Price List

From Atharen Wiki

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Overview

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Professions

Acolyte 4 df Apothecary 12 df
Artificer 20 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 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
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 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.
Commoner
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.
Merchant
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.
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 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.
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 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

  1. Crafting of Apprentice tier will reduce total item price by 10%. Journeyman by 20%. Expert by 30%. Master by 40%.
  2. 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.
  3. Crafting items for yourself does not count as a job thread.
  4. 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: 250 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: 5000 df
Author's Crucible Writer's Quill Socket Binder
Borer Mapper The Lapidarist
Coater The Skimmer Strainer
The Maker's Mold
Necromancer's Kit: 5000 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

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 2500 df Flintlock Musket 4000 df Lever-Action Rifle 10000 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 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
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 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) 100 df Bird (Large) 200 df Cat 150 df
Dog 250 df Ferret 100 df Guinea Pig 70 df
Hamster 50 df Mouse 50 df Rat 50 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