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Difference between revisions of "Item value"
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Revision as of 18:33, 15 July 2015
v51.08 · v0.47.05 This 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 trait.
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, seeds, alcohol, powder, extract |
2 | Fish, unprepared fish, Meat, Egg, Plant, Leaves |
3 | Gem (rough), Log, Stone |
5 | Bar, Block, Gem (cut), Leather |
6 | Thread |
10 | Ballista arrowhead, cheese, Honeycomb |
Varies | live vermin, tame vermin |
Items with quality levels
Base 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], Large pot, Jug, Nest box, Hive, Ladle, Bowl, Mortar, Pestle, Pouch, Knives, Cleaver, Fork |
20 | Siege ammo, Traction bench |
25 | Window, Statue |
30 | Catapult part, Ballista part, Mechanism |
50 | Minecart, Wheelbarrow, Cauldron |
* | Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component |
- [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] 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.
- [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>". Decorations of bolts have a 1/3 base value instead.
The following items have their value determined based on their properties:
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.
[show]Weapon values |
---|
Armor
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
[show]Armor values |
---|
Shoes and Gloves
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
[show]Glove values |
---|
[show]Shoe values |
---|
Shield
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
- UPSTEP cannot be greater than 3
- BLOCKCHANCE cannot be greater than 100
[show]Shield values |
---|
Helm
The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
- LAYER_SIZE and COVERAGE cannot be greater than 100
[show]Helm values |
---|
Ammo
The base value of a single unit of ammo is (SIZE / 200) + 1.
[show]Ammo values |
---|
Values are for singles, not stacks
Pants
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
[show]Pants values |
---|
Trap component
The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
[show]Trap component values |
---|
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.
[show]Stones |
---|
[show]Gems |
---|
[show]Metals |
---|
[show]Animals |
---|
[show]Plants |
---|
[show]Miscellaneous |
---|
Quality
Item value is further increased by applying the quality multiplier.
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 |