Difference between revisions of "MRPG Item Prices"
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==Material Prices== | ==Material Prices== | ||
− | The base price of raw materials. | + | The base price of raw materials is based on the smallest posible unit, and uses the same multiplier as the materials tables above. If the material modifier is x0, then the price goes unmodified. |
+ | *'''Ore:''' 1 Unit of Ore is worth 3 gold. Thus, 1 filing is worth 1 gold, and 1 ingot is worth 10 gold, multiplied by the material's modifier score. So 1 ingot of gold is worth 20 gold. | ||
+ | *'''Pieces:''' 1 Piece of wood is worth 1 silver(or 1/10th of 1 gold). So 1 Bundle is worth 1 gold, and one Bale is worth 5. | ||
+ | *'''Chips:''' 1 Chip is worth 1 silver, 1 Strip is worth 8 silver, and 1 Stack is worth 40 silver. | ||
+ | *'''Threads:''' 1 Thread is worth 10 copper, 1 Reel is worth 1 gold, and 1 bolt is worth 7 gold. | ||
==See Also== | ==See Also== |
Revision as of 20:46, 27 November 2012
Item values are based on a Price x Modifier system.
Contents
Equip Item prices
Items are valued according to numerous factors. Much like minimum levels, special properties contribute. Each item has a base-value. Each property a modifier associated with it. The modifiers are totaled up separately, then multiplied by the base value.
Material Modifiers
Material is the most important factor, as each type has it's own modifier:
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Enchantments, -Imbued, Quality, and Runes
- All enchantments have a Tier associated with them, the price modifier is equal to the tier(Tier III would be x3). All ritual-enchanted items have an additional +1 to to their tier modifier(a Tier III would be x4).
- Each -Imbued property adds x1 to the modifier. This stacks for like and unlike types. Hence a triple-imbued item that is all fire is still x3.
- Quality:
- Poor - x0
- Simple - x1
- Fine - x2
- Very Fine - x5
- Each Rune adds x1 to the value.
Exotic Properties
Exotic Properties, being very special and rare, have a huge impact on the cost of the item. Each exotic property adds a modifier, and the modifier is based on size.
- Tiny, Very Small, and Small - x1
- Medium - x2
- Large - x3
- Very Large and Immense - x5
Plus Values
Because even a +1 has a significant impact on weapon damage, each + is an x3 modifier. So a +5 sword would be x15. This applies independently to the +1 gained from the item being Very Fine in quality(a +5 Very Fine weapon is actually +6, so a +5 Very Fine would have a modifier of x18).
Examples
A Simple, Fire-Imbued Pigleather Vest
- Modifiers: Simple x1, -Imbued x1, Pigleather x0.
- Total Modifier: x2.
A Very Fine Mercule Orichalcum Bastard Sword, Triple Fire-Imbued, +8. Enchantments: Landslide III, Magma III, Plasma III, Ice III, Suplimental Damage V, 17 runes.
- Modifiers: Very Fine x5, Mercule x3, Orichalcum x9, -Imbued x3, +8 and Very Fine x27, Enchantments x18, runes x17.
- Total Modidier: x82
Material Prices
The base price of raw materials is based on the smallest posible unit, and uses the same multiplier as the materials tables above. If the material modifier is x0, then the price goes unmodified.
- Ore: 1 Unit of Ore is worth 3 gold. Thus, 1 filing is worth 1 gold, and 1 ingot is worth 10 gold, multiplied by the material's modifier score. So 1 ingot of gold is worth 20 gold.
- Pieces: 1 Piece of wood is worth 1 silver(or 1/10th of 1 gold). So 1 Bundle is worth 1 gold, and one Bale is worth 5.
- Chips: 1 Chip is worth 1 silver, 1 Strip is worth 8 silver, and 1 Stack is worth 40 silver.
- Threads: 1 Thread is worth 10 copper, 1 Reel is worth 1 gold, and 1 bolt is worth 7 gold.