DF2014:Item value

*For value optimization, see Maximizing value.*
*For cultural values, see Personality trait.*
*For room values, see Room/Quality.*
**Item value** is determined by a number of factors: the form of the item, the material it is made out of, the quality of its creation, and any decorations on it.

The **final value** of an item is the **base value** of the form of the item (e.g. block *or* statue) multiplied by the **material multiplier** (e.g. granite *or* gold), multiplied by the **quality modifier** (e.g. fine *or* masterful) if any, then summed with the final value of all **decorations**.

# Base values of items

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.

## Items with quality levels

### Misc. items

*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:

### Weapons

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.

#### Ammo

The base value of a single unit of ammo is (SIZE / 200) + 1.

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.)

### Shields

The base value of a shield is (UPSTEP \* 3) + BLOCKCHANCE + 1.
* UPSTEP cannot be greater than 3
* BLOCKCHANCE cannot be greater than 100

 27 | Shield

### Headwear

The base value of a helm is (LAYER\_SIZE / 5) + (COVERAGE / 20) + 1.
* LAYER\_SIZE and COVERAGE cannot be greater than 100

 12 | Helm

### Armor / torso

*(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

### Legwear

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

 23 | Trouser, Leggings, Greaves

### Hand- & footwear

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

 11\* | Gauntlets

 15 | Chausses

\* Gauntlets and High Boots are made 2 at a time from a single bar, effectively doubling the total value of the final items.
### Trap component

The base value of a trap component is ((SIZE / 50) + 1) \* HITS; if it has any EDGE attacks, its value is doubled.

## Material multipliers

ru:DF2014:Item value

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.

 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.

## Quality

Item value is further increased by applying the quality multiplier.