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Editing 40d:Item quality

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{{av}}{{Quality|Exceptional}}
 
''Also see [[Item designations]].''
 
 
 
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.
 
All items in the game have a [[item value|base value]], which is multiplied by what [[material value|material]] the item is made of and by the item's '''quality'''.  [[Decoration]]s (such as bone, gems, and studding) further increase the value.
  
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapon]]s.
+
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].
 
 
[[Room]]s also have a "quality grade" which determines their [[Room#Specific_room_quality_grades|value]] in the eyes of those owning/using the room, which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials.  See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.
 
  
 
__TOC__
 
__TOC__
 
== Quality grades ==
 
== Quality grades ==
  
All crafted items ([[furniture]], [[armor]], [[bolt]]s, etc.) – but not intermediate materials ([[bar]]s, [[block]]s, etc. except [[cloth]], which does have quality levels) – are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc.). Prepared foods have quality levels.
+
All crafted items ([[furniture]], [[armor]], [[bolts]], etc.) – but not intermediate materials ([[bars]], [[blocks]], etc. except [[cloth]], which does have quality levels) – are bracketed by characters that show the quality of their craftsdwarfship. Dyeing also has a quality level, as does Decorating/Encrusting (with gems, leathers, cloth, etc). Prepared foods have quality levels. Alcohol has a hidden quality rating that controls the amount of happiness a dwarf gets from drinking it. It is not yet known whether the damage or destruction of masterful alcohol can cause tantrums.
  
 
{|
 
{|
Line 33: Line 28:
 
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher.  As it stands, it's not perfectly clear - more research is needed.)''
 
:''(* An analysis of game memory indicates a base multiplier of 2.0, however observational reports (and some other elements of the game code) imply that the multiplier might be (significantly?) higher.  As it stands, it's not perfectly clear - more research is needed.)''
  
====Masterpiece====
+
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" The destruction or theft of such a masterpiece will cause the dwarf that created it an unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break. However, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. If a bolt misses its target and falls into the [[chasm]] or is melted by "the impertinent [[magma]]", this also counts as defacement.
A '''masterpiece''' is more than the highest normal quality and value - it is an artistic expression that is of great importance to the dwarf who created it.
 
  
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!"  The loss, destruction or theft of such a masterpiece will cause the dwarf that created it a ''very'' unhappy thought. [[Trading]] a masterpiece item to merchants is always safe. Masterpiece meals can be eaten safely, although allowing the food to rot will provoke the same response as theft or destruction. Using masterpiece bolts will not cause a tantrum, even if the bolts break - however, ''losing'' a bolt, even one left on the battlefield, will. So if a kobold or wild animal steals a used masterpiece bolt which was lying around, or misses its target and falls into the [[chasm]] or is melted by "the impertinent [[magma]]", this also counts as defacement, and the maker's mood will decrease (but not as much as might be - see below).  
+
The magnitude of the unhappy thought is equal to 1000 divided by the number of masterworks the dwarf has created{{verify}}. So a engraver with hundreds of masterwork images on the walls of the fortress will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.
  
The magnitude of the unhappy thought is equal to 1000{{verify}} divided by the number of masterworks the dwarf has created.  So an engraver with hundreds of masterwork images on the walls of the fortress or a bonecarver with several dozen masterpiece bone bolts will be merely irked by the destruction of one of their many masterworks, while a dwarf who has only made a single masterwork item would be deeply and significantly affected.
+
Note that using masterful [[ammunition]], either for practice or for real combat, does '''not''' generate unhappy thoughts.
  
Since [[legendary]] dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; [[tantrum]]ing legendary dwarves can be very difficult to subdue.
+
Since legendary dwarves are most likely to be the ones creating masterpieces, keeping these creations safe should be high priority; tantruming legendary dwarves can be very difficult to subdue.
  
====Artifacts====
+
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen. According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items, with presumably the same armor/weapon modifiers (&times;2.0){{verify}}.
[[Artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. Unlike masterpiece items, the loss of an artifact will not result in any unhappiness in any of your dwarves, but it may result in a significant mood drop in the current overseer (i.e. ''you''). According to inspections of the memory values, it seems that artifacts have the same quality value as masterpiece items.  It is unclear if this is true for weapons/armor or not - opinions differ as to whether artifact weapons and armor have a 2.0 multiplier or something higher; nothing has been found in the game code to support such, but observation suggests otherwise.
 
  
 
== Skill and quality levels ==
 
== Skill and quality levels ==
  
Tradesdwarves of higher [[skill]] levels will ''tend'' to produce items of higher quality. Looking at the table below, we see that "Dabbling" dwarves never (without an applicable [[preference]]) produce anything above a basic "no quality" item, Proficient dwarves (the highest possible skill level at [[embark]]) always produce at least some quality and usually +Finely Crafted items+, while [[legendary]] dwarves usually (65% of the time) produce ≡Exceptional items≡, and the best legendary dwarves produce nothing ''less'' than ≡Exceptional≡ and produce ☼Masterful items☼ approximately 27% of the time.
+
Tradesdwarves of different [[skill]] levels will produce items of differing quality. "Dabbling" dwarves never (without applicable preference) produce anything above a basic quality item, [[legendary]] dwarves usually produce Exceptional items, and the best legendary dwarves produce Masterful items approximately 27% of the time.
  
Preferences for particular materials and/or objects make a considerable difference in the odds of producing better quality items, with each matching preference boosting the effective skill (not quality) by one level (if the craftdwarf likes the item type, subtype and material) and overlapping preferences being cumulative (such as for both [[silver]] + [[axe]]s, or [[wood|birch]] + [[bed]]s, etc.).
+
Preferences for particular materials and objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).
  
 
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 
|-
 
|-
!Lvl !! Skill of dwarf !! No quality !! -Well-crafted- !! +Finely-crafted+ !! *Superior quality* !! ≡Exceptional≡ !! ☼Masterful☼ !! Average<br />[[Value]] Multiplier !! Jump in<br />Average Value
+
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value
 
|-
 
|-
| 0 || Dabbling|| 100.0%      || || || || || ||1.000||
+
|Dabbling|| 100.0%      || || || || || ||1.000||
 
|-
 
|-
| 1 || Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430
+
|Novice|| 63.0% || 31.4%        || 5.2% || 0.38%    || 0.01%    || 0.000089%    ||1.430||0.430
 
|-
 
|-
| 2 || Adequate|| 36.4%    || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430
+
|No|| 36.4%    || 44.1%        || 16.7%        || 2.6% || 0.16%    || 0.0028%    ||1.860||0.430
 
|-
 
|-
| 3 || Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431
+
|Competent|| 18.3%      || 43.8%        || 29.4%        || 7.7% || 0.79%    || 0.022%    ||2.291||0.431
 
|-
 
|-
| 4 || Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434
+
|Skilled|| 6.7% || 35.6%        || 39.4%        || 15.8%        || 2.4% || 0.091%    ||2.725||0.434
 
|-
 
|-
| 5 || ''Proficient''*|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441
+
|Proficient|| || 23.3%  || 44.4%        || 26.4%        || 5.6% || 0.28%    ||3.167||0.441
 
|-
 
|-
| 6 || Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248
+
|Talented|| || 15.5%    || 41.5%        || 33.3%        || 9.2% || 0.58%    ||3.415||0.248
 
|-
 
|-
| 7 || Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259
+
|Adept|| || 9.4%        || 36.3%        || 39.2%        || 14.0%        || 1.1% ||3.674||0.259
 
|-
 
|-
| 8 || Expert|| || 5.0%      || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275
+
|Expert|| || 5.0%      || 29.7%        || 43.5%        || 20.0%        || 1.8% ||3.949||0.275
 
|-
 
|-
| 9 || Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296
+
|Professional|| || 1.9% || 22.2%        || 45.8%        || 27.2%        || 2.9% ||4.245||0.296
 
|-
 
|-
|10 || Accomplished|| || || 14.4%    || 45.6%        || 35.6%        || 4.4% ||4.567||0.322
+
|Accomplished|| || || 14.4%    || 45.6%        || 35.6%        || 4.4% ||4.567||0.322
 
|-
 
|-
|11 || Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218
+
|Great|| || || 10.2%    || 42.4%        || 41.4%        || 5.9% ||4.785||0.218
 
|-
 
|-
|12 || Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236
+
|Master|| || || 6.7%    || 38.2%        || 47.4%        || 7.7% ||5.021||0.236
 
|-
 
|-
|13 || High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255
+
|High Master|| || || 3.9%      || 33.0%        || 53.3%        || 9.8% ||5.276||0.255
 
|-
 
|-
|14 || Grand Master|| || || 1.6%    || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276
+
|Grand Master|| || || 1.6%    || 26.9%        || 59.2%        || 12.2%        ||5.552||0.276
 
|-
 
|-
|15 || Legendary|| || || || 20.0%    || 65.0%        || 15.0%        ||5.850||0.298
+
|Legendary|| || || || 20.0%    || 65.0%        || 15.0%        ||5.850||0.298
 
|-
 
|-
|16 || Legendary+1|| || || || 15.7%  || 67.2%        || 17.1%        ||6.037||0.187
+
|Legendary+1|| || || || 15.7%  || 67.2%        || 17.1%        ||6.037||0.187
 
|-
 
|-
|17 || Legendary+2|| || || || 11.6%  || 69.1%        || 19.3%        ||6.233||0.195
+
|Legendary+2|| || || || 11.6%  || 69.1%        || 19.3%        ||6.233||0.195
 
|-
 
|-
|18 || Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203
+
|Legendary+3|| || || || 7.6%    || 70.8%        || 21.6%        ||6.436||0.203
 
|-
 
|-
|19 || Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211
+
|Legendary+4|| || || || 3.7%    || 72.2%        || 24.1%        ||6.647||0.211
 
|-
 
|-
|20 || Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219
+
|Legendary+5|| || || || || 73.3%        || 26.7%        ||6.867||0.219
 
|-
 
|-
|21 || ''Legendary+6''**|| || || || || 72.0%        || 28.0%        ||6.96||0.093
+
 
|-
 
|22 || ''Legendary+7''**|| || || || || 70.7%        || 29.3%        ||7.053||0.093
 
|-
 
|23 || ''Legendary+8''***|| || || || || 69.3%        || 30.7%        ||7.146||0.093
 
|-
 
|24 || ''Legendary+9''***|| || || || || 68.0%        || 32.0%        ||7.24||0.093
 
|-
 
|25 || ''Legendary+10''***|| || || || || 66.7%        || 33.3%        ||7.333||0.093
 
 
|}
 
|}
  
:''(* Proficient is the highest level a dwarf can have at embark.)''
+
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:
:''(** Legendary+6 and Legendary+7 can '''only''' be reached by making items that coincide with the dwarf's [[preference]]s)''
 
:''(*** Legendary+8 thru Legendary+10 are only relevant for certain skills, such as [[farming]], [[fishing]], [[plant gathering]], and [[engraving]])''
 
::''(The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]])''
 
  
===The math behind the curtain===
+
First, a skill level is computed, directly related to the dabbling...legendary indicators and likes of the particular crafter. No skill or dabbling is 0, legendary is 15. It is capped at 20.
The in-game calculations to determine final quality of a product work like this: first, a skill level is computed, directly related to the dabbling through Legendary+5 indicators and preferences of the particular crafter. "No skill" or dabbling is 0, proficient is 5, legendary is 15, etc. In most cases, skill levels are capped at 20 (so levels beyond Legendary +5 don't produce Masterpieces more often), but any bonuses from preferences are added ''afterwards''.
 
  
 
Item quality is set to 0.
 
Item quality is set to 0.
  
Then dice are rolled between 0 and the target number minus 1 (e.g. "d3" gives a 0, 1, or 2). Each roll is independent; all rolls are made even if a previous roll fails.
+
Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.
  
* If d5 < skill level, quality of final product is bumped.
+
* If d5 < skill level, quality is bumped.
 
* If d10 < skill level, quality is bumped.
 
* If d10 < skill level, quality is bumped.
 
* If d15 < skill level, quality is bumped.
 
* If d15 < skill level, quality is bumped.
 
* If d20 < skill level, quality is bumped.
 
* If d20 < skill level, quality is bumped.
* If d25 < skill level and d3 == 0, quality is bumped.
+
* If d25 < skill level and d3 == 1, quality is bumped.
 
This gives the 6 quality levels (0 to 5).
 
This gives the 6 quality levels (0 to 5).
 +
<!--
 +
Here is 0x517A5D's disassembly and analysis, up-to-date as of version .40d9:
  
According to inspections of the memory values, it seems that artifacts have a quality of 5.
+
; ---------------------------------------------------------------------------
 
 
:::::::::''Full code breakdown here:''
 
{{Spoil small|Here is Quietust's disassembly and analysis, up-to-date as of version 0.28.181.40d:<br /><br />
 
 
 
---------------------------------------------------------------------------------
 
<nowiki>
 
; First, check what skill is being used
 
                                        ; arg_4 is the job being completed
 
                mov    ebx, [esp+44h+arg_4]
 
                                        ; arg_0 is the unit performing the job
 
                mov    esi, [esp+44h+arg_0]
 
                push    1
 
                mov    ebp, ecx        ; ECX is the item being created
 
                call    job_getSkill
 
                cmp    eax, 0FFFFFFFFh
 
                jnz    short loc_6EA4EC
 
                xor    edi, edi
 
                jmp    short loc_6EA4F4
 
  
; Next, get the level of that skill, if there is one (if not, it will use 0 instead)
+
loc_6FCB92:
loc_6EA4EC:
 
 
                 push    eax
 
                 push    eax
                 call    unit_getSkillLevel
+
                 call    get_dorf_level_in_a_skill
                 mov    edi, eax       ; Get the maker's uncapped skill level for the job
+
                 mov    ebx, eax
  
; Cap the skill level to a maximum of 20
+
loc_6FCB9A:
loc_6EA4F4:
+
                 cmp    ebx, 20
                 cmp    edi, 20
+
                 mov    [edi+7Ah], bx  ; Save the creator's true skill level.
                 mov    [ebp+60h], edi
+
                                        ; EDI points to the item being created.
                jle    short loc_6EA501
 
                mov    edi, 20
 
 
 
; Check if the item's type/subtype match any Item preferences in the maker
 
loc_6EA501:
 
                mov    eax, [ebp+0]
 
                mov    edx, [eax+4]
 
                push    1
 
                push    0FFFFFFFFh
 
                push    0FFFFFFFFh
 
                mov    ecx, ebp
 
                call    edx            ; get the item subtype
 
                mov    ecx, ebp
 
                push    eax
 
                mov    eax, [ebp+0]
 
                mov    edx, [eax]
 
                call    edx            ; and the item type
 
                push    eax
 
                push    4              ; LikeItem
 
                call    unit_checkPreference
 
                test    al, al
 
                jz      short loc_6EA52A
 
                add    edi, 1          ; if so, increase skill level by 1
 
  
; Check if the item's material/matgloss match any Material preferences in the maker
+
                 jle    short loc_6FCBA8
loc_6EA52A:
+
                 mov     ebx, 20        ; EBX is a value in the range of [0..20],
                 movzx  eax, word ptr [ebp+58h]
+
                                        ; and is the (capped) skill level of the
                 cmp     ax, 0FFFFh      ; skip if item has no material
+
                                        ; creator, possibly adjusted for material
                jz      short loc_6EA54E
+
                                        ; preferences, I didn't check.
                movzx  ecx, word ptr [ebp+5Ah]
 
                push    1
 
                push    ecx            ;field 5Ah is matgloss
 
                push    eax            ;field 58h is material
 
                push    0FFFFFFFFh
 
                push    0FFFFFFFFh
 
                push    0              ; LikeMaterial
 
                call    unit_checkPreference
 
                test    al, al
 
                jz      short loc_6EA54E
 
                add    edi, 1          ; if so, increase skill level by 1
 
  
 
; We roll a d5 and compare the result with the creator's skill level.
 
; We roll a d5 and compare the result with the creator's skill level.
 
; (Technically, we compare d5 - 1 against skill_level - 1.)
 
; (Technically, we compare d5 - 1 against skill_level - 1.)
  
loc_6EA54E:                            ; field 5Eh is quality
+
loc_6FCBA8:                            ; field 78h is quality.
                 mov     word ptr [ebp+5Eh], 0
+
                 xor     eax, eax
  
                 call    mt_trandom      ; Get a random number (returned in EAX)
+
                mov    [edi+78h], ax  ; Init item quality to 0
 +
 
 +
                 call    mt_engine      ; Get a random number (returned in EAX).
  
 
                 mov    ecx, eax        ; This mess is a division by 5,
 
                 mov    ecx, eax        ; This mess is a division by 5,
Line 221: Line 153:
 
                                         ; i.e. d5 - 1
 
                                         ; i.e. d5 - 1
  
                 cmp    edx, edi       ; Compare the "die roll" against the
+
                 cmp    edx, ebx       ; Compare the "die roll" against the
                                         ; 0-based skill level (still in EDI)
+
                                         ; 0-based skill level (still in EBX).
                 jge    short loc_6EA588
+
                 jge    short loc_6FCBE1
                                        ; If the random number was less than
+
                add    [edi+78h], bp  ; If the random number was less than
 
                                         ; the skill level,
 
                                         ; the skill level,
                add    word ptr [ebp+5Eh], 1
+
                                         ; add 1 to the quality level.
                                         ; add 1 to the quality level
+
                                        ; (BP is known to be 1, and
 +
                                        ; item quality is known to be 0.)
  
 
; Now we roll a d10 and compare.  It's important to note that the roll
 
; Now we roll a d10 and compare.  It's important to note that the roll
 
; of the d10 is independent, not conditional, of the roll of the d5.
 
; of the d10 is independent, not conditional, of the roll of the d5.
  
loc_6EA588:                            ; Random number
+
loc_6FCBE1:                            ; Random number
                 call    mt_trandom
+
                 call    mt_engine
 
                 mov    ecx, eax        ; Modulus
 
                 mov    ecx, eax        ; Modulus
 
                 mov    eax, 3
 
                 mov    eax, 3
Line 248: Line 181:
 
                 shr    edx, 1Ah        ; now EDX is in the range [0..9]
 
                 shr    edx, 1Ah        ; now EDX is in the range [0..9]
 
                                         ; i.e. d10 - 1
 
                                         ; i.e. d10 - 1
                 cmp    edx, edi       ; Compare
+
                 cmp    edx, ebx       ; Compare
                 jge    short loc_6EA5BC
+
                 jge    short loc_6FCC14
                                        ; If d10 < skill, bump quality
+
                add    [edi+78h], bp  ; If d10 < skill, bump quality.
                add    word ptr [ebp+5Eh], 1
 
  
loc_6EA5BC:                            ; Same thing for a d15
+
loc_6FCC14:                            ; Same thing for a d15.
                 call    mt_trandom
+
                 call    mt_engine
 
                 mov    ecx, eax
 
                 mov    ecx, eax
 
                 mov    eax, 3
 
                 mov    eax, 3
Line 269: Line 201:
 
                 shr    edx, 1Bh
 
                 shr    edx, 1Bh
 
                 cmp    edx, ebx
 
                 cmp    edx, ebx
                 jge    short loc_6EA5F0
+
                 jge    short loc_6FCC47
                                        ; If d15 < skill, bump quality
+
                add    [edi+78h], bp  ; If d15 < skill, bump quality.
                add    word ptr [ebp+5Eh], 1
 
  
loc_6EA5F0:                            ; Same thing for a d20
+
loc_6FCC47:                            ; Same thing for a d20.
                 call    mt_trandom
+
                 call    mt_engine
 
                 mov    ecx, eax
 
                 mov    ecx, eax
 
                 mov    eax, 3
 
                 mov    eax, 3
Line 291: Line 222:
 
                 add    ecx, edx
 
                 add    ecx, edx
 
                 shr    ecx, 1Ah
 
                 shr    ecx, 1Ah
                 cmp    ecx, edi
+
                 cmp    ecx, ebx
                 jge    short loc_6EA62A
+
                 jge    short loc_6FCC80
                                        ; If d20 < skill, bump quality
+
                add    [edi+78h], bp  ; If d20 < skill. bump quality.
                add    word ptr [ebp+5Eh], 1
 
  
loc_6EA62A:                            ; Now we roll a d25
+
loc_6FCC80:                            ; Now we roll a d25
                 call    mt_trandom
+
                 call    mt_engine
 
                 mov    ecx, eax
 
                 mov    ecx, eax
 
                 mov    eax, 3
 
                 mov    eax, 3
Line 311: Line 241:
 
                 mul    ecx
 
                 mul    ecx
 
                 shr    edx, 1Ah
 
                 shr    edx, 1Ah
                 cmp    edx, edi       ; Compare against skill,
+
                 cmp    edx, ebx       ; Compare against skill,
                 jge    short loc_6EA68B
+
                 jge    short loc_6FCCE2
                 call    mt_trandom      ; AND roll a d3
+
                 call    mt_engine      ; AND roll a d3
 
                 mov    ecx, eax
 
                 mov    ecx, eax
 
                 mov    eax, 3
 
                 mov    eax, 3
Line 327: Line 257:
 
                 mul    ecx
 
                 mul    ecx
 
                 shr    edx, 1Dh
 
                 shr    edx, 1Dh
                                        ; The d3 result must be 1.
+
                test    edx, edx        ; The d3 result must be 1.
 
                                         ; (Technically, d3-1 is tested against 0.)
 
                                         ; (Technically, d3-1 is tested against 0.)
                 jnz    short loc_6EA68B
+
                 jnz    short loc_6FCCE2
                                        ; If d25 < skill AND d3 = 1, bump
+
                add    [edi+78h], bp  ; If d25 < skill AND d3 = 1, bump
                add    word ptr [ebp+5Eh], 1
 
  
loc_6EA68B:
+
loc_6FCCE2:
                 cmp    word ptr [ebp+5Eh], 5
+
                 cmp    word ptr [edi+78h], 5
                 jnz    loc_6EA7BB
+
                 jnz    loc_6FCE28
                 xor     edi, edi
+
                 lea     ecx, [esp+40h+var_2C]
                mov    [esp+44h+var_14], 0Fh
+
                 call    ds:??0?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAE@XZ
                 mov    [esp+44h+var_18], edi
+
                 lea     ecx, [esp-14h+arg_24]
                 mov     byte ptr [esp+44h+var_28], 0
+
                 push    ecx
                 push    esi
+
                 mov     ecx, esi
                 lea     ecx, [esp+48h+var_2C]
+
                 mov    [esp-10h+arg_4C], 0
                 mov    [esp+48h+__$EHRec$.state], edi
+
                 call    get_dorf_name
                 call    formatLanguageName
 
 
                 add    esp, 4
 
                 add    esp, 4
                push    1Bh
+
                 push    offset aHasCreatedAMasterpiece ; " has created a masterpiece!"
                 push    offset aHasCreatedAMas ; " has created a masterpiece!"
+
                 lea    ecx, [esp-10h+arg_24]
                 lea    eax, [esp+4Ch+var_2C]
+
                 call    ds:??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z
                 call    ??Y?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QAEAAV01@PBD@Z
+
                 cmp    [esp-18h+arg_40], 10h
                 ...
+
                mov    ecx, [esp-18h+arg_2C]
</nowiki>
+
                jnb    short loc_6FCD2C
}}
+
                lea    ecx, [esp-18h+arg_2C]
 +
-->
  
==Effects of Quality==
+
According to inspections of the memory values, it seems that artifacts have a quality of 5.
 
 
Most obviously, quality influences the [[value|monetary worth]] of an object, for purposes of [[trade|trading]] and determining price (the latter once [[economy]] starts). Destruction of a [[masterwork]] will also cause relevant unhappiness. However, for some items, quality may also influence other things.
 
 
 
Note that this is not a complete list.
 
 
 
===Food===
 
 
 
Higher quality [[prepared meal]]s give dwarves who consume them more [[thought|happiness]].
 
 
 
===Furniture===
 
 
 
Because [[room quality]] is based on total value of the furniture in a room, high-quality furniture will result in high quality rooms, which provide more satisfaction for the occupants.
 
  
===Weapons {{ver|0.23.130.23a}}===
+
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==
  
 
To quote Toady:
 
To quote Toady:
 
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;">
 
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;">
The quality of any weapon, including [[crossbow]]s used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to
+
The quality of any weapon, including crossbows used as launchers, affects the skill of the shooter. I think this even leads to obscene things like master crossbows + master bolts causing recruits to shoot like legends. In general, if the quality Q is from 0 to 5, the skill is modified according to
  
 
Skill<sub>new</sub> = Skill<sub>original</sub> &times; (1.0 + 0.2 &times; Q) + Q
 
Skill<sub>new</sub> = Skill<sub>original</sub> &times; (1.0 + 0.2 &times; Q) + Q
Line 378: Line 295:
 
</div>
 
</div>
  
See this chart for the exact levels:
+
while equipped with a single masterpiece weapon, dwarves have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:
  
 
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.
 
Note: This chart is out of date/wrong due to the facts that the integer that represents a specific skill level is not known, how the formula rounds is not known, and the fact that higher legendaries exist is known.
Line 418: Line 335:
 
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves
 
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves
  
 
+
[[Category:Items|*Quality]]
----
 
 
 
 
 
{{Category|Items|*}}
 

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