Quality
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Quality is a stat: An item's quality is how well-made it is.
Quality | Beauty Factor |
Comfort Factor |
Protection Factor |
Insulation Factor |
Melee Damage Factor |
Ranged Accuracy Factor |
Market Value Factor |
Deterioration Rate Factor |
---|---|---|---|---|---|---|---|---|
Awful | -0.1 | 0.76 | 0.6 | 0.8 | 0.8 | 0.8 | 0.5 | 2 |
Poor | 0.5 | 0.88 | 0.8 | 0.9 | 0.9 | 0.9 | 0.75 | 1.5 |
Normal | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
Good | 2 | 1.12 | 1.15 | 1.1 | 1.1 | 1.1 | 1.25 | 0.8 |
Excellent | 3 | 1.24 | 1.3 | 1.2 | 1.2 | 1.2 | 1.5 | 0.6 |
Masterwork | 5 | 1.45 | 1.45 | 1.5 | 1.45 | 1.35 | 2.5 | 0.3 |
Legendary | 8 | 1.7 | 1.8 | 1.8 | 1.65 | 1.5 | 5 | 0.1 |
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. However, crafters can only craft Legendary items with mental inspirations; if they are in fact inspired, the resultant quality is increased by two quality levels (except if masterwork is rolled, in which case it is raised by only a single level to legendary, since there is no quality level above legendary). This means that an inspired crafter cannot roll an awful or poor item, and are almost certain (97%) to roll at least an excellent item if they are skilled (10+). Template:Clr
If a crafted or built item has Excellent or above quality, a piece of random artwork will be engraved on it. It does not affect beauty beyond quality bonuses.
Probability table
The following table shows the probabilities of each quality (besides Legendary) per skill level. The "Avg. Result" column indicates the mean quality rolled at that skill level, where awful = 0, poor = 1, normal = 2, etc. The "Avg. Value" column indicates the average market value multiplier from quality for items produced at that skill level.
Skill level | Awful | Poor | Normal | Good | Excellent | Masterwork | Avg. Result | Avg. Value |
---|---|---|---|---|---|---|---|---|
0 Barely heard of it | 64.62% | 30.17% | 5.01% | 0.20% | 0.00% | 0.00% | 0.41 | x0.60 |
1 Utter beginner | 43.38% | 43.59% | 12.15% | 0.87% | 0.01% | 0.00% | 0.71 | x0.68 |
2 Beginner | 20.24% | 53.14% | 23.58% | 2.95% | 0.09% | 0.00% | 1.09 | x0.77 |
3 Basic familiarity | 9.13% | 50.74% | 33.44% | 6.39% | 0.29% | 0.00% | 1.38 | x0.84 |
4 Some familiarity | 4.79% | 45.21% | 39.44% | 9.94% | 0.61% | 0.00% | 1.56 | x0.89 |
5 Significant familiarity | 2.28% | 34.63% | 47.22% | 14.66% | 1.20% | 0.01% | 1.78 | x0.94 |
6 Capable amateur | 0.98% | 24.29% | 52.09% | 20.38% | 2.22% | 0.03% | 1.99 | x1.00 |
7 Weak professional | 0.38% | 15.48% | 53.31% | 26.87% | 3.88% | 0.07% | 2.19 | x1.05 |
8 Employable professional | 0.13% | 9.02% | 50.82% | 33.47% | 6.40% | 0.15% | 2.37 | x1.09 |
9 Solid professional | 0.06% | 5.63% | 46.95% | 38.11% | 8.99% | 0.26% | 2.51 | x1.13 |
10 Skilled professional | 0.02% | 3.33% | 40.23% | 43.75% | 12.23% | 0.45% | 2.66 | x1.17 |
11 Very skilled professional | 0.01% | 1.86% | 32.21% | 49.07% | 16.12% | 0.74% | 2.82 | x1.21 |
12 Expert | 0.00% | 0.99% | 24.55% | 52.62% | 20.64% | 1.19% | 2.96 | x1.25 |
13 Strong expert | 0.00% | 0.63% | 19.88% | 53.94% | 23.95% | 1.61% | 3.06 | x1.28 |
14 Master | 0.00% | 0.39% | 15.79% | 54.28% | 27.40% | 2.14% | 3.15 | x1.30 |
15 Strong master | 0.00% | 0.24% | 12.25% | 53.77% | 30.91% | 2.83% | 3.24 | x1.33 |
16 Region-known master | 0.00% | 0.14% | 9.28% | 52.42% | 34.48% | 3.68% | 3.32 | x1.36 |
17 Region-leading master | 0.00% | 0.08% | 6.90% | 50.28% | 37.99% | 4.75% | 3.40 | x1.39 |
18 Planet-known master | 0.00% | 0.04% | 4.99% | 47.62% | 41.29% | 6.05% | 3.48 | x1.42 |
19 Planet-leading master | 0.00% | 0.02% | 3.54% | 42.65% | 46.14% | 7.64% | 3.58 | x1.45 |
20 Legendary master | 0.00% | 0.01% | 2.45% | 37.41% | 50.62% | 9.51% | 3.67 | x1.49 |