Difference between revisions of "Price List"

From Atharen Wiki

Line 262: Line 262:
 
|-
 
|-
 
|<center>'''Commoner'''</center>
 
|<center>'''Commoner'''</center>
|Commoners make an income of 0-1000 df/season before taxes/lifestyle expenses. These are the common individuals of the world, and while their living standards may be higher or lower depending on the nation (such as in Daravin vs. Lorien), across society they tend to receive reasonable accommodations. They eat well enough to be healthy, their clothes are mediocre but in decent quality, they have reasonable access to public amenities, medicine and other essentials. Of their income, 40% is spent on taxes and essentials for survival.  
+
|Commoners make an income of 1501-4000 df/season before taxes/lifestyle expenses. These are the common individuals of the world, and while their living standards may be higher or lower depending on the nation (such as in Daravin vs. Lorien), across society they tend to receive reasonable accommodations. They eat well enough to be healthy, their clothes are mediocre but in decent quality, they have reasonable access to public amenities, medicine and other essentials. Of their income, 40% is spent on taxes and essentials for survival.  
 
|-
 
|-
 
|<center>'''Merchant'''</center>
 
|<center>'''Merchant'''</center>
|Those in the Business ‘Class’ make an income of 0-1000 df/season before taxes/lifestyle expenses. Typically Merchants, Businessowners or those particularly skilled or educated in their trade, they are conventionally seen as upperclassmen, though typically not living the luxurious excess of true Nobility. They dress well, can afford food enough to the point of being full, and have good or priority access to health and public amenities. Those in this class spend 30% of their income on taxes and daily essentials.  
+
|Those in the Business ‘Class’ make an income of 4001-6500 df/season before taxes/lifestyle expenses. Typically Merchants, Businessowners or those particularly skilled or educated in their trade, they are conventionally seen as upperclassmen, though typically not living the luxurious excess of true Nobility. They dress well, can afford food enough to the point of being full, and have good or priority access to health and public amenities. Those in this class spend 30% of their income on taxes and daily essentials.  
 
|-
 
|-
 
|<center>'''Noble'''</center>
 
|<center>'''Noble'''</center>
|Nobles, for the purpose of their lifestyle and/or wealth, are either those born or instated to their position, or those who make an income of 0-1000 df/season before taxes/lifestyle expenses. Nobles wear high quality, luxurious fabrics, eat the finest foods whenever they choose, are easily able to afford and even employ private doctors, and society itself appears to be engineered to their safety and convenience. Of their income, 30% is spent on taxes and daily essentials. Please note that being in this ‘class’ as far as the Price List is concerned does not mean you are necessarily a Noble within your character’s nation or city.  
+
|Nobles, for the purpose of their lifestyle and/or wealth, are either those born or instated to their position, or those who make an income of 6501-9999 df/season before taxes/lifestyle expenses. Nobles wear high quality, luxurious fabrics, eat the finest foods whenever they choose, are easily able to afford and even employ private doctors, and society itself appears to be engineered to their safety and convenience. Of their income, 30% is spent on taxes and daily essentials. Please note that being in this ‘class’ as far as the Price List is concerned does not mean you are necessarily a Noble within your character’s nation or city.  
 
|-
 
|-
 
|<center>'''Royal'''</center>
 
|<center>'''Royal'''</center>

Revision as of 10:51, 24 October 2021

For now, please use this link to access the price list: here.

For Mobile Users, if you run into any issues with viewing the Price List on your phone, please click on the three dots to get to Settings, and then click 'Desktop site' or 'Desktop mode' to view this page more easily.

Overview

x

Professions

Acolyte 4 df Apothecary 12 df
Armorer 10 df Attorney 15 df
Animal Handler 6 df Artist 8 df
Assassin 12 df Bartender 5 df
Bounty Hunter 10 df Brewer 10 df
Cartographer 8 df Cleric 6 df
Clerk 5 df Cobbler 7 df
Cook 6 df Courier 5 df
Dancer 4 df Engineer 15 df
Falconer 6 df Farmer 8 df
Fisherman 6 df Forester 5 df
Fortune Teller 6 df Gardener 5 df
General Merchant 11 df Glassblower 7 df
Groomer 5 df Guard 5 df
Healer (Druid) 15 df Hunter 6 df
Information Broker 15 df Innkeep 10 df
Investigator 10 df Jewelsmith 12 df
Journalist 6 df Necrodoctor 20 df
Laborer 2 df Author 9 df
Leatherworker 9 df Locksmith 7 df
Mason 7 df Mercenary 8 df
Metalsmith 10 df Midwife 6 df
Nurse 10 df Performer 5 df
Perfumer 11 df Physician 15 df
Physician's Assistant 12 df Poisoncrafter 9 df
Potter 6 df Priest 8 df
Prostitute 8 df Politician 15 df
Gunsmith 15 df Sailor 6 df
Scientist 10 df Scribe 6 df
Shipwright 7 df Shopkeeper 8 df
Slaver 12 df Tailor 9 df
Tanner 6 df Tattoo Artist 5 df
Teacher 8 df Thief 8 df
Torturer 4 df Undertaker 4 df
Veterinarian 10 df Pirate 8 df
Woodcarver 8 df Woodcutter 6 df

Modifiers

On top of base wages, there are several ways in which a character can increase their daily earnings. Please note that skill modifiers are total, and not cumulative. Other modifiers, however, are cumulative, including with skill modifiers. These modifiers are:

Skill Tier Bonus
Novice
5 df
Apprentice
10 df
Journeyman
20 df
Expert
30 df
Master
40 df
Businessowner
10 df
Guild Master
10 df (Guild Masters are those who lead prominent factions. These factions cannot be small or significant, and you must request permission from your city moderator in order to receive this wage bonus. This bonus does not stack with the 'Guild Officer' bonus.)
Guild Officer
5 df (Like with Guild Master, a high ranking member of a prominent faction can receive a 5 df bonus to their daily income.)
Seasonal Bonus
2 df (Every season a character works and receives wages, they will receive a cumulative bonus of 2 df per season. This bonus travels with them if they change jobs. It caps out at 30 df.)
Innovation Bonus
5 df (If a character who works in a craft (such as Gunsmithing) discovers an innovation that they can work into their craft, they can apply for this innovation to become canon, and if so, they will receive a bonus of 5 df to their income. This can increase wages up to two times to a total of 10 df.)
Tax and Tithe Bonus
5-50 df (Some professions can gain increased income if they acquire prominence within a large institution that generates tax and/or tithe income. Typically, this refers to Politicians and Priests. Please speak to your city moderator about these bonuses, but they can range anywhere from 5 df to 50 df if you become a powerful monarch or acquire a position such as the Pontifex in Daravin.)
Example
Our character, Samantha, is a Physician. Samantha begins with a base wage of {15 df/day}. Recently she discovered a way to mildly treat bacterial infections with a chemical solution she brewed in a lab. As a result, Samantha gains an innovation bonus of {5 df/day}, bringing her wage to {20 df/day}. Samantha is an Expert in Medicine, increasing her wages by another {30 df/day}, therefore bringing her wage to {50 df/day}. Sam also owns a business, and has been working as a Physician (and in general) for six seasons. Her business will bring her wage to {60 df/day}, and her seasonal bonuses will bring her wages to {72 df/day}. Sam is submitting wages for the Season of Ash, which is 91 days long. This means Sam's seasonal income is {6552 df}. Sam loses {30%} to taxes and lifestyle expenses as a part of her Noble class, reducing her wages to {4586 df}.

Math: 15+5+30+10+12 = 72 x 91 = 6552 x .7 = 4586 df.

Class

Every individual in Atharen, regardless of their society, generally falls into a 'class'. This class can be based on one of two factors: their social status within society, or their income. For example, an individual coming from a Noble or Royal family will automatically be placed within this 'Class' tier, regardless of their income. However, a Commoner may receive 'Royal' standards of living regardless of their social status, if they meet the requisite income requirements.

Class determines one's amenities and luxuries. People of a certain class eat and dress a certain way, and may be assumed to wear clothes or consume food or drink of that quality in everyday life. Class also determines the amount of one's income that is subtracted as tax or living expenses, deducted from the character's submitted wage.

Tier Description
Slave
Slave is a ‘class’ reserved for those who make no income (0 df/season). The living standards of a slave are largely determined by their master, but typically they live in squalor; truly abject conditions that deprive them of proper food, clothing, access to medicine, and even cleanliness. Slaves have no taxes, and their expenses are paid by their master.
Serf
Serfs are those who make an income of 0-1500 df/season before taxes/lifestyle expenses. They live in very harsh conditions, typically eating only enough to survive reasonably well. They are vulnerable to instability and famine, with even marginal crop failure frequently leading to scores of them dying of starvation, their conditions only better than slaves. Serfs wear common clothes, but typically dirty or low grade. They have poor access to medicine, cleanliness and public amenities. Of their income, 60% is spent on taxes and essentials for survival.
Commoner
Commoners make an income of 1501-4000 df/season before taxes/lifestyle expenses. These are the common individuals of the world, and while their living standards may be higher or lower depending on the nation (such as in Daravin vs. Lorien), across society they tend to receive reasonable accommodations. They eat well enough to be healthy, their clothes are mediocre but in decent quality, they have reasonable access to public amenities, medicine and other essentials. Of their income, 40% is spent on taxes and essentials for survival.
Merchant
Those in the Business ‘Class’ make an income of 4001-6500 df/season before taxes/lifestyle expenses. Typically Merchants, Businessowners or those particularly skilled or educated in their trade, they are conventionally seen as upperclassmen, though typically not living the luxurious excess of true Nobility. They dress well, can afford food enough to the point of being full, and have good or priority access to health and public amenities. Those in this class spend 30% of their income on taxes and daily essentials.
Noble
Nobles, for the purpose of their lifestyle and/or wealth, are either those born or instated to their position, or those who make an income of 6501-9999 df/season before taxes/lifestyle expenses. Nobles wear high quality, luxurious fabrics, eat the finest foods whenever they choose, are easily able to afford and even employ private doctors, and society itself appears to be engineered to their safety and convenience. Of their income, 30% is spent on taxes and daily essentials. Please note that being in this ‘class’ as far as the Price List is concerned does not mean you are necessarily a Noble within your character’s nation or city.
Royal
Those who live a lifestyle of Royal luxury are at the very top of society, of the true, elite class. They are either those who are actually members of a royal family, or those with such high incomes (10000+ df/season before taxes/lifestyle expenses) that their standards of living are roughly equivalent. Royals dress in clothes designed by famous tailors, dress in the highest quality silks and satins of the richest colors, are adorned with great jewelry and eat whatever they desire. They typically have private employees of every kind; chefs, doctors, valets, and all the like. Like Nobles, the realms they live in are effectively designed to suit them. Due to the exceptional extravagance of those living in Royal conditions, 40% of their income is spent on taxes and luxuries. Like with the 'Noble' Class, please note that being in this ‘class’ as far as the Price List is concerned does not mean you are necessarily a Royal within your character’s nation or city.

Crafting Rules

1. Crafting of X tier will reduce total prices by X. WIP Rules.

Toolkits

Individual items may be bought from these kits. The kits themselves cost less than all the items altogether. This isn't every item you may purchase in game, follow this link to suggest an item for the pricelist on our Discord. (link)


Adventurer's Kit:x

Apothecary Kit:x

Artist's Kit:x

Cartography Kit:x

Chemist's Kit:x

Cooking Kit:x

Disguise Kit:x

Fishing Kit:x

Fletcher's Kit: x

Fortune Teller Kit:x

Herbalist Kit: x

Larceny Kit:x

Leatherworking Kit: x

Medicine Kit:x

Religious Kit:x

Smithing Kit:x

Tinkerer's Kit

Woodworking Kit:x

Writer's Kit:x


CARTOGRAPHY
Set of Three Scrolls 3 df Magnifying Glass(or wearable glasses) 3 df Ink 2 df
Quill 3 df Paper Weight(design by Class) 3 df Measuring Compass 2 df
Compass 3 df
CHEMIST
A Full Set of Beakers and Glasses 3 df Mortar and Pestle 3 df Full Set of Chemistry Instruments 2 df
Oil 3 df Pouch 3 df Briefcase 2 df
Measuring Cups 3 df
FLETCHING
Bone 3 df Flint 3 df Hand Axe 2 df
Feathers 3 df Quiver 3 df
HERBALIST
Satchel 3 df Hide Gloves 3 df Basket with Straps 2 df
Twine 3 df Tacks 3 df
LARCENY
Gloves (see Clothing section) Mask 3 df Set of Lockpick 2 df
Skeleton Key 3 df Switch Knife (see Weapons section) Rope 2 df
Set of Five Smoke Bombs 3 df
LEATHERWORKING
Flint Skinning Knife 3 df Tarp 3 df Rope 2 df
Oil 3 df
MEDICINE
Needle and Thread 3 df One 12 oz Bottle of Salve 3 df Bone Saw 2 df
Scalpel 3 df Nausea Aid 12 oz 3 df Medical Book 2 df
Gauze 3 df Broken Limb Brace 3 df Mask 3 df


SMITHING
Flint Skinning Knife 3 df Tarp 3 df Rope 2 df
Oil 3 df
WOODWORKING
Flint Skinning Knife 3 df Tarp 3 df Rope 2 df
Oil 3 df
WRITING
Flint Skinning Knife 3 df Tarp 3 df Rope 2 df
Oil 3 df

Magical Kits

x

Weapons

Ranged Weaponry
Bows and Slings: For ranged weaponry, players do not need to worry about purchasing ammunition.
Bow, Composite 100 df Bow, Long 1000 df Bow, Recurve 100 df
Crossbow, Composite 1500 df Crossbow, Hand 2000 df Crossbow, Standard 100 df
Slingshot 50 df Slingshot (Teostai) 60 df
Firearms
Axe, Throwing 800 df Boomerang 400 df Chakram 1000 df
Crossbow, Light 2500 df Crossbow Bolts (10) 100 df Crossbow, Aquatic 3500 df
Crossbow Bolts, Aquatic (10) 200 df Dart 50 df Flutegun 1500 df
Flutegun Needles (20) 500 df Rope Dart 400 df Rope Dart, Bladed 500 df
Rope Dart, Chained 600 df Rope Dart, Chained/Bladed 700 df Sling 10 df
Sling Bullets (10) 10 df Whip 100 df
Throwing
Blowgun 1000 df Blowgun Needles (20) 100 df Bolas, 3-Ball 1500 df
Crossbow, Heavy 5000 df Crossbow, Quad 40,000 df Crossbow Bolts (10) 100 df
Crossbow, Repeating 15,000 df Crossbow, Repeating Clip (5 Bolts) 100 df Harpoon, Light 1000 df
Javelin 100 df Lariat 100 df Net 2000 df
Shortbow 3000 df Shortbow, Composite 1500 df Shortbow Arrows (20) 100 df


Melee Weaponry
Tiny
Bagh Nakh 300 df Bladed Boots 1200 df Dagger 200 df
Dagger, Assassin’s 400 df Dagger, Double-Bladed 800 df Dagger, Ear 500 df
Dagger, Hollow Pommel 800 df Dagger, Punching 200 df Daggers, Tamo 2000 df
Finger Razors 500 df Flametongue 2000 df Garotte 50 df
Gauntlets 200 df Gauntlets, Edged 800 df Gauntlets, Spiked 500 df
Gauntlets, Studded 500 df Gauntlet, Teethed 1000 df Knife 50 df
Knife, Wrist 100 df Knuckleduster 50 df Kukri 800 df
Sickle 600 df Mace, Light 500 df
Spiked Helmet 2500 df Stiletto 100 df
Sword-Catcher 900 df Ribbon Daggers 100 df
Small
Angle-Knife 1000 df Armor Blades 600 df Club 50 df
Dagger, Sap Pommel 100 df Gladius 4500 df Halfspear 100 df
Hammer, Light 100 df Handaxe 600 df Iron Fan 2500 df
Kopis 400 df Jutte 400 df Kama 200 df
Kris 500 df Lance, Barbed, Light 1000 df Lance, Blunt, Light 700 df
Lance, Light 600 df Mace, Chained 3500 df Mace, Heavy 1200 df
Morningstar 800 df Nunchaku 200 df Pick, Light 400 df
Rooster Blade 1600 df Sap 100 df Sawtooth 1000 df
Shield, Mancatcher 1800 df Sword, Cutlass 1200 df Sword, Short 1000 df
Sword-Breaker 1600 df Wakizashi 10,000 df Wrist Razor 6500 df
Medium
Aclis 100 df Battleaxe 1000 df Beads, Assassin’s 1000 df
Death-Head Stick 1000 df Flail, Light 800 df Karvar 500 df
Katana 10,000 df+ Khopesh 1500 df Lance, Barbed, Heavy 1400 df
Lance, Blunt, Heavy 800 df Lance, Heavy 1000 df Longsword 1500 df
Pick, Heavy 800 df Rapier 2000 df Scimitar 1500 df
Sword Cane 3500 df Sword Gauntlet 4500 df Sword, Bastard 3500 df
Sword, Broad 3500 df Sword, Crescent 3000 df Sword, Estoc 1000 df
Sword, Skirmish 2500 df Sword, Tiger Hook 2000 df Sword, Avialae 4500 df
Tonfa, Metal 1200 df Tonfa, Wooden 300 df Trident 1500 df
Tulwar 2200 df Waraxe 2000 df Warhammer 1200 df
Large
Axe, Double-Bladed 6000 df Sword, Double-Bladed 5000 df Bec-De-Corbin 3000 df
Bladed Cloak 4000 df Chain, Spiked 2500 df Club, Wolf’s Teeth 3500 df
Executioner’s Sword 7500 df Falchion 7500 df Falx 2500 df
Flail, Dire 9000 df Flail, Heavy 1500 df Flamberge 15,000 df
Glaive 800 df Greataxe 3000 df Greatclub 500 df
Greatsword 5000 df Guisarme 900 df Halberd 1000 df
Hammer, Great 8000 df Kwan Dao 2500 df Lance, Dire 2000 df
Longspear 500 df Mancatcher 4000 df Naginata 2000 df
Pike 1000 df Quarterstaff 100 df Pollaxe 1100 df
Ranseur 1000 df Rock Crusher 5000 df Scythe 1800 df
Shortspear 200 df Spear, Snake 2000 df Spear, Two Headed 1000 df
Staff, Iron 2500 df Sword, Two-Bladed 10,000 df War Fork 4500 df
Widowmaker 3500 df
Weapon Related
Materials
Dwarven Steel Cost x 5 Cold Iron Cost x 3 Flint Cost / 2
Glass Cost x 2 Iron Cost / 1.5 Steel Listed Cost
Practice, Metal Core Cost / 2 Practice, Wooden Cost / 4 Pure Copper Cost x 4
Pure Gold Cost x 7 Pure Silver Cost x 6 Bone/Ivory Cost / 2 - Cost x 4
Eberrite Cost x 100
Weapon Extras
Atlatl 300 df Crossbow Bayonet 2000 df Handle Tip 1500 df
Hilt Flail 1000 df Kusari Gama 3500 df Ornate Flail/Mace Head 3000 df
Serrated Blade 30,000 df Sword Guard, Catcher 1500 df Sword Guard, Ornate 12,500 df
Sword Handle, Grip 10,000 df Sword Handle, Ornate 10,000 df Sword Pommel, Ornate 15,000 df
Sword Pommel, Weighed 1500 df Swordstealer Hilt 1000 df

Armor

Armor
Light
Bone Mail (Aquatic) 3000 df Buckskin Armor 3000 df Camouflage Armor 5000 df
Chain Shirt 4000 df Chitinous Armor 8000 df Climbing Armor 3000 df
Cord Armor 1000 df Leather 1000 df Leather, Night 6000 df
Light Scale (Aquatic) 3000 df Padded 500 df Robe of Leaves 5500 df
Slender Chainmail Shirt 3000 df Soft Kelp Armor (Aquatic) 700 df Stiffened Kelp Armor (Aquatic) 1500 df
Studded Leather 2500 df
Medium
Back and Breast 5000 df Breastplate 20,000 df Brigandine 25,000 df
Chainmail 10,000 df Fur-Lined Hide Mail 6500 df Hauberk 11,000 df
Heraldic Coin Armor 4500-15,000 df Hide 1500 df Hide, Hunter’s 2000 df
Lamellar 4500 df Medium Scale (Aquatic) 7500 df
Robe, Armored 5500 df Tree Bark Armor 1000 df
Small Shell Armor (Aquatic) 6000 df Scale Mail 5000 df
Heavy
Banded Mail 25,000 df Bladeshatter Plate 300,000 df Bronze Plate 90,000 df
Full Plate 50,000 df Half-Plate 60,000 df Heavy Scale Armor (Aquatic) 60,000 df
Large Shell Armor (Aquatic) 50,000 df Plant Fiber Plate 70,000 df Splint Mail 20,000 df
Wood Splint Armor 10,000 df
Shields
Buckler 1500 df Shield, Crossbow 10,000 df Shield, Jousting 3000 df
Shield, Large, Leather 200 df Shield, Large, Wooden 700 df Shield, Large, Steel 2000 df
Shield, Retractable, Wooden 1500 df Shield, Retractable, Metal 5000 df Shield, Small, Leather 100 df
Shield, Small, Wooden 300 df Shield, Small, Steel 900 df Shield, Tower 3000 df
Shield, Turtle 10,000 df Shield, Woven 1000 df
Materials
Bone Cost / 3.5 Bronze Cost / 3 Gold Cost x 7
Dwarven Steel Cost x 5 Leather/Hide Cost / 5 Silver Cost x 6
Steel Listed Cost Wood Cost / 4 Eberrite Cost x 100

Housing

Housing
Locations
City Center x2 Outer City x1.5 Rural x1
Structures: WIP.
Cottage x df Townhome x df Cabin x df
Detached Home x df Farm x df Estate x df
Farming Estate x df Castle x df Palace x df
Additions: WIP.
Additional Room (Low Quality) x df Additional Room (Standard) x df Additional Room (Luxury) x df
Courtyard (Standard) x df Courtyard (Luxury) x df Walls x df
Artificer's Workshop x df Necromancer's Workshop x df Gunsmith's Workshop x df
Fighting Ring x df Slave Pens x df Chapel x df

Clothing

Clothing
Materials
Velvet x6 Silk x5 Damasked x4
Lace x3 Fur x2 Common x1
Sizes
Tiny (Fae'Loti) 0.5x Small (Gnomes) 0.75x Medium (Most Races) 1x
Large (Orkhai, Hyr'Norai) 1.25x Huge (Velsign, Jindai) 1.5x Massive (Large Jindai, Tree Fae) 1.75x
Garments: As a member of a certain class, you own up to eight outfits of that class' general tier or level of quality. These items are for if you wish to purchase additional sets throughout RP.
Apron 100 df Boots 1000 df Boots, Riding 1000 df
Belts 1000 df Blouse 800 df Cape, Full 500 df
Cape, Half 10,000 df+ Cloak 1500 df Corset 1400 df
Doublet/Vest 800 df Dress 1000 df Eyepatch 1500 df
Girdle 800 df Gloves 2000 df Hat 1500 df
Jacket 3500 df Loincloth 4500 df Robes 3500 df
Robes (Bath) 3500 df Sash 3000 df Scarf 1000 df
Shirt 2500 df Shoes 2000 df Skirt 4500 df
Stockings 1200 df Suspenders 300 df Tabard 1500 df
Toga 2200 df Tunic 2000 df Undergarments 1200 df

Jewelry

Jewelry
Materials
Diamond x6 Ruby/Sapphire/Emerald x5 Topaz/Amethyst x4
Gold x3 Silver x2.5 Titanium/Zinc x2
Manganese/Cadmium x1.5 Brass x1.25 Wood/Clay x1
Accessories: As a member of a certain class, you own up to twelve pieces of jewelry of that class' tier or level of quality. These items are for if you wish to purchase additional trinkets/accessories throughout RP.
Anklet 1000 df Armlet 500 df
Amulet 1000 df Amulet (Locket) 800 df Bracelet 500 df
Body Piercing 1000 df Brooch 800 df Chatelaine 500 df
Crown 100 df Choker 1000 df Emblem 1000 df
Prayer Beads 1000 df Ring 800 df Torc 500 df

Animals/Livestock

x

Slaves

Even to own a PC slave, you must purchase them at their tier.

x