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{{Quality|Exceptional}}
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{{migrated article}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
  
{{for/see|information on [[room/zone]] quality|[[Zones#Quality_and_value|Room/Quality]]}}
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{{for/see|information on [[room]] quality|[[Room#Quality|Room/Quality]]}}
 
{{for/see|article quality ratings|[[DF:Quality]]}}
 
{{for/see|article quality ratings|[[DF:Quality]]}}
 
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}
 
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}
[[File:item_quality_preview.png|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world(s) of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.
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[[File:value_icon.png|100px|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.
 
 
The value of some goods can be further improved by other means. For example, some goods can be encrusted with [[gem]]s, and [[clay]] goods can be glazed with [[ash]].
 
 
== Quality grades ==
 
== Quality grades ==
 
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters.  
 
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by characters that show it (see table below). [[Coin]]s are an unusual case. The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters.  
 
Graphically, the quality of upper body clothes can be seen in portraits of some individuals, such as the created characters in [[Adventure mode]]. Before starting a game in said mode, the player can choose any type of wearable item for themselves, at the cost of points. In these character portraits, the quality of clothes can be easily seen, as the piece of clothing will appear to be more lavishly decorated the higher the quality is. This can be seen in the image below:
 
 
[[File:clothing_quality_preview.png|thumb|708px|center|From left to right, the coat the human is wearing is standard, -well-crafted-, +finely-crafted+, *superior quality*, =exceptional=, ☼masterful☼ and artifact.]]
 
 
The player has the choice of choosing the quality of some clothing and weapons by clicking [[File:quality_increase_button.png|16px]] and [[File:quality_decrease_button.png|16px]], with higher qualities costing more points. Note that some articles of clothing will not show a unique graphic for every level of quality, and the player can never choose the artifact quality from the start.
 
  
 
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.
 
Item quality depends on the [[skill]] and [[attributes]] of the crafter. Past a certain skill level they will almost always make at least level 4 (exceptional) quality items. Level 5 (masterworks) are capped to a flat 1/3rd chance.
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Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.
 
Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]]. [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed floor tiles, walls, and carved [[fortification]]s.
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{{/Table}}
 
{{/Table}}
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Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.
 
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be finely dyed with emerald dye. Dye can be applied to either thread or cloth, but not other goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain the dye and whatever quality level the dye had. The same is true for cloth made into clothes and other goods.
  
Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map.{{verify|check to see if this was fixed in v50}} Eating a masterwork prepared meal will not cause an unhappy thought, similarly to dismantling a masterwork building Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.
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Note that destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map.{{verify|check to see if this was fixed in v50}} Eating a masterwork prepared meal will not cause an unhappy thought.
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Dismantling a masterwork building will not cause an unhappy thought. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.
  
 
== Quality levels of imported goods ==
 
== Quality levels of imported goods ==
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The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.
 
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.
  
There are goods that you can't produce, that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts, or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].
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There are goods that you can't produce that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].
  
 
== Quality levels in stockpile settings ==
 
== Quality levels in stockpile settings ==
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#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.
 
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.
 
</div>
 
</div>
 
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<nowiki>*</nowiki> Due to a long-standing bug, artifact edged weapons only have half the maximum edge (sharpness) instead.{{Bug|9549}}
==See also==
 
* [[Wear]]
 
 
 
 
{{Category|Items|*}}
 
{{Category|Items|*}}
 
[[ru:Item quality]]
 
[[ru:Item quality]]

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