Quality

Quality is a Property of Items. It is typically semi-random, and governed by the crafter related skill at the time the item is crafted.

The exceptions are

* Talismans (where it's player skill)
* Things with "No Quality" instead.

## Quality Name

* 90-100 Exquisite
* 60-90 Excellent
* 30-60 Common
* 0-30 Poor

Due to rounding, it is possible to have a "60" bow that's Excellent, and another that's Common.

Talismans will use the un-rounded value for determining the effectiveness.

## Calculation and bonus

This section will only cover the crafting of regular items such as those made by outer disciples, refer to Artifact crafting for details on Artifact quality.

Crafting is mainly influenced by the crafter's Crafting skill, background traits, perception and intelligence, as well as the Feng Shui of the building, with a small influence from the Artisan skill :

* The base quality is made from the `ManufactureExpectQuality` factor, whose value is `(0.05 + 0.01*CraftingSkill) * (0.58 + 0.03*perception + 0.08*intelligence)`, with an extra 30% from the Meticulous or Timid traits.
* that base quality is then multiplied by a random number between `0.3 + 0.05*CraftingSkill` (`ManufactureRealQualityPercentMin`) and `1 + 0.075*CraftingSkill` (`ManufactureRealQualityPercentMax`). See Property for calculation explanations`.`
* 15% bonus quality from the Feng Shui of a Very Auspicious building, down to -15% from a Very Ominous building.
* 10% flat bonus quality from the Craftsman or "Gunpla Enthusiast" backgrounds.
* up to 40% bonus quality from `MadeQualityAddValue`, a combination of the bonus from the Talisman of Craftsmanship, 30% from the Meticulous or Timid traits (this is on top of the base quality these traits already give), 10% from the "Gifted Artist" or Creative backgrounds, and `ArtisanSkill*[0.4 + 0.06*intelligence + 0.04*perception] %``.`

## Effects

The Quality of Items influences the effectiveness of their bonuses. This depends on the bonus type, Tool or Gear.

### Tool Item

Any items that are made from a Material (usually player-crafted, but can also be found) have their Tool Item bonus depend on the Material's Work Speed Coefficient.

Any items that are not made from a Material (usually found or purchased) have their Tool Item bonus depend on the Quality. Any items with a Quality of 90 and above (Exquisite) will give 1.2x the base Tool Item bonus, and all other items give a bonus ranging from 0.95x to 0.5x, depending on the Quality. Items with No Quality default to a 1x bonus.

### Gear Item

Any items with a Quality of 90 and above (Exquisite) will give 1.2x the base Gear Item bonus, and all other items give a bonus ranging from 0.95x to 0.5x (

0.5
0.005
∗
Q
u
a
l
i
t
y

{\displaystyle 0.5 + 0.005\*Quality}

), depending on the Quality. Items with No Quality default to a 1x bonus. Exquisite items will also have a tier bonus of 50% compared to base, which matters for trading value, and in case they're crafted as Spirit Relic (Feng Shui), their maximum number of effects.

Inner cultivator with poor quality clothing will receive a negative Moodlet. Conversely, better Quality clothing will give them positive Moodlets.

## References

1. ↑ `XiaoWorld.BuildingProduce.Making()`
2. ↑ `Settings/Property/WorkProperty.xml [ManufactureExpectQuality]`
3. ↑ 3.0 3.1 `Settings/Npc/Features/Emotion_Features.xml [Careful]`
4. ↑ `Settings/Properties/WorkProperties.xml [ManufactureRealQualityPercentMin]`
5. ↑ `Settings/Property/WorkProperty.xml [ManufactureRealQualityPercentMax]`
6. ↑ `XiaoWorld.GameDefine.BuildingFengshui2Q{}`
7. ↑ `Settings/Npc/Features/Hobby_Features.xml [Craftsman]`
8. ↑ `Settings/Practice/Spell/Spell.xml [Spell_MadeQualityAddValue]`
9. ↑ `Settings/Npc/Features/Hobby_Features.xml [Artist]`
10. ↑ Settings/Properties/WorkProperties.xml [MadeQualityAddValue]
11. ↑ 11.0 11.1 `XiaWorld.NpcEquipData.ActiveItemThing`
12. ↑ `XiaoWorld.ItemThing.SetArtData()`