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Difference between revisions of "40d:Item quality"

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(that didn't work. I'll have to manually move. Moving from quality)
(Item quality doesn't seem to have changed much from the old version. Importing, updating, and merging... done.)
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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 [[weapons]].
+
Item quality can have an effect on an item's properties, especially [[armor]] and [[weapons]].
  
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.
+
__TOC__
 +
== Quality grades ==
 +
 
 +
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 21: Line 24:
 
|}
 
|}
  
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" Such a masterpiece will cause the dwarf that created it to receive unhappy thought if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants; however if a kobold or wild animal steals a used masterpiece bolt which was lying around then the maker's mood will decrease. 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.
+
When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" Such a masterpiece will cause the dwarf that created it to [[tantrum]] for a year due to an unhappy thought if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants; however, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease.
 +
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.
  
 
[[Legendary artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.
 
[[Legendary artifact]] items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.
 +
 +
== Skill and quality levels ==
 +
 +
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 objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that 1) they can boost effective skill (not quality) by one to three levels, and 2) they have greatest impact when the dwarf is still relatively unskilled.
 +
 +
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 +
|-
 +
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful
 +
|-
 +
|Dabbling    || 100%    ||            ||              ||                ||          ||   
 +
|-
 +
|Novice      ||  80%    ||  18%      || 1.9%        ||0.13%          ||0.007%    ||0.00009%
 +
|-
 +
|No label    ||  60%    ||  32%      || 6.9%        || 1.0%          || 0.1%      ||0.003%
 +
|-
 +
|Competent  ||  40%    ||  42%      ||  14%        || 3.1%          || 0.5%      ||0.02%
 +
|-
 +
|Skilled    ||  20%    ||  48%      ||  24%        || 6.8%          || 1.6%      ||0.09%
 +
|-
 +
|Proficient  ||          ||  50%      ||  33%        ||  12%          || 4.0%      ||0.28%
 +
|-
 +
|Talented    ||          ||  40%      ||  36%        ||  17%          || 6.6%      ||0.58%
 +
|-
 +
|Adept      ||          ||  30%      ||  37%        ||  21%          ||  10%      || 1.1%
 +
|-
 +
|Expert      ||          ||  20%      ||  37%        ||  26%          ||  15%      || 1.8%
 +
|-
 +
|Professional||          ||  10%      ||  36%        ||  30%          ||  21%      || 2.9%
 +
|-
 +
|Accomplished||          ||            ||  33%        ||  33%          ||  29%      || 4.4%
 +
|-
 +
|Great      ||          ||            ||  27%        ||  33%          ||  34%      || 5.9%
 +
|-
 +
|Master      ||          ||            ||  20%        ||  32%          ||  40%      || 7.7%
 +
|-
 +
|High Master ||          ||            ||  13%        ||  31%          ||  46%      || 9.8%
 +
|-
 +
|Grand Master||          ||            || 6.7%        ||  28%          ||  53%      ||  12%
 +
|-
 +
|Legendary  ||          ||            ||              ||  25%          ||  60%      ||  15%
 +
|-
 +
|Legendary+5 ||          ||            ||              ||                ||  73%      ||  27%
 +
|}
 +
 +
The above table is based on the formula discovered by [[User:0x517A5D]]:
 +
 +
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 1, legendary is 16. It's capped at 21.
 +
 +
Item quality is set to 0.
 +
 +
Then dice are rolled.
 +
 +
* If d5 < skill level, quality is bumped.
 +
* If d10 < skill level, quality is bumped.
 +
* If d15 < skill level, quality is bumped.
 +
* If d20 < skill level, quality is bumped.
 +
* If d25 < skill level and d3 == 1, quality is bumped.
 +
 +
This gives the 6 quality levels (0 to 5).
 +
 +
== Effect of quality on weapon skill {{ver|0.23.130.23a}} ==
 +
 +
To quote Toady:
 +
<div style="width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;">
 +
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
 +
 +
This is pretty extreme and will probably be reduced for all weapons.
 +
</div>
 +
 +
He's wrong; dabbling weapondwarves will, with a masterpiece weapon, have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:
 +
 +
{| border="1" cellpadding="5" cellspacing="0" valign="bottom"
 +
|-
 +
!Result for  !!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful
 +
|-
 +
|Dabbling    ||No label    ||Skilled      ||Talented        ||Expert    ||Accomplished
 +
|-
 +
|Novice      ||Competent  ||Proficient    ||Expert          ||Accomplished||Master
 +
|-
 +
|No label    ||Skilled    ||Adept        ||Professional    ||Master    ||Grand Master
 +
|-
 +
|Competent  ||Talented    ||Expert        ||Great          ||High Master||Legendary
 +
|-
 +
|Skilled    ||Adept      ||Accomplished  ||Master          ||Legendary  ||Legendary
 +
|-
 +
|Proficient  ||Expert      ||Great        ||Grand Master    ||Legendary  ||Legendary
 +
|-
 +
|Talented    ||Professional||Master        ||Legendary      ||Legendary  ||Legendary
 +
|-
 +
|Adept      ||Accomplished||Grand Master  ||Legendary      ||Legendary  ||Legendary
 +
|-
 +
|Expert      ||Master      ||Legendary    ||Legendary      ||Legendary  ||Legendary
 +
|-
 +
|Professional||High Master ||Legendary    ||Legendary      ||Legendary  ||Legendary
 +
|-
 +
|Accomplished||Grand Master||Legendary    ||Legendary      ||Legendary  ||Legendary
 +
|-
 +
|Great and better||Legendary||Legendary    ||Legendary      ||Legendary  ||Legendary
 +
|}
 +
 +
If this is true, then it would be possible to:
 +
 +
# Train a couple dozen skilled miners
 +
# Give them exceptional picks
 +
# Draft them and give them decent armor
 +
# Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears)
 +
 
[[Category:Items]]
 
[[Category:Items]]

Revision as of 16:28, 31 May 2008

All items in the game have a base value, which is multiplied by what material the item is made of and by the item's quality. Decorations (such as bone, gems, and studding) further increase the value.

Item quality can have an effect on an item's properties, especially armor and weapons.

Quality grades

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.

Designation Description Value
Modifier
 Damage / To-Hit /
Armor Modifier
 Item Name —     ×1  ×1.0 
-Item Name- Well-crafted ×2  ×1.2 
+Item Name+ Finely-crafted ×3  ×1.4 
*Item Name* Superior quality ×4  ×1.6 
≡Item Name≡ Exceptional ×5  ×1.8 
☼Item Name☼ Masterful ×12  ×2.0 

When a masterful quality item is created, the game will announce, "<dwarf> has created a masterpiece!" Such a masterpiece will cause the dwarf that created it to tantrum for a year due to an unhappy thought if it is ever lost or destroyed. Masterpiece meals can be eaten safely, although allowing the food to rot will cause unhappy thoughts. Using up masterpiece bolts will not cause a tantrum either; nor does trading them away to merchants; however, if a kobold or wild animal steals a used masterpiece bolt which was lying around, then the maker's mood will decrease. 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.

Legendary artifact items have a unique name instead of bracketing symbols and are worth 120x base value. They have a higher combat modifier than Masterful items, although the specific modifier is unknown. Artifacts, like masterpiece items, will cause a significant mood drop in the creator when destroyed or stolen.

Skill and quality levels

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 objects make a considerable difference. Although the exact adjustment is unknown, preliminary testing indicates that 1) they can boost effective skill (not quality) by one to three levels, and 2) they have greatest impact when the dwarf is still relatively unskilled.

Chance for No quality Well-crafted Finely-crafted Superior quality Exceptional Masterful
Dabbling 100%
Novice 80% 18% 1.9% 0.13% 0.007% 0.00009%
No label 60% 32% 6.9% 1.0% 0.1% 0.003%
Competent 40% 42% 14% 3.1% 0.5% 0.02%
Skilled 20% 48% 24% 6.8% 1.6% 0.09%
Proficient 50% 33% 12% 4.0% 0.28%
Talented 40% 36% 17% 6.6% 0.58%
Adept 30% 37% 21% 10% 1.1%
Expert 20% 37% 26% 15% 1.8%
Professional 10% 36% 30% 21% 2.9%
Accomplished 33% 33% 29% 4.4%
Great 27% 33% 34% 5.9%
Master 20% 32% 40% 7.7%
High Master 13% 31% 46% 9.8%
Grand Master 6.7% 28% 53% 12%
Legendary 25% 60% 15%
Legendary+5 73% 27%

The above table is based on the formula discovered by User:0x517A5D:

First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 1, legendary is 16. It's capped at 21.

Item quality is set to 0.

Then dice are rolled.

  • If d5 < skill level, quality is bumped.
  • If d10 < skill level, quality is bumped.
  • If d15 < skill level, quality is bumped.
  • If d20 < skill level, quality is bumped.
  • If d25 < skill level and d3 == 1, quality is bumped.

This gives the 6 quality levels (0 to 5).

Effect of quality on weapon skill v0.23.130.23a

To quote Toady:

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

Skillnew = Skilloriginal × (1.0 + 0.2 × Q) + Q

This is pretty extreme and will probably be reduced for all weapons.

He's wrong; dabbling weapondwarves will, with a masterpiece weapon, have skill increase to Accomplished, not Legendary. Still, the bonus is way too high. See this chart for the exact levels:

Result for Well-crafted Finely-crafted Superior quality Exceptional Masterful
Dabbling No label Skilled Talented Expert Accomplished
Novice Competent Proficient Expert Accomplished Master
No label Skilled Adept Professional Master Grand Master
Competent Talented Expert Great High Master Legendary
Skilled Adept Accomplished Master Legendary Legendary
Proficient Expert Great Grand Master Legendary Legendary
Talented Professional Master Legendary Legendary Legendary
Adept Accomplished Grand Master Legendary Legendary Legendary
Expert Master Legendary Legendary Legendary Legendary
Professional High Master Legendary Legendary Legendary Legendary
Accomplished Grand Master Legendary Legendary Legendary Legendary
Great and better Legendary Legendary Legendary Legendary Legendary

If this is true, then it would be possible to:

  1. Train a couple dozen skilled miners
  2. Give them exceptional picks
  3. Draft them and give them decent armor
  4. Kill a goblin siege with a couple dozen legendary speardwarves (picks = 70% damage spears)