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Item value
| v52.04 · v0.47.05This 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
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
| 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
Misc. items
| 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
- 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 values - Base Value - Weapon - 3 - Whip - 7 - Training sword - 9 - Training spear, War hammer - 10 - Crossbow, Blowgun, Bow, Large dagger - 11 - Flail - 14 - Scourge, Scimitar, Short sword - 17 - Training axe, Mace - 18 - Spear - 22 - Pick, Morningstar - 27 - Maul - 30 - Long sword - 34 - Battle axe, Pike - 38 - Two-handed sword - 50 - Halberd - 54 - Great axe 
 
Ammo
- 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
- The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
- UPSTEP cannot be greater than 3
- BLOCKCHANCE cannot be greater than 100
 
- Shield values - Base Value - Shields - 14 - Buckler - 27 - Shield 
 
Headwear
- The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
- LAYER_SIZE and COVERAGE cannot be greater than 100
- Helm values - Base Value - Helm - 5 - Cap, Head Veil, Face Veil, Headscarf - 7 - Mask, Turban - 8 - Hood - 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
 
- Armor values - Base Value - Armor - 8 - Cape, Vest - 15 - Breastplate - 16 - Tunic - 20 - Mail shirt - 21 - Leather armor - 22 - Shirt - 23 - Toga - 26 - Cloak - 27 - Coat - 31 - Dress - 33 - Robe 
 
Legwear
- 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
 
- Pants values - Base Value - Pants - 5 - Thong - 8 - Loincloth - 13 - Short skirt - 16 - Skirt, Braies - 22 - Long skirt - 23 - Trouser, Leggings, Greaves 
 
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
 
- Glove values - Base Value - Gloves - 6 - Gloves - 7 - Mittens - 11* - Gauntlets 
 
- Shoe values - Base Value - Shoes - 6 - Socks - 8 - Shoes - 9 - Sandals, low boots* - 12 - High boots* - 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 properties | 
| Defined: Value • Color • Density • Strain at yield • Temperature values | 
| Derived: Magma safety • Fire safety | 
| Fluids: Depth • Flow • Pressure | 
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.
| Common | |
|---|---|
| Multiplier | Material | 
| ×2 | Green glass | 
| ×3 | Earthenware | 
| ×4 | Stoneware | 
| ×5 | Clear glass | 
| ×10 | Crystal glass, Porcelain | 
| Stones | |
|---|---|
| Multiplier | Stone | 
| ×1 | Bismuthinite, Bituminous coal, Lignite, Common stone | 
| ×2 | Cassiterite, Garnierite, Malachite, Native copper, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble | 
| ×3 | Tetrahedrite, Obsidian | 
| ×5 | Galena | 
| ×8 | Hematite, Limonite, Magnetite | 
| ×10 | Horn silver, Native silver | 
| ×30 | Native gold | 
| ×40 | Native aluminum, Native platinum | 
| ×250 | Raw adamantine | 
| Metals | |
|---|---|
| Multiplier | Metal | 
| ×2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc | 
| ×3 | Lay pewter, Nickel silver | 
| ×4 | Trifle pewter | 
| ×5 | Bronze, Fine pewter | 
| ×6 | Billon, Bismuth bronze | 
| ×7 | Brass | 
| ×8 | Sterling silver | 
| ×10 | Iron, Pig iron, Silver | 
| ×11 | Black bronze | 
| ×20 | Electrum | 
| ×23 | Rose gold | 
| ×30 | Gold, Steel | 
| ×40 | Aluminum, Platinum | 
| ×300 | Adamantine | 
| Plants | |
|---|---|
| Multiplier | Plant | 
| ×1 | hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine all trees and plant seeds | 
| ×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 tuber beer (bloated tuber drink) | 
| ×3 | sun berry whip wine (whip vine drink) | 
| ×5 | valley herb quarry bush leaf, rock nut oil (quarry bush oil), rock nut soap (quarry bush soap), sunshine (sun berry drink) | 
| ×10 | redroot dye (hide root powder) | 
| ×20 | 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) | 
| ×25 | whip vine flour (whip vine powder) | 
| ×100 | 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 | 
| ×1 | Ash | 
| ×2 | Amber, Coral, Coal, Lye | 
| ×3 | Potash | 
| ×4 | Pearlash | 
| ×10 | Salt | 
Quality
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 |