siege ammo]], [[Health care|Traction bench]]
+
|10||
 +
[[Animal trap]],  [[Temple#Shrines|Altar]], [[Jewelry|Amulet]], [[Anvil]], [[Armor stand]], [[Backpack]], [[Barrel]], [[Bed]], [[Bin]], [[Book]], [[Bookcase]], [[Tool|Bowl]], [[Container|Box]], [[Bag|Bag]], [[Jewelry|Bracelet]], [[Bucket]], [[Cabinet]], [[Cage]], [[Chain]], [[Chair]], [[Tool|Cleaver]], [[Coffin]], [[Jewelry|Crown]], [[Crutch]], [[Decoration]]<sup>3</sup>, [[Display case|Display Case]], [[Door]], [[Jewelry|Earring]], [[Figurine]], [[Flask]], [[Floodgate]], [[Tool|Fork]], [[Goblet|Goblet/mug/cup]], [[Grate]], [[Hatch cover]], [[Tool|Helve]], [[Hive]], [[Instrument]] ''(non-main components)'',  [[Jug]], [[Tool|Knives]], [[Tool|Ladle]], [[Gem|Large gem]], [[Large pot]], [[Millstone]], [[Tool|Mortar]], [[Nest box]], [[Pedestal]], [[Tool|Pestle]], [[Pipe section]], [[Tool|Pouch]], [[Prepared meal]]<sup>4</sup>, [[Quiver]], [[Quern]], [[Jewelry|Ring]], [[Craft|Scepter]], [[Book|Scroll Roller]], [[Slab]], [[Tool|Stone axe]], [[Health care|Splint]], [[Table]], [[Totem]], [[Toy]],  [[Weapon rack]], [[Trap component]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 +
|20|| [[Book|Quire/Scroll]], [[Siege engine|Siege ammo]], [[Health care|Traction bench]]
 +
|-
 
|25||[[Window]], [[Statue]]
 
|25||[[Window]], [[Statue]]
 +
|- style="background-color: #EEE"
 +
|30||[[Siege engine|Ballista part]], [[Siege engine|Catapult part]], [[Mechanism]]
 
|-
 
|-
|30||[[Siege engine|Catapult part]], [[Siege engine|Ballista part]], [[Mechanism]]
+
|50|| [[Tool|Cauldron]], [[Instrument]] ''(main part)'', [[Minecart]], [[Parchment]] sheet, [[Stepladder]], [[Wheelbarrow]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|50||[[Minecart]], [[Wheelbarrow]], [[Tool|Cauldron]]
+
|200||Parchment [[Book|Quire/Scroll]]
 
|-
 
|-
|* ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]], [[Trap component]]
+
|''variable''<sup>5</sup> ||[[Weapon]], [[Armor]], [[Clothing|Shoe]], [[Shield]], [[Armor|Helm]], [[Clothing|Glove]], [[Ammunition|Ammo]], [[Clothing|Pants]]
 
|}
 
|}
:[1] Coins minted at a forge are always of base quality
+
: ''Notes'':
:[2] Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration.
+
:* 1) Coins minted at a forge are always of base quality
:[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 [[DF2012:Cook#Prepared_Meal_Value|Cook]] page.
+
:* 2) Goods made out of [[cloth]] get the following built in as decorations: the cloth (with quality mod) and the [[thread]] (without quality). [[Dye]]s are added separately (with quality), as a powder, not a decoration.
:[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.
+
:* 3) "[[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) 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#Prepared_Meal_value|Cook]] page.
 +
:* 5) These items have their value based on their properties - see categories below:
  
The following items have their value determined based on their properties:
+
=== Weapons ===
 +
: 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.
  
====Weapon====
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
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====
+
==== Ammo ====
The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.
+
: The base value of a single unit of ammo is (SIZE / 200) + 1.
* UBSTEP and LBSTEP cannot be greater than 3
 
* 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|Ammo values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Armor
+
! Ammo
|-
 
| 8 || Cape, Vest
 
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 15 || Breastplate
+
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]
|-
 
| 16 || Tunic
 
|- style="background-color: #EEE"
 
| 20 || Mail shirt
 
|-
 
| 21 || Leather armor
 
|- style="background-color: #EEE"
 
| 22 || Shirt
 
|-
 
| 23 || Toga
 
|- style="background-color: #EEE"
 
| 26 || Cloak
 
|-
 
| 27 || Coat
 
|- style="background-color: #EEE"
 
| 31 || Dress
 
|-
 
| 33 || Robe
 
 
|}
 
|}
 +
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 [[bar]] of metal = stack of 25 bolts, etc.)
  
====Shoes and Gloves====
+
=== Shields ===
The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
+
: The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
* UPSTEP cannot be greater than 3
+
:* UPSTEP cannot be greater than 3
* LAYER_SIZE and COVERAGE 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
 
! colspan=2|Glove values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Gloves
 
|- style="background-color: #EEE"
 
| 6 || Gloves
 
|-
 
| 7 || Mittens
 
|- style="background-color: #EEE"
 
| 11 || Gauntlets
 
|}
 
 
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
! colspan=2|Shoe values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Shoes
 
|- style="background-color: #EEE"
 
| 6 || Socks
 
|-
 
| 8 || Shoes
 
|- style="background-color: #EEE"
 
| 9 || Sandals, Low Boots
 
|-
 
| 12 || High Boots
 
|- style="background-color: #EEE"
 
| 15 || Chausses
 
|}
 
 
 
====Shield====
 
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
 
* UPSTEP cannot be greater than 3
 
* BLOCKCHANCE cannot be greater than 100
 
 
 
{| 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====
+
=== Headwear ===
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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| 12 || Helm
 
| 12 || Helm
 
|}
 
|}
 +
=== Armor / torso ===
 +
''(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e.  shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "[[armor]]" pieces are listed here by their location.)''
 +
: 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
  
====Ammo====
+
:: {| class="collapsible collapsed" style="border-spacing: 1"
The base value of a single unit of ammo is (SIZE / 200) + 1.
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Ammo values
+
! colspan=2|Armor values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Ammo
+
! Armor
 +
|-
 +
| 8 || Cape, Vest
 +
|- style="background-color: #EEE"
 +
| 15 || Breastplate
 +
|-
 +
| 16 || Tunic
 +
|- style="background-color: #EEE"
 +
| 20 || Mail shirt
 +
|-
 +
| 21 || Leather armor
 +
|- style="background-color: #EEE"
 +
| 22 || Shirt
 +
|-
 +
| 23 || Toga
 +
|- style="background-color: #EEE"
 +
| 26 || Cloak
 +
|-
 +
| 27 || Coat
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]
+
| 31 || Dress
 +
|-
 +
| 33 || Robe
 
|}
 
|}
Values are for singles, not stacks
 
  
====Pants====
+
=== Legwear ===
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
Line 254: Line 227:
 
|}
 
|}
  
====Trap component====
+
 
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"
+
=== Hand- & footwear ===
 +
: 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
 +
 
 +
:: {| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Trap component values
+
! colspan=2|Glove values
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! style=padding-right:1em|Base Value
! Trap Component
+
! Gloves
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|66||[[Trap component|Giant axe blade]], [[Trap component|Enormous corkscrew]], [[Trap component|Menacing spike]]
+
| 6 || Gloves
 +
|-
 +
| 7 || Mittens
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|126||[[Trap component|Large, serrated disc]], [[Trap component|Spiked ball]]
+
| 11* || Gauntlets
 +
|}
 +
 
 +
:: {| class="collapsible collapsed" style="border-spacing: 1"
 +
|- style=background-color:#ccf
 +
! colspan=2|Shoe values
 +
|- style=text-align:left
 +
! style=padding-right:1em|Base Value
 +
! Shoes
 +
|- style="background-color: #EEE"
 +
| 6 || Socks
 +
|-
 +
| 8 || Shoes
 +
|- style="background-color: #EEE"
 +
| 9 || Sandals, low boots*
 +
|-
 +
| 12 || High boots*
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 +
| 15 || Chausses
 
|}
 
|}
 +
::: * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.
  
 
==Material multipliers==
 
==Material multipliers==
 
{{Material properties}}
 
{{Material properties}}
 
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 [[Box|chest]] -  that is the material value for wood, which is 1.
 
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 [[Box|chest]] -  that is the material value for wood, which is 1.
 +
 +
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
 +
|- style=background-color:#ccf
 +
! colspan=2|Common
 +
|- style=text-align:left
 +
! style=padding-right:1em|Multiplier
 +
! Material
 +
|- style="background-color: #EEE"
 +
|×2||[[Glass|Green glass]]
 +
|-
 +
|×3||[[Earthenware]]
 +
|- style="background-color: #EEE"
 +
|×4||[[Stoneware]]
 +
|-
 +
|×5||[[Clear glass]]
 +
|- style="background-color: #EEE"
 +
|×10||[[Crystal glass]], [[Porcelain]]
 +
|}
  
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
Line 306: Line 322:
 
! Gem
 
! Gem
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×2||[[Banded agate]], [[Bloodstone]], [[Blue jade]], [[Brown jasper]], [[Carnelian]], [[Chrysocolla]], [[Chrysoprase]], [[Citrine]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Gray chalcedony]], [[Lace agate]], [[Lapis lazuli]], [[Lavender jade]], [[Milk quartz]], [[Moonstone]], [[Morion]], [[Moss agate]], [[Onyx]], [[Pink jade]], [[Plume agate]], [[Prase]], [[Pyrite]], [[Rock crystal]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Smoky quartz]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Tube agate]], [[Turquoise]], [[Variscite]], [[White chalcedony]], [[White jade]], [[Yellow jasper]]
+
|×2||[[Banded agate]], [[Bloodstone]], [[Blue jade]], [[Brown jasper]], [[Carnelian]], [[Chrysocolla]], [[Chrysoprase]], [[Citrine]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Gray chalcedony]], [[Lace agate]], [[Lapis lazuli]], [[Lavender jade]], [[Milk quartz]], [[Moonstone]], [[Morion]], [[Moss agate]], [[Onyx]], [[Pink jade]], [[Plume agate]], [[Prase]], [[Pyrite]], [[Rock crystal]], [[Sardonyx]], [[Sard]], [[Schorl]], [[Smoky quartz]], [[Sunstone]], [[Tiger iron]], [[Tigereye]], [[Tube agate]], [[Turquoise]], [[Variscite]], [[White chalcedony]], [[White jade]], [[Yellow jasper]]
 
|-
 
|-
 
|×3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]
 
|×3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]
+
|×10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Clear tourmaline]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]]
 
|-
 
|-
 
|×15||[[Fire opal]], [[Jelly opal]], [[Melanite]], [[Pink tourmaline]], [[Red tourmaline]]
 
|×15||[[Fire opal]], [[Jelly opal]], [[Melanite]], [[Pink tourmaline]], [[Red tourmaline]]
Line 363: Line 379:
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|[[Animal]]s
+
! colspan=2|[[Creature]]s
 
|- style=text-align:left
 
|- style=text-align:left
 
! style=padding-right:1em|Multiplier
 
! style=padding-right:1em|Multiplier
! Animal
+
! Creature
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×1||all [[animal]]s not listed below
+
|×1||all [[creature]]s not listed below
 
|-
 
|-
|×2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]]
+
|×2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]], all [[giant animal|giant]] variants of the creatures in this category
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×3||[[alligator]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]]
+
|×3||[[alligator]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]], all [[giant animal|giant]] variants of the creatures in this category
 
|-
 
|-
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant cheetah]], [[giant desert scorpion]], [[giant jaguar]], [[giant leopard]], [[giant lion]], [[giant olm]], [[giant tiger]], [[giant toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]
+
|×4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant olm]], [[giant cave toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]]
+
|×5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]], [[rhinoceros]], all [[giant animal|giant]] variants of the creatures in this category
 
|-
 
|-
 
|×10||[[hydra]]
 
|×10||[[hydra]]
Line 390: Line 406:
 
! Plant
 
! Plant
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×1||[[bloated tuber]], [[hide root]], [[kobold bulb]], [[muck root]], [[prickle berry]], [[rat weed]], [[sliver barb]], [[whip vine]]<br />all [[tree]]s and plant [[seed]]s
+
|×1||[[hide root]], [[kobold bulb]], [[muck root]], [[prickle berry]], [[rat weed]], [[sliver barb]], [[whip vine]]<br />all [[tree]]s and plant [[seed]]s
 
|-
 
|-
|×2||[[blade weed]], [[cave wheat]], [[dimple cup]], [[fisher berry]], [[longland grass]], [[pig tail]], [[plump helmet]], [[quarry bush]], [[rope reed]], [[sweet pod]], [[strawberry]]<br />tuber beer ([[bloated tuber]] drink)
+
|×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]]<br />tuber beer ([[bloated tuber]] drink)
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|×3||[[sun berry]]<br />whip wine ([[whip vine]] drink)
 
|×3||[[sun berry]]<br />whip wine ([[whip vine]] drink)
Line 418: Line 434:
 
|×1||[[Ash]]
 
|×1||[[Ash]]
 
|-
 
|-
|×2||[[Amber]], [[Coral]], [[Coal]], [[Glass|Green glass]], [[Lye]]
+
|×2||[[Amber]], [[Coral]], [[Coal]], [[Lye]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×3||[[Potash]], [[Earthenware]]
+
|×3||[[Potash]]
 
|-
 
|-
|×4||[[Pearlash]], [[Stoneware]]
+
|×4||[[Pearlash]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|×5||[[Clear glass]]
+
|×10||[[Salt]]
|-
 
|×10||[[Crystal glass]], [[Porcelain]], [[Salt]]
 
 
|}
 
|}
  
 
== Quality ==
 
== Quality ==
Item value is further increased by applying the [[Item quality|quality]] multiplier.
+
Item value is further increased by applying the [[Item quality|quality]] multiplier and bonus.
  
 
{|
 
{|
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Modifier''' ||  
+
! style="padding-right: 35px;" | '''Designation''' || style="text-align: left;" | '''Description''' || style="padding-right: 20px; padding-left: 15px; text-align: center;" | '''Value <br>Multiplier''' || '''Value <br>Bonus''' ||  
 
|-
 
|-
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; ||
+
| &nbsp;Item Name || style="text-align: center;" | &mdash;&nbsp;&nbsp;&nbsp;&nbsp; || style="text-align: center;" | &times;1&nbsp; || style="text-align: center;" | +0 ||
 
|-
 
|-
| -Item Name- || Well-crafted || style="text-align: center;" | &times;2&nbsp; ||  
+
| -Item Name- || Well-crafted || style="text-align: center;" | &times;1.1&nbsp; || style="text-align: center;" | +3 ||  
 
|-
 
|-
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;3&nbsp; ||
+
| +Item Name+ || Finely-crafted || style="text-align: center;" | &times;1.2&nbsp; || style="text-align: center;" | +6 ||
 
|-
 
|-
| *Item Name* || Superior quality || style="text-align: center;" | &times;4&nbsp; ||  
+
| *Item Name* || Superior quality || style="text-align: center;" | &times;4/3&nbsp; || style="text-align: center;" | +10 ||  
 
|-
 
|-
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;5&nbsp; ||  
+
| ≡Item Name≡ || Exceptional || style="text-align: center;" | &times;1.5&nbsp; || style="text-align: center;" | +15||  
 
|-
 
|-
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;12&nbsp; ||  
+
| ☼Item Name☼ || Masterful || style="text-align: center;" | &times;2&nbsp; || style="text-align: center;" | +30 ||  
 
|-
 
|-
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||
+
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;20&nbsp; || style="text-align: center;" | +300 ||
 
|}
 
|}
  
 
{{Category|Items|*}}
 
{{Category|Items|*}}
 +
{{Category|Economy}}

Latest revision as of 23:35, 18 November 2024

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 traits, values, and dreams#Values.
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 levels[edit]

Misc. items[edit]

Base Value Items
1/50 Coin1
1 Die, Orthopedic cast
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, Prepared meal4, Quiver, Quern, Ring, Scepter, Scroll Roller, Slab, Stone axe, Splint, Table, Totem, Toy, Weapon rack, Trap component

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 Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, 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 of bolts have a 1/3 base value instead.
  • 4) 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.
  • 5) These items have their value based on their properties - see categories below:

Weapons[edit]

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.

Ammo[edit]

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

Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 bar of metal = stack of 25 bolts, etc.)

Shields[edit]

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

Headwear[edit]

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

Armor / torso[edit]

(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "armor" pieces are listed here by their location.)

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

Legwear[edit]

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


Hand- & footwear[edit]

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
* Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.

Material multipliers[edit]

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[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 ×4/3  +10
≡Item Name≡ Exceptional ×1.5  +15
☼Item Name☼ Masterful ×2  +30
Unique Name Artifact ×20  +300