物品价值
物品价值(item value)由多个因素共同决定:物品的类型/形式,其所使用的材料,其工艺的品质,以及其上是否存在任何装饰。
物品的总价值等于:由物品的形式(例如,是一个砖块还是一个雕像)所决定的基础价值,乘以材料乘数(例如是由花岗岩打造,还是由纯金制成),再乘以品质乘数(例如工艺为优质的,或者为杰作)。如果其上还有装饰,就将所有装饰的总价值再加到物品总价值当中。
物品的基础价值
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.
无品质等级的物品
Base Value | Items |
---|---|
0 | Body part, Corpse, Remains, small rock |
1 | glob, seed, 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 |
有品质等级的物品
杂物
Base Value | Items |
---|---|
1/50 | Coin1 |
1 | Die, Orthopedic cast |
5 | Paper & Papyrus sheets |
7 | Cloth2 |
10 |
Animal trap, Altar, Amulet, Anvil, Armor stand, Backpack, Barrel, Bed, Bin, Book, Bookcase, Bowl, Box, Bracelet, Bucket, Cabinet, Cage, Chain, Chair, Cleaver, Coffin, Crown, Crutch, Decoration3, Display Case, Door, Earring, Figurine, Flask, Floodgate, Fork, Goblet/mug/cup, Grate, Hatch cover, Helve, Hive, Instrument (non-main components), Jug, Knives, Ladle, Large gem, Large pot, Millstone, Mortar, Nest box, Pedestal, Pestle, Pipe section, Pouch, Prepared meal4, Quiver, Quern, Ring, Scepter, Scroll Roller, Slab, Stone axe, Splint, Table, Totem, Toy, Weapon rack |
20 | Quire/Scroll, Siege ammo, Traction bench |
25 | Window, Statue |
30 | Ballista part, Catapult part, Mechanism |
50 | Cauldron, Instrument (main part), Minecart, Parchment sheet, Stepladder, Wheelbarrow |
200 | Parchment Quire/Scroll |
variable5 | Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component (see below) |
Notes:
- 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) "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.
- 4) 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.
- 5) These items have their value based on their properties - see categories below:
武器
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.
Weapon values | |
---|---|
Base Value | Weapon |
3 | Whip |
7 | Training sword |
9 | Training spear, War hammer |
10 | Crossbow, Blowgun, Bow, Large dagger |
11 | Flail |
14 | Scourge, Scimitar, Short sword |
17 | Training axe, Mace |
18 | Spear |
22 | Pick, Morningstar |
27 | Maul |
30 | Long sword |
34 | Battle axe, Pike |
38 | Two-handed sword |
50 | Halberd |
54 | Great axe |
弹药
The base value of a single unit of ammo is (SIZE / 200) + 1.
Ammo values | |
---|---|
Base Value | Ammo |
1 | Blowdart, Bolt, Arrow |
Value listed is for a single bolt, not stacks of bolts. Multiply the single value by the stack size for total value of a stack. (e.g. 1 bar of metal = stack of 25 bolts, etc.)
尖盾
The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1.
- UPSTEP cannot be greater than 3
- BLOCKCHANCE cannot be greater than 100
Shield values | |
---|---|
Base Value | Shields |
14 | Buckler |
27 | Shield |
头装
The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1.
- LAYER_SIZE and COVERAGE cannot be greater than 100
Helm values | |
---|---|
Base Value | Helm |
5 | Cap, Head Veil, Face Veil, Headscarf |
7 | Mask, Turban |
8 | Hood |
12 | Helm |
盔甲 / 躯干
(Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. Combat-quality "armor" pieces are listed here by their location.)
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
Armor values | |
---|---|
Base Value | Armor |
8 | Cape, Vest |
15 | Breastplate |
16 | Tunic |
20 | Mail shirt |
21 | Leather armor |
22 | Shirt |
23 | Toga |
26 | Cloak |
27 | Coat |
31 | Dress |
33 | Robe |
腿装
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
Pants values | |
---|---|
Base Value | Pants |
5 | Thong |
8 | Loincloth |
13 | Short skirt |
16 | Skirt, Braies |
22 | Long skirt |
23 | Trouser, Leggings, Greaves |
手装 / 鞋装
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
Glove values | |
---|---|
Base Value | Gloves |
6 | Gloves |
7 | Mittens |
11* | Gauntlets |
Shoe values | |
---|---|
Base Value | Shoes |
6 | Socks |
8 | Shoes |
9 | Sandals, low boots* |
12 | High boots* |
15 | Chausses |
- Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.
陷阱组件
The base value of a trap component is ((SIZE / 50) + 1) * HITS; if it has any EDGE attacks, its value is doubled.
Trap component values | |
---|---|
Base Value | Trap Component |
66 | Giant axe blade, Enormous corkscrew, Menacing spike |
126 | Large, serrated disc, Spiked ball |
材料乘数
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.
Stones | |
---|---|
Multiplier | Stone |
×1 | Bismuthinite, Bituminous coal, Lignite, Common stone |
×2 | Cassiterite, Garnierite, Malachite, Native copper, Sphalerite, Calcite, Chalk, Dolomite, Limestone, Marble |
×3 | Tetrahedrite, Obsidian |
×5 | Galena |
×8 | Hematite, Limonite, Magnetite |
×10 | Horn silver, Native silver |
×30 | Native gold |
×40 | Native aluminum, Native platinum |
×250 | Raw adamantine |
Metals | |
---|---|
Multiplier | Metal |
×2 | Bismuth, Copper, Lead, Nickel, Tin, Zinc |
×3 | Lay pewter, Nickel silver |
×4 | Trifle pewter |
×5 | Bronze, Fine pewter |
×6 | Billon, Bismuth bronze |
×7 | Brass |
×8 | Sterling silver |
×10 | Iron, Pig iron, Silver |
×11 | Black bronze |
×20 | Electrum |
×23 | Rose gold |
×30 | Gold, Steel |
×40 | Aluminum, Platinum |
×300 | Adamantine |
Plants | |
---|---|
Multiplier | Plant |
×1 | hide root, kobold bulb, muck root, prickle berry, rat weed, sliver barb, whip vine all trees and plant seeds |
×2 | blade weed, bloated tuber, cave wheat, dimple cup, fisher berry, longland grass, pig tail, plump helmet, quarry bush, rope reed, sweet pod, strawberry tuber beer (bloated tuber drink) |
×3 | sun berry whip wine (whip vine drink) |
×5 | valley herb quarry bush leaf, rock nut oil (quarry bush oil), rock nut soap (quarry bush soap), sunshine (sun berry drink) |
×10 | redroot dye (hide root powder) |
×20 | cave wheat flour (cave wheat powder), dimple dye (dimple cup powder), dwarven sugar (sweet pod powder), dwarven syrup (sweet pod extract), emerald dye (blade weed powder), longland flour (longland grass powder), sliver dye (sliver barb powder) |
×25 | whip vine flour (whip vine powder) |
×100 | gnomeblight (kobold bulb extract), golden salve (valley herb extract) |
Note | Plants are made of various materials - the predominant material (usually STRUCTURAL) is listed for each individual plant, and other materials are listed separately when they differ. |
Miscellaneous | |
---|---|
Multiplier | Material |
×1 | Ash |
×2 | Amber, Coral, Coal, Green glass, Lye |
×3 | Potash, Earthenware |
×4 | Pearlash, Stoneware |
×5 | Clear glass |
×10 | Crystal glass, Porcelain, Salt |
品质
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 |