Quality
Quality | Beauty Factor |
Market Value Factor |
Deterioration Rate Factor |
---|---|---|---|
Awful | -0.1 | 0.4 | 2 |
Shoddy | 0.1 | 0.6 | 1.5 |
Poor | 0.5 | 0.8 | 1.25 |
Normal | 1 | 1 | 1 |
Good | 1.5 | 1.2 | 0.85 |
Superior | 2 | 1.5 | 0.75 |
Excellent | 3 | 2 | 0.63 |
Masterwork | 5 | 3 | 0.51 |
Legendary | 10 | 6 | 0.4 |
Some crafted items have a quality level, which affects their stats and is determined by the crafter's relevant skill.
When an item requiring a quality is finished, the quality is randomly determined using a standard distribution with a standard deviation of 1.25 quality levels and a mean of approximately one quality level per three skill levels. (Note that while every skill level typically increases the mean by one-third of a quality level, the jumps from levels 16 to 17 and 19 to 20 are twice as large as all others.) Template:Clr
The following table shows the probabilities per skill level. You can read the blocks in each row as the answer to the question "if I make ten items at that skill level, what assortment of quality levels will I typically get?"
Awful | Shoddy | Poor | Normal | Good | Superior | Excellent | Masterwork | Legendary | ||
---|---|---|---|---|---|---|---|---|---|---|
3 | Basic Familiarity | |||||||||
4 | Amateur | |||||||||
5 | Strong Amateur | |||||||||
6 | Practitioner | |||||||||
7 | Skilled Practitioner | |||||||||
8 | Professional | |||||||||
9 | Skilled Professional | |||||||||
10 | Expert | |||||||||
11 | Strong Expert | |||||||||
12 | Very Strong Expert | |||||||||
13 | Master | |||||||||
14 | Strong Master | |||||||||
15 | Planet-Class Master | |||||||||
16 | System-Class Master | |||||||||
17 | Revered Master | |||||||||
18 | Visionary | |||||||||
19 | Legendary | |||||||||
20 | Godlike |