The material multiplier for an item is found from the tag in the raws for the material it is made out of, and can be further augmented using. Giant axe blade, Enormous corkscrew, Menacing spike Trap component The base value of a trap component is ((SIZE / 50) + 1) * HITS if it has any EDGE attacks, its value is doubled. * Gauntlets and boots are made 2 at a time from a single bar, effectively doubling the total value of the final items. Hand- & footwear The base value of a shoe or glove is (UPSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 30) + 1. Legwear The base value of a pair of pants is (LBSTEP * 3) + (LAYER_SIZE / 5) + (COVERAGE / 10) + 1 UBSTEP and LBSTEP cannot be greater than 3.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. shirts, vests, togas, robes, etc., which all do provide some small protection, as well as breastplates and chain shirts. (Note - When DF speaks of clothing, "armor" refers to anything worn on the torso, i.e. LAYER_SIZE and COVERAGE cannot be greater than 100.Headwear The base value of a helm is (LAYER_SIZE / 5) + (COVERAGE / 20) + 1. Shields The base value of a shield is (UPSTEP * 3) + BLOCKCHANCE + 1. 1 bar of metal = stack of 25 bolts, etc.) Multiply the single value by the stack size for total value of a stack. Value listed is for a single bolt, not stacks of bolts. Weapon valuesĪmmo The base value of a single unit of ammo is (SIZE / 200) + 1. Ranged weapons simply have a value of 10. Weapons The base value of a melee weapon is (SIZE / 50) + 1 if the weapon has any EDGE attacks, its value is doubled. 5) These items have their value based on their properties - see categories below:.A more thorough explanation and example exists at the Cook page. 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. Each ingredient is calculated separately, with its own base value and "minced" quality modifier. 4) Prepared meals always have a base value of 10, with a quality modifier.Decorations of bolts have a 1/3 base value instead. 3) " Decorations" include "It is decorated with ", "It is encircled with bands of ", "It is adorned with hanging rings of ", "This object menaces with spikes of ", "On this object is an image of in ", "It is studded with ".Dyes are added separately (with quality), as a powder, not a decoration. 2) Goods made out of cloth get the following built in as decorations: the cloth (with quality mod) and the thread (without quality).1) Coins minted at a forge are always of base quality.Weapon, Armor, Shoe, Shield, Helm, Glove, Ammo, Pants, Trap component (see below) items Base ValueĪnimal trap, Altar, Amulet, Anvil, Armor stand, Backpack, Barrel, Bed, Bin, Book, Bookcase, Bowl, Box, Bracelet, Bucket, Cabinet, Cage, Chain, Chair, Cleaver, Coffin, Crown, Crutch, Decoration 3, 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 meal 4, Quiver, Quern, Ring, Scepter, Scroll Roller, Slab, Stone axe, Splint, Table, Totem, Toy, Weapon rackĬauldron, Instrument (main part), Minecart, Parchment sheet, Stepladder, Wheelbarrow Items without quality levels Base Valueįish, unprepared fish, Meat, Egg, Plant, Leaves In both cases, the final value is then determined by adjusting the base value with the appropriate modifiers. 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". The base value of an item is determined by the form of the item, not what it is made out of.
0 Comments
Leave a Reply. |