# Difference between revisions of "Quality"

Almost all items, as well as many game-world objects, have a quality factor Q, which may range from 1 to ∞, with a standard default quality for most objects of 10 -- for example, all natural-growing trees are Q10. In general, higher Q items are simply better: high Q weapons do more damage, for example.

The in-game effects vary from item to item, with some items like buckets not having any effect at all. Where quality matters, it usually takes the form of the quality multiplier QM:

$QM={\sqrt {\frac {Q}{10}}}$  It is a nonlinear increase, which just means that it becomes harder and harder to get a good multiplier for higher and higher multipliers. Since Q10 has a QM of 1x, in many places on this wiki you will just see stats given for Q10 objects. You should assume this unless the wiki page you're reading says otherwise.

To make higher-Q objects, you should use higher-Q materials with higher-Q tools.

It is very common for crafting qualities to be softcapped by a crafting skill or a vital stat. For example, if you have a Q40 bone and a Q10 branch, you can in principle make a Q35 bone saw -- but if your survival skill is lower, perhaps at 15, you will only make a Q25 bone saw.

Fractional qualities always to be rounded down to the nearest integer.

# General Effects

## Food

The FEPs given by a piece of food get multiplied by QM. So, for example, a Q10 beetroot gives 0.5 PER and 0.2 CHA, but a Q90 beetroot will give 1.5 PER and 0.6 CHA.

Quality does not affect the amount of hunger that the food restores -- just the amount that it buffs up your vital stats.

There is use for low quality foods, as they can be eaten for FEP Reduction as the FEPs given relative to higher quality foods can be negligible at higher levels.

## Curiosity

The LP given by a curiosity get multiplied by QM.

Quality does not affect the amount of Experience that consume and Intelligence it required.

## Craft

Calculate items used:

$q_{item}={\frac {\sum _{i=1}^{n}q_{i}w_{i}}{\sum w}}$ If there's a tool involved:

$q_{item}\leftarrow {\frac {3q_{item}+q_{tool}}{4}}$ If there are skill values $s_{1}$ through $s_{n}$ involved:

$q_{item}\leftarrow \left\lbrace {\begin{array}{ll}{\frac {q_{skill}+q_{item}}{2}},&{\text{if }}q_{skill} • Calculations will be made in order of top to down.
• For more detailed information look on related pages, not every tool or item follow this rules.

## Gear

Weapon $Damage=BaseWeaponDamage*{\sqrt {\frac {\sqrt {Strength*{q}Weapon}}{10}}}$ Armor Defense given by a piece of gear = $_{q}BaseDefense*{\sqrt {\frac {_{q}Gear}{10}}}$ .

Bonus Stats from rings, shirts, masks, gilded gear, etc = $_{q10}BaseBonuses*{\sqrt {\frac {_{q}Gear}{10}}}$ .

## Ability/Attribute

When two or more Abilities/Attributes is factored in the output quality (for an example, gathering Rock Crystal). The formula will be as followed

$QualityCap={\sqrt {Skill_{1}*Skill_{2}}}$ 