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== Effects of quality ==
 
== Effects of quality ==
=== General ===
+
===General===
 
Effects that are common to several, or all, types of objects.
 
Effects that are common to several, or all, types of objects.
{| {{STDT|sortable center}}
+
{| {{STDT| sortable center}}
! Quality !! Beauty<br/>Factor{{Ref label|Negative Beauty|A}} !! Market Value<br/>Factor !! Deterioration Rate<br/>Factor{{Ref label|Deterioration Rate Factor|B}} !! Psychic Sensitivity<br/>Offset Factor {{RoyaltyIcon}} {{Ref label|Psychic Sensitivity Offset|C}}
+
! Quality !! Beauty<br>Factor{{ref label|Negative Beauty|A}} !! Market Value<br>Factor !! Deterioration Rate<br>Factor !! Psychic Sensitivity<br>Offset Factor {{RoyaltyIcon}} {{ref label|Psychic Sensitivity Offset|B}}
 
|-
 
|-
! style="text-align:left;" | Awful       
+
! style="text-align:left;" |Awful       
| -0.1 || 0.50             || 2.00 || 0.50
+
| -0.1 || 0.50           || 2.00 || 0.50
 
|-
 
|-
! style="text-align:left;" | Poor       
+
! style="text-align:left;" |Poor       
| 0.5 || 0.75             || 1.50 || 0.66
+
| 0.5 || 0.75           || 1.50 || 0.66
 
|-
 
|-
! style="text-align:left;" | Normal     
+
! style="text-align:left;" |Normal     
| 1.0 || 1.00             || 1.00 || 0.83
+
| 1.0 || 1.00           || 1.00 || 0.83
 
|-
 
|-
! style="text-align:left;" | Good       
+
! style="text-align:left;" |Good       
| 2.0 || 1.25 (max +500) || 0.80 || 1.00
+
| 2.0 || 1.25 (max +500) || 0.80 || 1.00
 
|-
 
|-
! style="text-align:left;" | Excellent   
+
! style="text-align:left;" |Excellent   
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16
+
| 3.0 ||  1.5 (max +1000) || 0.60 || 1.16
 
|-
 
|-
! style="text-align:left;" | Masterwork  
+
! style="text-align:left;" |Masterwork  
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32
+
| 5.0 || 2.5 (max +2000)  || 0.30 || 1.32
 
|-
 
|-
! style="text-align:left;" | [[#Legendary items|Legendary]]
+
! style="text-align:left;" |[[#Legendary items|Legendary]]
| 8.0 ||  5 (max +3000)  || 0.10 || 1.50
+
| 8.0 ||  5 (max +3000)  || 0.10 || 1.50
 
|}
 
|}
:{{Note|Negative Beauty|A}} This multiplier will not be applied to negative [[beauty]] scores.
+
:{{note|Negative Beauty|A}} This multiplier will not be applied to negative beauty scores.
:{{Note|Deterioration Rate Factor|B}} This factor does not apply to the damage taken by [[apparel]] from being worn.
+
:{{note|Psychic Sensitivity Offset|B}} This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an [[eltex helmet]] {{royaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{royaltyIcon}}.
:{{Note|Psychic Sensitivity Offset|C}} This only applies to items with a buff specifically noted as a "Psychic Sensitivity Offset", such as an [[eltex helmet]] {{RoyaltyIcon}}, not items that just offset [[psychic sensitivity]], like the [[psychic foil helmet]] or [[prestige marine armor]] {{RoyaltyIcon}}.
 
  
 
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.
 
Note that [[market value]]s above 200 and [[beauty]] above 100 will be rounded to nearest 5. See respective pages for more detail on rounding.
  
=== Weapons ===
+
===Weapons===
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee. These include:
+
In addition to the general effects listed above, quality also affects several factors unique to [[weapons]], both ranged and melee.  
 
+
{| {{STDT| sortable center}}
{{#ask: [[Type2::Weapons]][[Has Quality::True]]
+
! Quality !! Melee Damage<br>Factor !! Melee AP<br>Factor !! Ranged Accuracy<br>Factor !! Ranged Damage<br>Factor !! Ranged AP<br>Factor
    | format = template
 
    | template = DLC Icons
 
    | link = none
 
    | sort = From DLC, Name
 
    | sep =  &nbsp;•&nbsp;
 
}}
 
 
 
{| {{STDT|sortable center}}
 
! Quality !! Melee Damage<br/>Factor !! Melee AP<br/>Factor !! Ranged Accuracy<br/>Factor !! Ranged Damage<br/>Factor !! Ranged AP<br/>Factor
 
 
|-
 
|-
! style="text-align:left;" | Awful       
+
! style="text-align:left;" |Awful       
| 0.80 || 0.80 || 80% || 90% || 90%  
+
| 0.80 || 0.80 || 80% || 90% || 90%  
 
|-
 
|-
! style="text-align:left;" | Poor       
+
! style="text-align:left;" |Poor       
| 0.90 || 0.90 || 90% || 100% || 100%
+
| 0.90 || 0.90 || 90% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" | Normal     
+
! style="text-align:left;" |Normal     
 
| 1.00 || 1.00 || 100% || 100% || 100%
 
| 1.00 || 1.00 || 100% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" | Good       
+
! style="text-align:left;" |Good       
 
| 1.10 || 1.10 || 110% || 100% || 100%
 
| 1.10 || 1.10 || 110% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" | Excellent   
+
! style="text-align:left;" |Excellent   
| 1.20 || 1.20 || 120% || 100% || 100%
+
|1.20 ||1.20 || 120% || 100% || 100%
 
|-
 
|-
! style="text-align:left;" | Masterwork  
+
! style="text-align:left;" |Masterwork  
| 1.45 || 1.45 || 135% || 125% || 125%
+
| 1.45 || 1.45 || 135% || 125% || 125%
 
|-
 
|-
! style="text-align:left;" | Legendary   
+
! style="text-align:left;" |Legendary   
| 1.65 || 1.65 || 150% || 150% || 150%
+
| 1.65 || 1.65 || 150% || 150% || 150%
 
|}
 
|}
  
=== Apparel and utility ===
+
===Apparel and Utility===
 
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.
 
In addition to the general effects listed above, quality also affects several factors unique to [[apparel]] and [[utility]] items.
 
 
{| {{STDT| sortable center}}
 
{| {{STDT| sortable center}}
! Quality !! Protection<br/>Factor !! Insulation<br/>Factor !! Smokepop Pack<br/>Radius Factor !! Shield Max<br/>Energy Factor !! Shield Recharge<br/>Rate Factor !! Jump Range<br/>Factor {{RoyaltyIcon}}  
+
! Quality !! Protection<br>Factor !! Insulation<br>Factor !! Smokepop Pack<br>Radius Factor !! Shield Max<br>Energy Factor !! Shield Recharge<br>Rate Factor !! Jump Range<br>Factor {{RoyaltyIcon}}  
 
|-
 
|-
! style="text-align:left;" | Awful       
+
! style="text-align:left;" |Awful       
 
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75
 
| 0.60 || 0.80 || 0.84 || 0.60 || 0.90 || 0.75
 
|-
 
|-
! style="text-align:left;" | Poor       
+
! style="text-align:left;" |Poor       
 
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90
 
| 0.80 || 0.90 || 0.92 || 0.80 || 0.95 || 0.90
 
|-
 
|-
! style="text-align:left;" | Normal     
+
! style="text-align:left;" |Normal     
 
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00
 
| 1.00 || 1.00 || 1.00 || 1.00 || 1.00 || 1.00
 
|-
 
|-
! style="text-align:left;" | Good       
+
! style="text-align:left;" |Good       
 
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06
 
| 1.15 || 1.10 || 1.08 || 1.20 || 1.05 || 1.06
 
|-
 
|-
! style="text-align:left;" | Excellent   
+
! style="text-align:left;" |Excellent   
 
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13
 
| 1.30 || 1.20 || 1.16 || 1.40 || 1.10 || 1.13
 
|-
 
|-
! style="text-align:left;" | Masterwork  
+
! style="text-align:left;" |Masterwork  
 
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19
 
| 1.45 || 1.50 || 1.30 || 1.70 || 1.20 || 1.19
 
|-
 
|-
! style="text-align:left;" | Legendary   
+
! style="text-align:left;" |Legendary   
 
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25
 
| 1.80 || 1.80 || 1.50 || 2.10 || 1.30 || 1.25
 
|}
 
|}
  
=== Buildings ===
+
===Structures===
In addition to the general effects listed above, quality also affects several factors unique to [[furniture]] and [[buildings]] that provide [[recreation]]. These include:
+
In addition to the general effects listed above, quality also affects several factors unique to structures.
 
+
{| {{STDT| sortable center}}
{{#ask: [[Type::Building]][[Has Quality::True]]
+
! Quality !! Comfort<br>Factor !! Rest Effectiveness <br>Factor !! Surgery Success<br>Chance Factor!! Recreation Power <br>Factor !! Meditation Psyfocus<br>Bonus {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}} !! Meditation Psyfocus<br>Bonus Offset {{RoyaltyIcon}} {{ref label|Meditation Bonus|A}}
    | format = template
 
    | template = DLC Icons
 
    | link = none
 
    | sort = From DLC, Name
 
    | sep =  &nbsp;•&nbsp;
 
}}
 
 
 
{| {{STDT|sortable center}}
 
! Quality !! Comfort<br/>Factor !! Rest Effectiveness<br/>Factor !! Surgery Success<br/>Chance Factor!! Recreation Power<br/>Factor !! Meditation Psyfocus<br/>Bonus {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}} !! Meditation Psyfocus<br/>Bonus Offset {{RoyaltyIcon}} {{Ref label|Meditation Bonus|A}}
 
 
|-
 
|-
! style="text-align:left;" | Awful       
+
! style="text-align:left;" |Awful       
 
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%
 
| 0.76 || 0.86 || 0.90 || 0.76 || +12% || +0%
 
|-
 
|-
! style="text-align:left;" | Poor       
+
! style="text-align:left;" |Poor       
 
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%
 
| 0.88 || 0.92 || 0.95 || 0.88 || +16% || +0%
 
|-
 
|-
! style="text-align:left;" | Normal     
+
! style="text-align:left;" |Normal     
 
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%
 
| 1.00 || 1.00 || 1.00 || 1.00 || +20% || +1%
 
|-
 
|-
! style="text-align:left;" | Good       
+
! style="text-align:left;" |Good       
 
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%
 
| 1.12 || 1.08 || 1.05 || 1.12 || +22% || +1%
 
|-
 
|-
! style="text-align:left;" | Excellent   
+
! style="text-align:left;" |Excellent   
 
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%
 
| 1.24 || 1.14 || 1.10 || 1.24 || +24% || +1%
 
|-
 
|-
! style="text-align:left;" | Masterwork  
+
! style="text-align:left;" |Masterwork  
 
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%
 
| 1.45 || 1.25 || 1.15 || 1.40 || +26% || +2%
 
|-
 
|-
! style="text-align:left;" | Legendary   
+
! style="text-align:left;" |Legendary   
 
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%
 
| 1.70 || 1.60 || 1.30 || 1.80 || +28% || +2%
 
|}
 
|}
:{{Note|Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.
+
:{{note||Meditation Bonus|A}} Only applies to [[Sculptures]]. Note that this is NOT a factor, but instead a flat bonus.
  
 
=== At higher quality levels ===
 
=== At higher quality levels ===
 +
 
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.
 
If a crafted or built item is at least ''excellent'', a piece of random artwork will be engraved on it.  This is only meant to add depth and has no further effect. Clothing will not have this artwork.
  
 
If a crafted or built item is at least ''masterwork'', there will be a proper [[letter]] that a colonist has created a masterwork / legendary item.
 
If a crafted or built item is at least ''masterwork'', there will be a proper [[letter]] that a colonist has created a masterwork / legendary item.
  
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[ancient shrine]]s.
+
Masterwork and legendary items never generate on enemies, and legendary items are never sold by traders or in bases.{{Check Tag|Verify/Detail}}  They are only available through player creation or as quest rewards, though masterwork items can be bought and spawn in [[Ancient shrine|ancient shrine]]s.
  
 
== How quality is determined ==
 
== How quality is determined ==
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=== Production specialists ===
 
=== Production specialists ===
 
{{Ideology|section=1|No category}}
 
{{Ideology|section=1|No category}}
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get "legendary" items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one level higher – thus, if "masterwork" is rolled, a ''legendary'' item is produced instead.  
+
With the advent of the [[Ideology DLC]], the addition of the [[Ideoligion#Production specialist|Production specialists]] adds the chance to get to get "legendary" items without an inspiration. When created by a production specialist, any item, structure or piece of art with a quality level will automatically be one levels higher – thus, if "masterwork" is rolled, a ''legendary'' item is produced instead.  
  
 
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.
 
Being a production specialist makes it impossible to craft an item of ''awful'' quality; at least ''poor'' will be rolled, even at 0 skill level.

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