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Difference between revisions of "40d:Item value"
m (→Material multipliers: + cave fish, + cave lobster) |
m (moved Item value to 40d:Item value: 40d namespace migration) |
Revision as of 01:46, 8 March 2010
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 multiplies the base value of the form of the object (a stone, a statue) by the material multiplier (granite, gold), and by the quality modifier (fine, masterful) if any, and then adding any final value for decorations.
Rooms also have a "value" which determines their quality, which is the sum of the objects placed within their designated area plus the materials that surround it plus improvements (such as engraving) to those materials. See room for a more complete discussion of these values, and How do I increase the value of a room for a complete list of options.
Base values of items
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 with neither material nor quality
The values of tame animals (and pets) are listed here.
Items with material but without quality
Value | Items |
---|---|
0 | Body part, Bone, Chunk, Corpse, Fat, Hide (raw), Shell, Skull |
1 | Vermin (untamed), Tallow |
2 | Fish (including raw), Meat, Plant |
3 | Gem (rough), Log, Ore, Stone (both economic and non-economic) |
5 | Bar, Block, Gem (cut), Leather |
6 | Thread |
10 | Coin |
25 | Soap |
Items with both material and quality
Value | Items |
---|---|
1 | Arrow, Blowdart, Bolt |
7 | Cloth[4] |
10 | Animal Trap, Buckler, Cage, Cap (metal, leather or cloth), Decoration[1], Finished good[2][4], Furniture[3], Prepared meal, Trap component, Weapon |
15 | Boot, Gauntlet, Helm, Leggings, Shield, Shoe[4], Sock[4] |
20 | Ballista arrow, Leather armor |
25 | Statue, Window |
30 | Ballista part, Catapult part, Greaves, Mechanism |
60 | Chain mail |
100 | Anvil, Plate mail |
[1] 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.
[2] Except for armor, shoes, and socks. Amulet, Backpack, Bracelet, Chain, Clothing, Crown, Cup, Drum, Earring, Flask, Flute, Gem (large), Goblet, Harp, Idol, Mini-forge, Mug, Piccolo, Puzzlebox, Quiver, Ring, Rope, Scepter, Skull Totem, Toy axe, Toy boat, Toy hammer, Trumpet, Vial, Waterskin
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window.
[4] 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.
Stones | |
---|---|
Multiplier | Stone |
x1 | Bismuthinite, Bituminous coal, Lignite, Common stone |
x2 | Cassiterite, Copper nuggets, Garnierite, Malachite, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
x3 | Tetrahedrite, Obsidian |
x5 | Galena |
x8 | Hematite, Limonite, Magnetite |
x10 | Horn silver, Silver nuggets |
x30 | Gold nuggets |
x40 | Native aluminum, Platinum nuggets |
x250 | Raw adamantine |
Metals | |
---|---|
Multiplier | Metal |
x2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
x3 | Lay pewter, Nickel silver |
x4 | Trifle pewter |
x5 | Bronze, Fine pewter |
x6 | Billon, Bismuth bronze |
x7 | Brass |
x8 | Sterling silver |
x10 | Iron, Pig iron, Silver |
x11 | Black bronze |
x20 | Electrum |
x23 | Rose gold |
x30 | Gold, Steel |
x40 | Aluminum, Platinum |
x300 | Adamantine |
Plants | |
---|---|
Multiplier | Plant |
x1 | Hide root, Muck root, Prickle berry, Rat weed, Sliver barb |
x2 | Blade weed, Bloated tuber, Cave wheat, Dimple cup, Fisher berry, Longland grass, Pig tail, Plump helmet, Quarry bush, Rope reed, Sweet pod, Wild strawberry, Sun berry, Whip vine |
x5 | Kobold bulb, Valley herb |
Miscellaneous | |
---|---|
Multiplier | Material |
x1 | Ash, Wood |
x2 | Charcoal, Coke, Green glass, Silk thread[1] |
x3 | Potash |
x4 | Pearlash |
x5 | Clear glass, Soap[1] |
x10 | Crystal glass |
[1]The value of objects made from these materials is also multiplied by the value of their source animal. |
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 | |
Unique Name | Artifact | ×120 |
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 with the standard material modifiers.
Note that some races have additional modifiers that cause them to prefer certain types of decorations over others. For example, Dwarves prefer encircled bands and menacing spikes over hanging rings, while Elves perceive menacing spikes as completely worthless.
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
Basic 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☼ |
+«+Pig tail shoe+»+
Base item | Material | Quality | Subtotal |
---|---|---|---|
15 (shoe) | x2 (pig tail) | x3 (fine quality) | = 90 |
10 (cloth decoration) | x2 (pig tail) | x2 (well-crafted quality) | = 40 |
10 (thread decoration) | x2 (pig tail) | = 20 | |
20 (dimple dye) | x3 (fine quality) | = 60 | |
10 (image decoration) | x2 (pig tail) | x3 (fine quality) | = 60 |
20 (dimple dye) | x3 (fine quality) | = 60 |
Total: 330☼