Quality
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Quality is a stat: An item's quality is how well-made it is.
Quality | Beauty Factor |
Protection Factor |
Insulation Factor |
Melee Damage Factor |
Ranged Accuracy Factor |
Market Value Factor |
Deterioration Rate Factor |
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Awful | -0.1 | 0.4 | 0.7 | 0.4 | 0.7 | 0.4 | 2 |
Shoddy | 0.1 | 0.7 | 0.8 | 0.7 | 0.8 | 0.6 | 1.5 |
Poor | 0.5 | 0.85 | 0.9 | 0.85 | 0.93 | 0.8 | 1.25 |
Normal | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Good | 1.5 | 1.1 | 1.05 | 1.1 | 1.05 | 1.2 | 0.85 |
Superior | 2 | 1.3 | 1.1 | 1.2 | 1.1 | 1.5 | 0.75 |
Excellent | 3.5 | 1.5 | 1.15 | 1.35 | 1.2 | 2 | 0.63 |
Masterwork | 5 | 1.7 | 1.2 | 1.45 | 1.35 | 3 | 0.51 |
Legendary | 10 | 2.1 | 1.25 | 1.55 | 1.5 | 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 | ||
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3 Basic Familiarity |
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4 Amateur |
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5 Strong Amateur |
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6 Practitioner |
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7 Skilled Practitioner |
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8 Professional |
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9 Skilled Professional |
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10 Expert |
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11 Strong Expert |
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12 Very Strong Expert |
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13 Master |
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14 Strong Master |
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15 Planet-Class Master |
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16 System-Class Master |
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17 Revered Master |
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18 Visionary |
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19 Legendary |
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20 Godlike |
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