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Difference between revisions of "v0.31:Item value"

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|9||[[Weapon|Training Spear]], [[Armor|Low boot]], [[Weapon|Mace]]
 
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|10||[[Cabinet]], [[Throne]], [[Table]], [[Door]], [[Container|Coffer, Chest]], [[Cage]], [[Backpack]], [[Quiver]], [[trade good|Craft, Goblet, Totem, Instrument, Toy, Large Gem]], [[Chain]], [[Flask]], [[Anvil]], [[Crossbow]], [[Crutch]], [[Splint]], [[Bin]], [[Prepared meal]]<sup>[4]</sup>
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|10||[[Cabinet]], [[Throne]], [[Table]], [[Door]], [[Floodgate]], [[Container|Coffer, Chest]], [[Cage]], [[Backpack]], [[Quiver]], [[trade good|Craft, Goblet, Totem, Instrument, Toy, Large Gem]], [[Chain]], [[Flask]], [[Anvil]], [[Crossbow]], [[Crutch]], [[Splint]], [[Bin]], [[Prepared meal]]<sup>[4]</sup>
 
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|11||[[Gauntlet]]
 
|11||[[Gauntlet]]

Revision as of 00:12, 29 December 2011

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
1 Vermin (untamed), Glob
2 Fish, Meat, Plant
3 Gem (rough), Log, Stone
5 Bar, Block, Gem (cut), Leather
6 Thread
? Unprepared fish, seeds, leaves, ballista arrowhead, cheese, egg, alcohol, powder, extract, tamed vermin

Items with quality levels

Value Items
? Ammo, Decoration[1], Furniture[2], Ballista part, Catapult part, Ballista arrow, Animal trap
1/50 Coin[5]
1 Bolt
5 Cap (metal, leather or cloth)
6 Sock
7 Cloth[3], training sword
8 Shoe
9 Training Spear, Low boot, Mace
10 Cabinet, Throne, Table, Door, Floodgate, Coffer, Chest, Cage, Backpack, Quiver, Craft, Goblet, Totem, Instrument, Toy, Large Gem, Chain, Flask, Anvil, Crossbow, Crutch, Splint, Bin, Prepared meal[4]
11 Gauntlet
12 Helm, High boot
14 Buckler, short sword
15 Breastplate
16 Tunic
17 Training Axe
18 Spear, War hammer
20 Mail shirt
21 Leather armor
22 Pick, Shirt
23 Leggings, Greaves
25 Statue, Window
26 Cloak
27 Coat, Shield
30 Mechanism
33 Robe
34 Battle axe
66 Menacing spike, Enormous corkscrew, Giant axe blade
126 Large, serrated disc, Spiked ball
[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 ballista part, catapult part, mechanism, statue, and window, which are listed separately.
[3] 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).
[4] 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.
[5] Coins minted at a forge are always of base quality

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.

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