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Editing v0.34:Item value

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{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}}
 
{{quality|Exceptional|16:07, 10 August 2010 (UTC)}}{{av}}
  
'''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 [[decoration]]s on it.
+
'''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 [[decoration]]s 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'''.
+
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==
 
==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.
+
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===
 
===Items without quality levels===
 
{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
! Base Value
+
! Value
 
! Items
 
! Items
 
|-
 
|-
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|0||[[Body parts|Body part]], [[Corpse]], [[Remains]], small rock
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1||[[fat|glob]], [[seeds]], [[alcohol]], powder, extract
+
|1||[[glob]], [[seeds]], [[alcohol]], powder, extract
 
|-
 
|-
|2||[[Fish]], unprepared fish, [[Meat]], [[Egg]], [[Plant]], [[Quarry bush|Leaves]]
+
|2||[[Fish]], unprepared fish, [[Meat]], [[Plant]], [[Leaves]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|3||[[Gem]] (rough), [[Log]], [[Stone]]
 
|3||[[Gem]] (rough), [[Log]], [[Stone]]
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|6||[[Thread]]
 
|6||[[Thread]]
 
|-
 
|-
|10||[[Ballista arrowhead]], [[cheese]], [[Honeycomb]]
+
|10||[[Ballista arrowhead]], [[cheese]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|?||live vermin, tame vermin
+
|?||egg, live vermin, tame vermin
 
|}
 
|}
  
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{| style="border-spacing: 0"
 
{| style="border-spacing: 0"
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
! Base Value
+
! Value
 
! Items
 
! Items
 
|-
 
|-
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|7||[[Cloth]]<sup>[2]</sup>
 
|7||[[Cloth]]<sup>[2]</sup>
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|10||[[Door]], [[Floodgate]], [[Bed]], [[Chair]], [[Chain]], [[Flask]], [[Goblet]], [[Instrument]], [[Toy]], [[Cage]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Table]], [[Coffin]], [[Container|Box]], [[Bin]], [[Armor stand]], [[Weapon rack]], [[Cabinet]], [[Figurine]], [[Jewelry|Amulet]], [[Craft|Scepter]], [[Jewelry|Crown]], [[Ring]], [[Jewelry|Earring]], [[Jewelry|Bracelet]], [[Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Splint]], [[Crutch]], [[Slab]], [[Decoration]]<sup>[4]</sup>, [[Large pot]], [[Jug]], [[Nest box]], [[Hive]], [[Tool|Ladle]], [[Tool|Bowl]], [[Tool|Mortar]], [[Tool|Pestle]], [[Tool|Pouch]], [[Tool|Knives]], [[Tool|Cleaver]], [[Tool|Fork]]
+
|10||[[Door]], [[Floodgate]], [[Bed]], [[Chair]], [[Chain]], [[Flask]], [[Goblet]], [[Instrument]], [[Toy]], [[Cage]], [[Barrel]], [[Bucket]], [[Animal trap]], [[Table]], [[Coffin]], [[Container|Box]], [[Bin]], [[Armor stand]], [[Weapon rack]], [[Cabinet]], [[Figurine]], [[Amulet]], [[Scepter]], [[Crown]], [[Ring]], [[Earring]], [[Bracelet]], [[Large gem]], [[Anvil]], [[Totem]], [[Backpack]], [[Quiver]], [[Prepared meal]]<sup>[3]</sup>, [[Pipe section]], [[Hatch cover]], [[Grate]], [[Quern]], [[Millstone]], [[Splint]], [[Crutch]], [[Slab]], Decoration<sup>[4]</sup>
 
|-
 
|-
 
|20||[[Siege ammo]], [[Traction bench]]
 
|20||[[Siege ammo]], [[Traction bench]]
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|25||[[Window]], [[Statue]]
 
|25||[[Window]], [[Statue]]
 
|-
 
|-
|30||[[Catapult part]], [[Ballista part]], [[Mechanism]]
+
|30||[[Catapult parts]], [[Ballista parts]], [[Mechanism]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|50||[[Minecart]], [[Wheelbarrow]], [[Tool|Cauldron]]
+
|* ||[[Weapon]], [[Armor]], [[Shoes]], [[Shield]], [[Helm]], [[Gloves]], [[Ammo]], [[Pants]], [[Trap component]], [[Tool]]
|-
 
|* ||[[Weapon]], [[Armor]], [[Shoe]], [[Shield]], [[Helm]], [[Glove]], [[Ammo]], [[Pants]], [[Trap component]]
 
 
|}
 
|}
 
:[1] Coins minted at a forge are always of base quality
 
:[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). [[Dye]]s are added separately (with quality), as a powder, not a decoration.
+
:[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 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 [[DF2012:Cook#Prepared_Meal_Value|Cook]] page.
+
:[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] "[[Decoration]]s" 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 [[bolt]]s have a 1/3 base value instead.
+
:[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 [[decoration]]s.
  
 
The following items have their value determined based on their properties:
 
The following items have their value determined based on their properties:
 
====Weapon====
 
====Weapon====
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.
+
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.
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Weapon values
 
! colspan=2|Weapon values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Weapon
 
! Weapon
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|3||[[Whip]]
 
|3||[[Whip]]
 
|-
 
|-
|7||[[Training sword]]
+
|7||[[Training (Short) Sword]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|9||[[Training spear]], [[War hammer]]
+
|9||[[Training Spear]], [[War Hammer]]
 
|-
 
|-
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[dagger|Large dagger]]
+
|10||[[Crossbow]], [[Blowgun]], [[Bow]], [[Large Dagger]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|11||[[Flail]]
 
|11||[[Flail]]
 
|-
 
|-
|14||[[Scourge]], [[Scimitar]], [[Short sword]]
+
|14||[[Scourge]], [[Scimitar]], [[Short Sword]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|17||[[Training axe]], [[Mace]]
+
|17||[[Training Axe]], [[Mace]]
 
|-
 
|-
 
|18||[[Spear]]
 
|18||[[Spear]]
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|27||[[Maul]]
 
|27||[[Maul]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|30||[[Long sword]]
+
|30||[[Long Sword]]
 
|-
 
|-
|34||[[Battle axe]], [[Pike]]
+
|34||[[Battle Axe]], [[Pike]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|38||[[Two-handed sword]]
+
|38||[[Two-Handed Sword]]
 
|-
 
|-
 
|50||[[Halberd]]
 
|50||[[Halberd]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|54||[[Great axe]]
+
|54||[[Great Axe]]
 
|}
 
|}
  
 
====Armor====
 
====Armor====
The base value of a piece of armor is ((UBSTEP + LBSTEP) * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1.
+
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
 
* UBSTEP and LBSTEP cannot be greater than 3
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
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! colspan=2|Armor values
 
! colspan=2|Armor values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Armor
 
! Armor
 
|-
 
|-
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====Shoes and Gloves====
 
====Shoes and Gloves====
The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
+
The value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1.
 
* UPSTEP cannot be greater than 3
 
* UPSTEP cannot be greater than 3
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
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{| class="collapsible collapsed" style="border-spacing: 1"
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Glove values
+
! colspan=2|Shoe values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
! Gloves
+
! Shoes
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
| 6 || Gloves
 
| 6 || Gloves
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{| class="collapsible collapsed" style="border-spacing: 1"
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
! colspan=2|Shoe values
+
! colspan=2|Glove values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
! Shoes
+
! Gloves
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
| 6 || Socks
 
| 6 || Socks
Line 174: Line 172:
  
 
====Shield====
 
====Shield====
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
+
The value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
 
* UPSTEP cannot be greater than 3
 
* UPSTEP cannot be greater than 3
 
* BLOCKCHANCE cannot be greater than 100
 
* BLOCKCHANCE cannot be greater than 100
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
! colspan=2|Shield values
 
|- style=text-align:left
 
! style=padding-right:1em|Base Value
 
! Shields
 
|- style="background-color: #EEE"
 
| 14 || Buckler
 
|-
 
| 27 || Shield
 
|}
 
  
 
====Helm====
 
====Helm====
The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
+
The value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
  
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! colspan=2|Helm values
 
! colspan=2|Helm values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Helm
 
! Helm
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 5 || Cap, Head Veil, Face Veil, Headscarf
+
| 5.5 || Cap, Head Veil, Face Veil, Headscarf
 
|-
 
|-
| 7 || Mask, Turban
+
| 7.5 || Mask, Turban
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
| 8 || Hood
 
| 8 || Hood
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====Ammo====
 
====Ammo====
The base value of a single unit of ammo is (SIZE / 200) + 1.
+
The value of a single unit of ammo is (SIZE / 200) + 1.
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Ammo values
 
! colspan=2|Ammo values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Ammo
 
! Ammo
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|1 ||[[Blowdart]], [[Bolt]], [[Arrow]]
+
|1.1||[[Blowdart]]
 +
|- style="background-color: #EEE"
 +
|1.75||[[Bolt]], [[Arrow]]
 +
|- style="background-color: #EEE"
 
|}
 
|}
 
Values are for singles, not stacks
 
Values are for singles, not stacks
  
 
====Pants====
 
====Pants====
The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1
+
The value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1
 
* LBSTEP cannot be greater than 3
 
* LBSTEP cannot be greater than 3
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
 
* LAYER_SIZE and COVERAGE cannot be greater than 100
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! colspan=2|Pants values
 
! colspan=2|Pants values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Pants
 
! Pants
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 5 || Thong
+
| 5.5 || Thong
 
|-
 
|-
 
| 8 || Loincloth
 
| 8 || Loincloth
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 13 || Short skirt
+
| 13 || Skirt (short)
 
|-
 
|-
| 16 || Skirt, Braies
+
| 16 || Skirt, Braie
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
| 22 || Long skirt
+
| 22 || Skirt (long)
 
|-
 
|-
 
| 23 || Trouser, Leggings, Greaves
 
| 23 || Trouser, Leggings, Greaves
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====Trap component====
 
====Trap component====
The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
+
The value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
{| class="collapsible collapsed" style="border-spacing: 1"
 
|- style=background-color:#ccf
 
|- style=background-color:#ccf
 
! colspan=2|Trap component values
 
! colspan=2|Trap component values
 
|- style=text-align:left
 
|- style=text-align:left
! style=padding-right:1em|Base Value
+
! style=padding-right:1em|Value
 
! Trap Component
 
! Trap Component
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|66||[[Giant axe blade]], [[Enormous corkscrew]], [[Menacing spike]]
+
|66||[[Giant Axe Blade]], [[Enormous Corkscrew]], [[Menacing Spike]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|126||[[Large, serrated disc]], [[Spiked ball]]
+
|126||[[Large, Serrated Disc]], [[Spiked Ball]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|}
 
|}
 +
 +
 +
====Tool====
 +
The value of a tool is merely whatever is specified via its VALUE token.
  
 
==Material multipliers==
 
==Material multipliers==
{{Material properties}}
+
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.
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.
 
  
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
 
{| class="collapsible collapsed" style="width:80%; border-spacing: 1"
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! Animal
 
! Animal
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|x2||[[adder]], [[beak dog]], [[black bear]], [[black mamba]], [[bobcat]], [[bushmaster]], [[capybara]], [[copperhead snake]], [[cougar]], [[coyote]], [[dingo]], [[elk]], [[giant cave swallow]], [[giant dingo]], [[giant earthworm]], [[giant mole]], [[giant rat]], [[helmet snake]], [[hyena]], [[ice wolf]], [[jackal]], [[king cobra]], [[magma crab]], [[molemarian]], [[monitor lizard]], [[muskox]], [[ocelot]], [[panda]], [[python]], [[rattlesnake]], [[sloth bear]], [[strangler]], [[wolf]]
+
|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]], [[anaconda]], [[blind cave bear]], [[cheetah]], [[draltha]], [[elk bird]], [[fire imp]], [[gila monster]], [[green devourer]], [[grizzly bear]], [[jaguar]], [[leopard]], [[lion]], [[lynx]], [[polar bear]], [[rutherer]], [[saltwater crocodile]], [[sasquatch]], [[tiger]], [[yeti]]
+
|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]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
|x4||[[cave crocodile]], [[cave dragon]], [[giant bat]], [[giant cave spider]], [[giant cheetah]], [[giant desert scorpion]], [[giant jaguar]], [[giant leopard]], [[giant lion]], [[giant olm]], [[giant tiger]], [[giant toad]], [[jabberer]], [[unicorn]], [[voracious cave crawler]]
+
|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]], [[rhinoceros]]
+
|x5||[[elephant]], [[sea monster]], [[sea serpent]], [[giraffe]]
 
|- style="background-color: #EEE"
 
|- style="background-color: #EEE"
 
|x10||[[hydra]]
 
|x10||[[hydra]]
Line 422: Line 414:
  
 
== Quality ==
 
== Quality ==
Item value is further increased by applying the [[Item quality|quality]] multiplier.
+
Item value is further increased by applying the [[Item quality|quality]] modifier.
  
 
{|
 
{|
Line 440: Line 432:
 
|-
 
|-
 
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||
 
| Unique Name || [[Artifact]] || style="text-align:center;" | &times;120&nbsp; ||
 +
<!--|-
 
|}
 
|}
  
{{Category|Items|*}}
+
[[Category:Items|*Value]]

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