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Difference between revisions of "40d:Item value"
m (→Material multipliers: Soap is 5, not 25) |
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|4||[[Pearlash]], [[Trifle pewter]], | |4||[[Pearlash]], [[Trifle pewter]], | ||
|- style="vertical-align: top; background-color: #EEE" | |- style="vertical-align: top; background-color: #EEE" | ||
− | |5||[[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]], [[Kobold bulb]], [[Valley herb]] | + | |5||[[Soap]]*, [[Fine pewter]], [[Bronze]], [[Galena]], Clear [[Glass]], [[Kobold bulb]], [[Valley herb]] |
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
|6||[[Billon]], [[Bismuth bronze]] | |6||[[Billon]], [[Bismuth bronze]] | ||
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|23||[[Rose gold]] | |23||[[Rose gold]] | ||
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
− | |25|| | + | |25||[[Indigo tourmaline]], [[Clear zircon]] |
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
|30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]] | |30||[[Gold]], [[Steel]], [[Black opal]], [[Blue garnet]], [[Demantoid]], [[Tsavorite]], [[Light yellow diamond]] |
Revision as of 19:41, 1 February 2009
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.
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 | Animal (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 |
Items with both material and quality
Value | Items |
---|---|
1 | Arrow, Blowdart, Bolt |
7 | Cloth[4] |
10 | Buckler, 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 banded with <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.
* Leather, bone, and plant cloth technically have a multiplier of 1, but that is further multiplied by the source creature's modvalue (or the source plant's value). So in practice, there is a wide range of multiplier values that are actually used when creating goods with these materials. Silk has a multiplier of 2, but is also multiplied by creature's modvalue.
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☼ |