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Difference between revisions of "40d:Item value"
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|7||[[Cloth]]* | |7||[[Cloth]]* | ||
|- style="vertical-align: top; background-color: #EEE" | |- style="vertical-align: top; background-color: #EEE" | ||
− | |10||Coins, All [[furniture]] except [[statue]]s, all [[craft]]s, [[skull | + | |10||Coins, All [[furniture]] except [[statue]]s, all [[craft]]s, [[skull totems|Totem]]s, [[clothes]]*, [[Decoration]]s, [[Prepared meal]]s, large gems, [[Buckler]]s |
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
|15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s, | |15||[[Shoes]]*, [[Clothing|Socks]]*, [[Boot]]s, [[Gauntlet]]s, [[Leggings]], [[Shield]]s, [[Helm]]s, |
Revision as of 01:36, 16 November 2008
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.
Base values of items
The base value of an item is found from what the item is, not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.
Value | Items |
---|---|
0 | Bone, Skulls, Shell, Fat, Mangled Meat... |
1 | Bolts, Seeds, Tallow, Animals |
2 | Meat, Fish, Raw Fish, Drinks, Plants |
3 | Raw Materials - Rough Gems, Stone, Logs etc |
5 | Bars, Cut Gems, Blocks, Sand, Tanned Hides, Animal Traps |
6 | Thread |
7 | Cloth* |
10 | Coins, All furniture except statues, all crafts, Totems, clothes*, Decorations, Prepared meals, large gems, Bucklers |
15 | Shoes*, Socks*, Boots, Gauntlets, Leggings, Shields, Helms, |
20 | Leather Armor, Siege Ammo, Flour, Sugar, Syrup |
25 | Statues, Windows |
30 | Greaves, Mechanisms, Siege Engine Parts |
60 | Chain Mail |
100 | Plate Mail, Anvils |
* 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).
Material multipliers
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest - that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.
* Leather and Bone technically have a multiplier of 1, but that is further multiplied by the source creature's mod value. So in practice, there is a very wide range of multiplier values that are actually used when creating goods with these materials.
Quality
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 |
Decorations
Your craftsdwarves can add decorations to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the quality of the decoration, and added to the value of the item. For example, a gold stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.
Engravings are decorations that treat all materials as having a modifier of 1- an engraving in mudstone is as valuable as an engraving in obsidian or raw adamantine.
Dyeing
Value gained by dyeing is added, like that of decorations. Only thread, cloth and its products can be dyed. For details see Dye.
Examples
Base Object | Material | Quality | Final Value | |||
---|---|---|---|---|---|---|
Anvil | (100) | Steel | (x30) | +Item+ | (x3) | 9000☼ |
Door | (10) | Obsidian | (x3) | None | (x1) | 30☼ |
Block | (5) | Wood | (x1) | None | (x1) | 5☼ |
Goblet | (10) | Lead | (x2) | -Item- | (x2) | 40☼ |
Goblet | (10) | Aluminum | (x40) | ☼Item☼ | (x12) | 4800☼ |