Difference between revisions of "Price List"
(added the new business calculation) |
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|style="height:50px; width:100px;"|'''Gardener''' | |style="height:50px; width:100px;"|'''Gardener''' | ||
|style="width: 10%"| 5 df | |style="width: 10%"| 5 df | ||
− | |||
− | |||
− | |||
|style="height:50px; width:100px;"|'''Glassblower''' | |style="height:50px; width:100px;"|'''Glassblower''' | ||
|style="width: 10%"| 7 df | |style="width: 10%"| 7 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Groomer''' | |style="height:50px; width:100px;"|'''Groomer''' | ||
|style="width: 10%"| 5 df | |style="width: 10%"| 5 df | ||
− | |||
|style="height:50px; width:100px;"|'''Guard''' | |style="height:50px; width:100px;"|'''Guard''' | ||
|style="width: 10%"| 5 df | |style="width: 10%"| 5 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Healer (Druid)''' | |style="height:50px; width:100px;"|'''Healer (Druid)''' | ||
|style="width: 10%"| 15 df | |style="width: 10%"| 15 df | ||
− | |||
|style="height:50px; width:100px;"|'''Hunter''' | |style="height:50px; width:100px;"|'''Hunter''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Information Broker''' | |style="height:50px; width:100px;"|'''Information Broker''' | ||
|style="width: 10%"| 15 df | |style="width: 10%"| 15 df | ||
− | |||
|style="height:50px; width:100px;"|'''Innkeep''' | |style="height:50px; width:100px;"|'''Innkeep''' | ||
|style="width: 10%"| 10 df | |style="width: 10%"| 10 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Investigator''' | |style="height:50px; width:100px;"|'''Investigator''' | ||
|style="width: 10%"| 10 df | |style="width: 10%"| 10 df | ||
− | |||
|style="height:50px; width:100px;"|'''Jewelsmith''' | |style="height:50px; width:100px;"|'''Jewelsmith''' | ||
|style="width: 10%"| 12 df | |style="width: 10%"| 12 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Journalist''' | |style="height:50px; width:100px;"|'''Journalist''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
− | + | |style="height:50px; width:100px;"|'''Laborer''' | |
− | |style="height:50px; width:100px;"|''' | + | |style="width: 10%"| 2 df |
− | |style="width: 10%"| | ||
− | |||
− | |||
|} | |} | ||
{| class="wikitable" style="width: 50%; margin: auto; float: right;" | {| class="wikitable" style="width: 50%; margin: auto; float: right;" | ||
− | |||
− | |||
|style="height:50px; width:100px;"|'''Leatherworker''' | |style="height:50px; width:100px;"|'''Leatherworker''' | ||
|style="width: 10%"| 9 df | |style="width: 10%"| 9 df | ||
− | |||
|style="height:50px; width:100px;"|'''Locksmith''' | |style="height:50px; width:100px;"|'''Locksmith''' | ||
|style="width: 10%"| 7 df | |style="width: 10%"| 7 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Mason''' | |style="height:50px; width:100px;"|'''Mason''' | ||
|style="width: 10%"| 7 df | |style="width: 10%"| 7 df | ||
− | |||
|style="height:50px; width:100px;"|'''Mercenary/Soldier''' | |style="height:50px; width:100px;"|'''Mercenary/Soldier''' | ||
|style="width: 10%"| 8 df | |style="width: 10%"| 8 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Metalsmith''' | |style="height:50px; width:100px;"|'''Metalsmith''' | ||
|style="width: 10%"| 10 df | |style="width: 10%"| 10 df | ||
− | |||
|style="height:50px; width:100px;"|'''Midwife''' | |style="height:50px; width:100px;"|'''Midwife''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Necrodoctor''' | |style="height:50px; width:100px;"|'''Necrodoctor''' | ||
|style="width: 10%"| 20 df | |style="width: 10%"| 20 df | ||
− | |||
|style="height:50px; width:100px;"|'''Nurse''' | |style="height:50px; width:100px;"|'''Nurse''' | ||
|style="width: 10%"| 10 df | |style="width: 10%"| 10 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Performer''' | |style="height:50px; width:100px;"|'''Performer''' | ||
|style="width: 10%"| 5 df | |style="width: 10%"| 5 df | ||
− | |||
|style="height:50px; width:100px;"|'''Perfumer''' | |style="height:50px; width:100px;"|'''Perfumer''' | ||
|style="width: 10%"| 11 df | |style="width: 10%"| 11 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Physician''' | |style="height:50px; width:100px;"|'''Physician''' | ||
|style="width: 10%"| 15 df | |style="width: 10%"| 15 df | ||
− | |||
|style="height:50px; width:100px;"|'''Physician's Assistant''' | |style="height:50px; width:100px;"|'''Physician's Assistant''' | ||
|style="width: 10%"| 12 df | |style="width: 10%"| 12 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Poisoncrafter''' | |style="height:50px; width:100px;"|'''Poisoncrafter''' | ||
|style="width: 10%"| 9 df | |style="width: 10%"| 9 df | ||
− | |||
|style="height:50px; width:100px;"|'''Potter''' | |style="height:50px; width:100px;"|'''Potter''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Priest''' | |style="height:50px; width:100px;"|'''Priest''' | ||
|style="width: 10%"| 8 df | |style="width: 10%"| 8 df | ||
− | |||
|style="height:50px; width:100px;"|'''Prostitute''' | |style="height:50px; width:100px;"|'''Prostitute''' | ||
|style="width: 10%"| 8 df | |style="width: 10%"| 8 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Politician''' | |style="height:50px; width:100px;"|'''Politician''' | ||
|style="width: 10%"| 15 df | |style="width: 10%"| 15 df | ||
− | |||
|style="height:50px; width:100px;"|'''Gunsmith''' | |style="height:50px; width:100px;"|'''Gunsmith''' | ||
|style="width: 10%"| 15 df | |style="width: 10%"| 15 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Sailor''' | |style="height:50px; width:100px;"|'''Sailor''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
− | |||
|style="height:50px; width:100px;"|'''Scientist''' | |style="height:50px; width:100px;"|'''Scientist''' | ||
|style="width: 10%"| 10 df | |style="width: 10%"| 10 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Scribe''' | |style="height:50px; width:100px;"|'''Scribe''' | ||
|style="width: 10%"| 6 df | |style="width: 10%"| 6 df | ||
− | |||
|style="height:50px; width:100px;"|'''Shipwright''' | |style="height:50px; width:100px;"|'''Shipwright''' | ||
|style="width: 10%"| 7 df | |style="width: 10%"| 7 df | ||
+ | |- | ||
|style="height:50px; width:100px;"|'''Shopkeeper''' | |style="height:50px; width:100px;"|'''Shopkeeper''' | ||
|style="width: 10%"| 8 df | |style="width: 10%"| 8 df | ||
− | |||
|style="height:50px; width:100px;"|'''Slaver''' | |style="height:50px; width:100px;"|'''Slaver''' | ||
|style="width: 10%"| 12 df | |style="width: 10%"| 12 df | ||
+ | |- | ||
+ | |style="height:50px; width:100px;"|'''Sunderer''' | ||
+ | |style="width: 10%"| 20 df | ||
|style="height:50px; width:100px;"|'''Tailor''' | |style="height:50px; width:100px;"|'''Tailor''' | ||
|style="width: 10%"| 9 df | |style="width: 10%"| 9 df | ||
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|style="height:50px; width:100px;"|'''Woodcutter''' | |style="height:50px; width:100px;"|'''Woodcutter''' | ||
|style="width: 10%"| 5 df | |style="width: 10%"| 5 df | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
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Math: 15+5+30+10+12 = 72 x 91 = 6552 x .7 = 4586 df. | Math: 15+5+30+10+12 = 72 x 91 = 6552 x .7 = 4586 df. | ||
+ | |} | ||
+ | |||
+ | ===Owning a Business=== | ||
+ | {| class="wikitable" style="margin: auto;" | ||
+ | !colspan="1"|Modifier | ||
+ | !colspan="1"|Business Skill | ||
+ | !colspan="1"|Age of Business | ||
+ | !colspan="1"|Location | ||
+ | !colspan="1"|Average Class of Customer | ||
+ | !colspan="1"|Type of Goods | ||
+ | |- | ||
+ | | '''+1''' | ||
+ | | Novice | ||
+ | | New | ||
+ | | Small City | ||
+ | | Commoners | ||
+ | | Necessities | ||
+ | |- | ||
+ | | '''+2''' | ||
+ | | Apprentice | ||
+ | | 10 years | ||
+ | | Medium City | ||
+ | | Middle Class | ||
+ | | Niche | ||
+ | |- | ||
+ | | '''+3''' | ||
+ | | Journeyman | ||
+ | | 25 years | ||
+ | | Small/Medium City Trade Center | ||
+ | | Merchant | ||
+ | | Artisanal | ||
+ | |- | ||
+ | | '''+4''' | ||
+ | | Expert | ||
+ | | 50 years | ||
+ | | Large City | ||
+ | | Nobility | ||
+ | | Medicinal/Controlled Substances | ||
+ | |- | ||
+ | | '''+5''' | ||
+ | | Master | ||
+ | | 100+ years | ||
+ | | Large City Trade Center | ||
+ | | Upper Nobility | ||
+ | | Luxury Goods | ||
+ | |- | ||
+ | | colspan="6" | +5 For every additional store opened beyond the first. | ||
+ | |- | ||
+ | | colspan="6" | | ||
+ | |- | ||
+ | !colspan="6"|Example | ||
+ | |- | ||
+ | | colspan="6" |Our character, Degare, is a merchant selling stringed musical instruments. Degare's income is calculated using modifiers from the chart, instead of using a specific base wage. Because he is apprentice level in the Business skill, he starts with {2df/day}. His business runs in the family, and has been around for over 100 years, and so we add {+5}, making the base wage so far {7df/day}. Now he's located in Boghadar, which is a small city but a trade center for the region, and so he adds {+3}, making it {10df/day}. Now his usual customers are Entente, which are nobility, and so he adds another {+4}. Since stringed musical instruments are luxury goods, he finally adds {+5}. All together it makes his base wage {19 df/day}. Profession bonuses are added as normal, but with a skill related to your profession that is not Business. Now his profession skill is Instruments, which he has at Expert. He adds {+30df} to the 19 we calculated earlier, giving him {49 df/day}. Finally, you add other modifiers, like the Business Owner modifier of {+10 df}, and the Seasonal or Innovation bonuses, if applicable. Degare only has the Business Owner modifier, making his final wage {59 df/day}, which brings him to 5,369 df a season. | ||
+ | |||
+ | Merchant Wage Math: 2+5+3+4+5 = 19 df/day (base wage) | ||
+ | |||
+ | Modifiers Math: 19+30+10 = 59 df/day (total wage) | ||
+ | |||
+ | Total Wages Earned: 59 * 91 = 5,369 * .7 = 3,758 total earned, after expenses. | ||
|} | |} | ||
Revision as of 13:19, 2 May 2022
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Contents
Overview
Many things on Atharen must be purchased. In order to purchase these items, a character requires a profession, a wage, and then the Currency with which to purchase items. Please look here for information regarding base wages, wage bonuses, social classes (and therefore taxes/lifestyle expenses), and prices for any items not covered as basic amenities.
As a note, in order to earn wages:
- You must complete a single job thread each season. This job thread must be at least 1500 words.
- You must submit your job thread and wage request to this thread.
- This job thread must actually pertain to your job in a reasonable and extensive manner. You cannot state that you are sewing (as a Tailor) at the beginning of the thread, and then never revisit it, and consider that to be a completed job thread.
Professions
Acolyte | 4 df | Animal Handler | 6 df |
Apothecary | 12 df | Artificer | 20 df |
Artist | 8 df | Assassin | 12 df |
Attorney | 15 df | Author | 9 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 | 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 | Laborer | 2 df |
Leatherworker | 9 df | Locksmith | 7 df |
Mason | 7 df | Mercenary/Soldier | 8 df |
Metalsmith | 10 df | Midwife | 6 df |
Necrodoctor | 20 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 |
Sunderer | 20 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 | 5 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 | ||||
---|---|---|---|---|---|
5 df | |||||
10 df | |||||
20 df | |||||
30 df | |||||
40 df | |||||
10 df (Please see here for the Business Sheets forum, where you may submit your business for approval.) | |||||
10 df (Guild Masters are those who lead prominent factions. These factions cannot be small or insignificant, 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.) | |||||
5 df (Like with Guild Master, a high ranking member of a prominent faction can receive a 5 df bonus to their daily income.) | |||||
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.) | |||||
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.) | |||||
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.) | |||||
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. |
Owning a Business
Modifier | Business Skill | Age of Business | Location | Average Class of Customer | Type of Goods |
---|---|---|---|---|---|
+1 | Novice | New | Small City | Commoners | Necessities |
+2 | Apprentice | 10 years | Medium City | Middle Class | Niche |
+3 | Journeyman | 25 years | Small/Medium City Trade Center | Merchant | Artisanal |
+4 | Expert | 50 years | Large City | Nobility | Medicinal/Controlled Substances |
+5 | Master | 100+ years | Large City Trade Center | Upper Nobility | Luxury Goods |
+5 For every additional store opened beyond the first. | |||||
Example | |||||
Our character, Degare, is a merchant selling stringed musical instruments. Degare's income is calculated using modifiers from the chart, instead of using a specific base wage. Because he is apprentice level in the Business skill, he starts with {2df/day}. His business runs in the family, and has been around for over 100 years, and so we add {+5}, making the base wage so far {7df/day}. Now he's located in Boghadar, which is a small city but a trade center for the region, and so he adds {+3}, making it {10df/day}. Now his usual customers are Entente, which are nobility, and so he adds another {+4}. Since stringed musical instruments are luxury goods, he finally adds {+5}. All together it makes his base wage {19 df/day}. Profession bonuses are added as normal, but with a skill related to your profession that is not Business. Now his profession skill is Instruments, which he has at Expert. He adds {+30df} to the 19 we calculated earlier, giving him {49 df/day}. Finally, you add other modifiers, like the Business Owner modifier of {+10 df}, and the Seasonal or Innovation bonuses, if applicable. Degare only has the Business Owner modifier, making his final wage {59 df/day}, which brings him to 5,369 df a season.
Merchant Wage Math: 2+5+3+4+5 = 19 df/day (base wage) Modifiers Math: 19+30+10 = 59 df/day (total wage) Total Wages Earned: 59 * 91 = 5,369 * .7 = 3,758 total earned, after expenses. |
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 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. | |
Serfs are those who make an income of 0-1500 df/season before taxes and 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. | |
Commoners make an income of 1501-4000 df/season before taxes and 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. | |
Those in the Business ‘Class’ make an income of 4001-6500 df/season before taxes and 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. | |
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 and 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. | |
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 and 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
- Crafting of Apprentice tier will reduce total item price by 10%. Journeyman by 20%. Expert by 30%. Master by 40%.
- Items crafted must have a thread or thread(s) dedicated to crafting them, depending on the complexity and value of the item. If you're attempting to build a ship, you may need to dedicate several threads to it, as well as a season or two of time. If you're crafting a blouse, it may only require one thread.
- Crafting items for yourself does not count as a job thread.
- When you craft an item, what you are purchasing is the materials. As a Master, you make less mistakes, and can use less materials, thus the discount.
Toolkits
These kits and their items must be purchased wholesale. You can replenish individual items that have limited quantities for 50 df each, but this is not required. This isn't every item you may purchase in game, follow this link to suggest an item for the pricelist on our Discord.
Toolkits | |||||
---|---|---|---|---|---|
Apothecary's Kit: 150 df | |||||
Satchel | Hide Gloves | Basket with Straps | |||
Twine | Tacks | Gardening Scissors | |||
Mortar and Pestle | |||||
Artist's Kit: 200 df | |||||
Easel | Set of Brushes | Box of Paints | |||
Art Canvas (x5) | Stir Sticks | Paint Trays | |||
Sculptor's Knife | Stone Sculptor's Slab | Fine-Tipped Pencil | |||
Cartographer's Kit: 200 df | |||||
Set of Scrolls | Magnifying Glass/Glasses | Ink | |||
Quill | Paperweight | Compass | |||
Measuring Compass | |||||
Chemist's Kit: 250 df | |||||
Set of Beakers/Tubes | Set of Flasks | Mortar and Pestle | |||
Calorimeter | Crucible | Platform | |||
Fortune Teller's Kit: 150 df | |||||
Set of Cards | Ouija Board | Candles | |||
Book of Astrology | Incense | Reading Crystals | |||
Larceny Kit: 150 df | |||||
Hide Gloves | Mask | Set of Lockpicks | |||
Skeleton Key | Switch Knife | Rope | |||
Doctor's Kit: 250 df | |||||
Needle and Thread | Bottle of Antiseptic | Bone Saw | |||
Scalpel | Bandage | Medical Book | |||
Gauze | Broken Limb Brace | Mask | |||
Jewelsmith's Kit: 250 df | |||||
Jewelsmith's Hammer | Molding Base | Pitch | |||
Jeweler's Pliers | Smoothing Metal | Gilding Metal | |||
Tailor's Kit: 200 df | |||||
Fabric Storage (Box) | Centimeter Tape (Measuring) | Sewing Pattern Paper | |||
Tailor's Shears | Sewing Needle | Linen Thread (Box) | |||
Pins (Box) | Bodkin | Thimble |
Magical Kits
Magical Kits
Like with nonmagical toolkits, magical kits must be purchased wholesale. | |||||
---|---|---|---|---|---|
Artificer's Kit: 2500 df | |||||
Author's Crucible | Writer's Quill | Socket Binder | |||
Borer | Mapper | The Lapidarist | |||
Coater | The Skimmer | Strainer | |||
The Maker's Mold | |||||
Necromancer's Kit: 2500 df | |||||
Sinew Foam | Carving Sickle | Embalmer's Tongs | |||
Grafting Needle | Sinew Threads | Sinew Cloth | |||
Activators | Mortifier's Dirk | Shaper's Pen | |||
Instinct Capturer | Burnishing Balm | Cardinal Resonator | |||
Sunderer's Kit: 2500 df | |||||
Sunderstrike | Tonal Susser | Mercy Suit | |||
Isotopic Chamber | Strickening Chains | Tonal Maiden | |||
Scab | Keelbrand | Scaphist |
Weapons
Ranged Weaponry | |||||
---|---|---|---|---|---|
Bows and Slings: For ranged weaponry, players do not need to worry about purchasing ammunition. | |||||
Bow, Composite | 200 df | Bow, Long | 300 df | Bow, Recurve | 200 df |
Crossbow, Composite | 400 df | Crossbow, Hand | 250 df | Crossbow, Standard | 300 df |
Slingshot | 50 df | Slingshot (Teostai) | 100 df | ||
Firearms | |||||
Arquebus | 1500 df | Flintlock Musket | 2000 df | Lever-Action Rifle | 3000 df |
Throwing | |||||
Boomerang | 50 df | Knife, Throwing (x10) | 100 df | Axe, Throwing (x3) | 100 df |
Spear, Throwing (x3) | 150 df | Javelin, Throwing (x3) | 200 df |
Melee Weaponry | |||||
---|---|---|---|---|---|
Unarmed | |||||
Knuckle Dusters | 100 df | Gauntlets | 150 df | Gauntlets (Bladed/Spiked) | 200 df |
Axes | |||||
War Axe | 200 df | Battle-Axe | 300 df | Battle-Axe (Double Head) | 350 df |
Blades | |||||
Gladius | 200 df | Shortsword | 200 df | Longsword | 300 df |
Rapier | 300 df | Broadsword | 350 df | Flambard | 350 df |
Estoc | 400 df | Claymore | 450 df | Zweihander | 500 df |
Blunt Weapons | |||||
Whip | 100 df | Flail | 200 df | Mace | 250 df |
Morningstar | 300 df | Warhammer | 400 df | ||
Polearms | |||||
Quarterstaff | 100 df | Spear | 200 df | Sarissa | 250 df |
Pike | 250 df | Halberd | 300 df | Poleaxe | 350 df |
Bardiche | 400 df | Glaive | 400 df | Partizan | 500 df |
Weapon Related | |||||
Materials | |||||
Redspear Steel | Cost x 25 | Dunarium | Cost x 10 | Obsidian | Cost x 5 |
Steel | Cost x 2 | Iron | Cost x 1 | Bone | Cost x .75 |
Wooden | Cost x .5 | ||||
Weapon Extras | |||||
Crossbow Bayonet | 150 df | Hilt Flail | 100 df | Rifle Bayonet | 500 df |
Armor
Armor | |||||
---|---|---|---|---|---|
Light | |||||
Chain Shirt | 200 df | Chitinous Armor | 300 df | Light Scale | 300 df |
Padded | 150 df | ||||
Medium | |||||
Breastplate | 400 df | Brigandine | 600 df | Hide | 300 df |
Chainmail | 400 df | Hauberk | 400 df | Scale Mail | 500 df |
Lamellar | 600 df | ||||
Heavy | |||||
Banded Mail | 600 df | Splint Mail | 550 df | Heavy Scale Armor | 600 df |
Full Plate | 700 df | Half-Plate | 600 df | ||
Shields | |||||
Buckler | 200 df | Round | 250 df | Heater | 300 df |
Kite | 300 df | Coffin | 350 df | Scutum | 350 df |
Armor Related | |||||
Materials | |||||
Redspear Steel | Cost x 25 | Dunarium | Cost x 10 | Obsidian | Cost x 5 |
Steel | Cost x 2 | Studded Leather | Cost x 2 | Iron | Cost x 1 |
Leather | Cost x 1 | Bronze | Cost x .75 |
Vehicles
Vehicles | |||||
---|---|---|---|---|---|
Land | |||||
Wagon | 200 df | Carriage | 500 df | Chariot | 500 df |
Chariot (Badlander) | 1000 df (Badlands Only) | Four-Wheel Chariot (Badlander) | 2500 df (Badlands Only) | Train | 20000 df |
Nautical | |||||
Canoe/Gondola | 400 df | Rowboat | 600 df | Longboat | 1000 df |
Trireme | 2500 df | Longship | 3000 df | Cog | 3500 df |
Brig | 5000 df | Barque | 6000 df | Galleon | 9000 df |
Frigate | 12500 df | Steamship | 20000 df | Druskan Warbarge | 50000 df |
Sky | |||||
Dimp (Dagrunian Blimp) | 15000 df | Grisic Skyvessel | 40000 df | Krish Harbinger | 75000 df |
Housing
Housing | |||||
---|---|---|---|---|---|
Locations | |||||
City Center | x2 | Outer City | x1.5 | Rural | x1 |
Structures: For large structures such as an estate or beyond, please send a picture of the base structure to your mod upon expenditure in your ledger. | |||||
Cottage | 1000 df | Townhome | 1500 df | Cabin | 2500 df |
Detached Home | 3000 df | Farm | 5000 df | Estate | 10000 df |
Farming Estate | 15000 df | Castle/Country House | 25000 df | Palace | 50000 df |
Additions: Artificer's and Necromancer's Workshops do not include kits. The Gunsmith's Workshop contains all you need. | |||||
Additional Room (Low Quality) | 500 df | Additional Room (Standard) | 750 df | Additional Room (Luxury) | 1500 df |
Courtyard (Standard) | 2500 df | Courtyard (Luxury) | 5000 df | Walls | 1/5th Home Price |
Blacksmith's Workshop | 2000 df | Leatherworker's Workshop | 1500 df | Woodworker's Workshop | 1500 df |
Artificer's Workshop | 3000 df | Necromancer's Workshop | 3000 df | Gunsmith's Workshop | 3000 df |
Fighting Ring | 1500 df | Slave Pens | 1500 df | Chapel | 3000 df |
Clothing
Clothing | |||||
---|---|---|---|---|---|
Materials | |||||
Satin | 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 six outfits of that class' general tier or level of quality. These items are for if you wish to purchase additional sets throughout RP. | |||||
Apron | 50 df | Boots | 50 df | Boots, Riding | 100 df |
Belt | 50 df | Blouse | 200 df | Cape, Full | 150 df |
Cape, Half | 100 df | Cloak | 100 df | Corset | 100 df |
Doublet/Vest | 150 df | Dress | 300 df | Eyepatch | 25 df |
Girdle | 50 df | Gloves | 30 df | Hat | 50 df |
Jacket | 150 df | Loincloth | 30 df | Robes | 150 df |
Robes (Bath) | 100 df | Sash | 50 df | Scarf | 50 df |
Shirt | 100 df | Shoes | 50 df | Skirt | 100 df |
Stockings | 50 df | Suspenders | 50 df | Tabard | 80 df |
Toga | 150 df | Tunic | 150 df | Undergarments | 50 df |
Jewelry
Jewelry | |||||
---|---|---|---|---|---|
Materials | |||||
Diamond | x10 | Ruby/Sapphire/Emerald | x7.5 | Topaz/Amethyst | x6 |
Gold | x5 | Silver | x4 | Titanium/Zinc | x3 |
Manganese/Cadmium | x2 | Brass | x1.5 | 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 | 80 df | Armlet | 80 df | ||
Amulet | 100 df | Amulet (Locket) | 150 df | Bracelet | 100 df |
Body Piercing | 60 df | Brooch | 100 df | Chatelaine | 150 df |
Crown | 500 df | Choker | 100 df | Emblem | 100 df |
Prayer Beads | 70 df | Ring | 80 df | Torc | 100 df |
Animals/Livestock
Animals/Livestock | |||||
---|---|---|---|---|---|
Pets | |||||
Bird (Small) | 30 df | Bird (Large) | 70 df | Cat | 60 df |
Dog | 100 df | Ferret | 40 df | Guinea Pig | 20 df |
Hamster | 20 df | Mouse | 10 df | Rat | 10 df |
Mounts | |||||
Pony | 200 df | Donkey/Mule | 300 df | Horse | 500 df |
Warhorse (Armored) | 1000 df | Elk | 1000 df | Moose | 1000 df |
Camel | 1500 df | Elephant | 3000 df | ||
Livestock | |||||
Alpaca | 300 df | Bull/Cow | 300 df | Chicken/Rooster | 100 df |
Goat | 200 df | Llama | 300 df | Pig | 200 df |
Sheep | 200 df | Yak | 500 df | Water Buffalo | 400 df |
Slaves
Slaves | |||||
---|---|---|---|---|---|
Modifiers | |||||
Weak | .75x | Average | 1x | Strong | 1.5x |
Unruly | .5x | Average | 1x | Obedient | 1.5x |
Unskilled | .75x | Average | 1x | Combat Trained | 2x |
Merchandise: Even a PC slave must be purchased, modifiers included. | |||||
Slave (Child) | 300 df | Slave (Adult Male) | 500 df | Slave (Adult Female) | 550 df |
Slave (Exotic Race) | 750 df | Slave (Mage) | 1500 df |