v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d:Item quality"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Undo revision 41276941 by VengefulDonut (Talk) leaving this up until a correct table is generated)
Line 44: Line 44:
 
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value
 
!Chance for  !!No quality!!Well-crafted!!Finely-crafted!!Superior quality!!Exceptional!!Masterful!!Average [[Value]] Multiplier!!Jump in Average Value
 
|-
 
|-
|Dabbling   || 100%     ||           ||             ||               ||           ||         ||1.0                          ||
+
|Dabbling|| 100.0%     || || || || || ||1.000||
 
|-
 
|-
|Novice     || 80%     || 18%       || 1.9%         ||0.13%           ||0.007%     ||0.00009% ||1.2226                      ||0.2226
+
|Novice|| 63.0% || 31.4%       || 5.2% || 0.38%   || 0.01%   || 0.000089%   ||1.430||0.430
 
|-
 
|-
|No label    || 60%    || 32%       || 6.9%         || 1.0%           || 0.1%     ||0.003%   ||1.4924                      ||0.2698
+
|No|| 36.4%    || 44.1%       || 16.7%       || 2.6% || 0.16%   || 0.0028%   ||1.860||0.430
 
|-
 
|-
|Competent   || 40%     || 42%       || 14%         || 3.1%           || 0.5%     ||0.02%    ||1.8114                      ||0.319
+
|Competent|| 18.3%     || 43.8%       || 29.4%       || 7.7% || 0.79%   || 0.022%    ||2.291||0.431
 
|-
 
|-
|Skilled     || 20%     || 48%       || 24%         || 6.8%           || 1.6%     ||0.09%    ||2.2428                      ||0.4314
+
|Skilled|| 6.7% || 35.6%       || 39.4%       || 15.8%       || 2.4% || 0.091%    ||2.725||0.434
 
|-
 
|-
|Proficient ||         ||  50%      || 33%         || 12%           || 4.0%     ||0.28%    ||2.7036                      ||0.4608
+
|Proficient|| || 23.3% || 44.4%       || 26.4%       || 5.6% || 0.28%    ||3.167||0.441
 
|-
 
|-
|Talented   ||         || 40%       || 36%         || 17%           || 6.6%     ||0.58%    ||2.9596                      ||0.256
+
|Talented|| || 15.5%   || 41.5%       || 33.3%       || 9.2% || 0.58%    ||3.415||0.248
 
|-
 
|-
|Adept       ||         || 30%       || 37%         || 21%           || 10%     || 1.1%   ||3.182                      ||0.2224
+
|Adept|| || 9.4%       || 36.3%       || 39.2%       || 14.0%       || 1.1% ||3.674||0.259
 
|-
 
|-
|Expert     ||         || 20%      || 37%         || 26%           || 15%     || 1.8%   ||3.516                      ||0.334
+
|Expert|| || 5.0%      || 29.7%       || 43.5%       || 20.0%       || 1.8% ||3.949||0.275
 
|-
 
|-
|Professional||         || 10%       || 36%         || 30%           || 21%     || 2.9%   ||3.878                      ||0.362
+
|Professional|| || 1.9% || 22.2%       || 45.8%       || 27.2%       || 2.9% ||4.245||0.296
 
|-
 
|-
|Accomplished||         ||           || 33%        ||  33%          ||  29%      || 4.4%   ||4.288                      ||0.41
+
|Accomplished|| || || 14.4%     || 45.6%        || 35.6%       || 4.4% ||4.567||0.322
|-
 
|Great      ||          ||            ||  27%         || 33%          ||  34%      || 5.9%   ||4.538                      ||0.25
 
 
|-
 
|-
|Master      ||         ||           || 20%         || 32%           || 40%     || 7.7%   ||4.804                      ||0.266
+
|Great|| || || 10.2%   || 42.4%       || 41.4%       || 5.9% ||4.785||0.218
 
|-
 
|-
|High Master ||         ||           || 13%         || 31%           || 46%     || 9.8%   ||5.106                      ||0.302
+
|Master|| || || 6.7%   || 38.2%       || 47.4%       || 7.7% ||5.021||0.236
 
|-
 
|-
 
|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
Line 91: Line 89:
 
|}
 
|}
  
The above table is based on the formula discovered by
+
The above table is based on the formula discovered by [[User:0x517A5D|0x517A5D]]:
<!-- [[User:Bartavelle]]
 
Hey, man, don't take credit for my work, especially when you get it wrong.  -->
 
[[User:0x517A5D|0x517A5D]]:
 
  
First, a skill level is computed, apparently directly related to the dabbling...legendary indicators. No skill or dabbling is 0, legendary is 15. It's capped at 20.
+
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.
  
 
Item quality is set to 0.
 
Item quality is set to 0.

Revision as of 01:19, 16 May 2009

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 
Unique name Artifact ×120  ×2.0 

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.

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 a one, while a a dwarf who has only made a single masterwork item would become deeply upset.

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.

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 (×2.0)[Verify].

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 they can boost effective skill (not quality) by one to three levels (if the craftdwarf likes the item type, subtype and material).

Chance for No quality Well-crafted Finely-crafted Superior quality Exceptional Masterful Average Value Multiplier Jump in Average Value
Dabbling 100.0% 1.000
Novice 63.0% 31.4% 5.2% 0.38% 0.01% 0.000089% 1.430 0.430
No 36.4% 44.1% 16.7% 2.6% 0.16% 0.0028% 1.860 0.430
Competent 18.3% 43.8% 29.4% 7.7% 0.79% 0.022% 2.291 0.431
Skilled 6.7% 35.6% 39.4% 15.8% 2.4% 0.091% 2.725 0.434
Proficient 23.3% 44.4% 26.4% 5.6% 0.28% 3.167 0.441
Talented 15.5% 41.5% 33.3% 9.2% 0.58% 3.415 0.248
Adept 9.4% 36.3% 39.2% 14.0% 1.1% 3.674 0.259
Expert 5.0% 29.7% 43.5% 20.0% 1.8% 3.949 0.275
Professional 1.9% 22.2% 45.8% 27.2% 2.9% 4.245 0.296
Accomplished 14.4% 45.6% 35.6% 4.4% 4.567 0.322
Great 10.2% 42.4% 41.4% 5.9% 4.785 0.218
Master 6.7% 38.2% 47.4% 7.7% 5.021 0.236
High Master 3.9% 33.0% 53.3% 9.8% 5.276 0.255
Grand Master 1.6% 26.9% 59.2% 12.2% 5.552 0.276
Legendary 20.0% 65.0% 15.0% 5.850 0.298
Legendary+1 15.7% 67.2% 17.1% 6.037 0.187
Legendary+2 11.6% 69.1% 19.3% 6.233 0.195
Legendary+3 7.6% 70.8% 21.6% 6.436 0.203
Legendary+4 3.7% 72.2% 24.1% 6.647 0.211
Legendary+5 73.3% 26.7% 6.867 0.219

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

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.

Item quality is set to 0.

Then dice are rolled. Each roll is independent; all rolls are made even if a previous roll fails.

  • 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).

According to inspections of the memory values, it seems that artifacts have a quality of 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.

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.

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) as long as there are no enemy champions to destroy your armour/shield/wrestling inept speardwarves