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v0.31:Item value
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
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
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
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, and the stack
- [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
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
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
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
The value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
- UPSTEP cannot be greater than 3
- BLOCKCHANCE cannot be greater than 100
Helm
The value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
- LAYER_SIZE and COVERAGE cannot be greater than 100
Ammo
The value of a single unit of ammo is (SIZE / 200) + 1.
Pants
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
The value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
Tool
The value of a tool is merely whatever is specified via its VALUE token.
Material multipliers
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.
Stones | |
---|---|
Multiplier | Stone |
x1 | Bismuthinite, Bituminous coal, Lignite, Common stone |
x2 | Cassiterite, Garnierite, Malachite, Native copper, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
x3 | Tetrahedrite, Obsidian |
x5 | Galena |
x8 | Hematite, Limonite, Magnetite |
x10 | Horn silver, Native silver |
x30 | Native gold |
x40 | Native aluminum, Native platinum |
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 |
Animals | |
---|---|
Multiplier | Animal |
x2 | beak dog, black bear, capybara, cougar, elk, giant cave swallow, giant earthworm, giant mole, giant rat, helmet snake, ice wolf, magma crab, molemarian, muskox, strangler, wolf |
x3 | alligator, blind cave bear, cheetah, draltha, elk bird, fire imp, green devourer, grizzly bear, jaguar, leopard, lion, polar bear, rutherer, saltwater crocodile, sasquatch, tiger, yeti |
x4 | cave crocodile, cave dragon, giant bat, giant cave spider, giant cheetah, giant desert scorpion, giant eagle, giant jaguar, giant leopard, giant lion, giant olm, giant tiger, giant toad, jabberer, unicorn, voracious cave crawler |
x5 | elephant, sea monster, sea serpent, giraffe |
x10 | hydra |
x15 | dragon, roc |
Plants | |
---|---|
Multiplier | Plant |
x1 | bloated tuber, hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine all trees and plant seeds |
x2 | blade weed, cave wheat, dimple cup, fisher berry, longland grass, pig tail, plump helmet, quarry bush, rope reed, sweet pod, wild strawberry tuber beer (bloated tuber drink) |
x3 | sun berry whip wine (whip vine drink) |
x5 | valley herb quarry bush leaf, rock nut oil (quarry bush oil), rock nut soap (quarry bush soap), sunshine (sun berry drink) |
x10 | redroot dye (hide root powder) |
x20 | cave wheat flour (cave wheat powder), dimple dye (dimple cup powder), dwarven sugar (sweet pod powder), dwarven syrup (sweet pod extract), emerald dye (blade weed powder), longland flour (longland grass powder), sliver dye (sliver barb powder) |
x25 | whip vine flour (whip vine powder) |
x100 | gnomeblight (kobold bulb extract), golden salve (valley herb extract) |
Note | Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ. |
Miscellaneous | |
---|---|
Multiplier | Material |
x1 | Ash |
x2 | Amber, Coral, Coal, Green glass, Lye |
x3 | Potash, Earthenware |
x4 | Pearlash, Stoneware |
x5 | Clear glass |
x10 | Crystal glass, Porcelain |
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 |