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The Layonara Community => General Discussion => Topic started by: ZeroVega on January 28, 2005, 12:46:00 pm

Title: Zero's Rough Pricing Guidelines
Post by: ZeroVega on January 28, 2005, 12:46:00 pm
Being a long time Layo player and crafter, I've tasted all crafts in one form or another (buying or selling) I've come up with my own little guide lines, that were pretty solid.
  Rings/Amulets
  +1 Save Against Disease 400/Exceptional 1200
  +1 Save Against Poison 400/Exceptional 1200
  +1 Save Against Cold/Fire/Electric/Acid 300/Exceptional 3000
  +1 Vs. Mind Affecting/Death 500/Exceptional 3000
  +1 Reflex/Fort/Will 1000/Exceptional 5000
  +1 Ability Int, Wis, Str, Cha, Dex, and Con 3000/Exceptional 8000
  Multiply the above prices by 4-5 for their greater cousins. Ie: Rings that give +2 Against Fire 12-1500, exceptional 12-15'000. Also, amulets sell for 0.5 x the base price (Ie: Amulet of +1 Disease save +200) more.
  +2 Ability Int, Wis, Str, Cha, Dex, and Con 20'000-25'000/Exceptional 40'000/45'000 (The + or - 5000 is for those who supply diamonds)
  -----------------------------------------------------------------------------
  Enchantments
  Enchantments I, II, III, and IV for weapons.
  Acid: I=5,000 II=10'000, III=20'000, IV=40'000
  Fire: I=3'000, II=5'000, III=14'000, IV=25'000
  Cold: I=3'000, II=5'000, III=14'000, IV=25'000
  Electric: I=3000, II=5'000, III=14'000, IV=25'000
  Silver: I=3'000, II 6'000, III 9'000, IV 12'000 (easy to make Via alchemy in comparison to other enchantment's but the stack with elements so pricing needs to be close there)
  ------------------------------------------------------------- 
  Resistances:
  Fire I=5'000, Fire II-25'000
  Electric I=5'000, Electric II=25'000
  Acid I=5'000, Acid II=25'000
  Cold I=5'000, Cold II=25'000
  ---------------------------------------------------------------------------
  Leather Tailored Goods 
  Cougar Leather: 2'500 (+500 for hide/studded)
  Black Bear Leather: 2'000 (+500 for hide/studded)
  Jaguar Leather: 3'500 (+500 hide/studded)
  Wolf Leather: 3'000 (+500-800 hide/studded)
  Worg Leather: 4'000 (+500-800 hide/studded)
  White Stag Leather: 5'000 (+1'000 hide/studded)
  Brown Bear Leather: 4'000 (+500 hide/studded)
  Leopard Leather: 4'000 (+500 hide/studded)
  Lion Leather: 4'000 (+500 hide/studded)
  Crag Leather: 5'000 (+500 hide/studded)
  Panther Leather: 5'000 (+500 hide/studded)
  Polar Leather: 25'000 (+1'500 hide/studded)
  Grizzly Leather: 8'500 (+500-1000 hide/studded)
  Malar Leather: 18'000 (+1'000-2'000 hide/studded)
  Dire Wolf: 15'000 (+1000-1500 hide/studded)
  Dire Tiger: 26'000 (+1'000-2'000 hide/studded)
  Dire Bear: 26'000 (+2'000-3'500 hide/studded)
  Hill Hound Armor: 24'000
  Monk's Armor: 2'500 for Lesser, 12'000 for Normal, 25'000 for greater
  Mage's Robes: 2'500 for Lesser, 12'000 for Normal, 25'000 for greater)
  Rogues Armor: 3'000 for Lesser, 14'000 for Normal, 30'000 for greater)
  Cougar Bag: 2'000
  Crag Bag: 4'500
  Lion Bag: 8'000-10'000
  Malar Bag: 20'000-25'000
  Gloves of Furry: 7'000-8'000 (Exceptional 20'000-25'000)
  Belt of Cunning: 7'000-8'000 (Exceptional 20'000-25'000)
  Boots of the Boar: 1'000-1'500
  Boots of the Cougar: 1'000-1'500
  Boots of the Arachnia: 5'000-7'000 
  Cape of the North: 6'000-8'000 (30'000 if enchanted with Cold Resistance II)
  Cape of the Panther: 5'000 (10'000 is exceptional)
  Lion Leather Gloves: 4'000
  Malar Leathar Gloves: 10'000
  Dire Bear Leathar Gloves: 20'000
  Litch Claws: 16'000
  -------------------------------------------------------------
  Weapons/Metal Armors:
  +1 Weapons: 3-5'000 (Metal and Wood)
  +2 Weapons: 14-20'000 (Metal and Wood)
  Weapons with enchantments add +3'000 for I, +5'000 for II, +12'000 for III, and +22'000 for IV
  Compound Bow Cam: (Adding 1d6 Massive Criticals) 8'000 gold
  Compound Bow Part I: 4'000 (+1 Mighty)
  Compound Bow Part II: 10'000 (+2 Mighty)
  Compound Bow Part III: 20'000 (+3 Mighty)
  Iron Chain Shirt: 5'000 (+6'000 for Platinum, +20'000 for Adamantium, +32'000 for Colbat)
  Iron Banded Mail: 7'000 (+6'000 for Platinum, +20'000 for Adamantium, +32'000 for Colbat)
  Iron Half Plate: 8'000 (+6'000 for Platinum, +20'000 for Adamantium, +32'000 for Colbat)
  Iron Full Plate: 9'000 (+6'000 for Platinum, +20'000 for Adamantium, +32'000 for Colbat)
  Small Sheild: Iron 2'000, Adamantium 10'000
  Medium Sheild: Iron 5'000, Adamantium 10'000
  Large Sheild: Iron 8'000, Adamantium 12'000
  -----------------------------------------------------------------
  Scrolls/General Potions:
  First Circle: 100
  Second Circle: 250
  Third: 1'000
  Fourth: 2'000-2'500
  Fifth: 5'000-6'000
  Sixth: 8'000-10'000
  Seventh: 20'000
  Eight: 30'000
  Ninth: (In your dreams) 60'000
  Potion of Cure Light Wounds: 20 for Self, 25 for Other
  Potion of Cure Moderate Wounds: 30 for Self, 35 for Other
  Potion of Cure Serious Wounds: 150 for Self, 200 for Other
  Potion of Cure Critical Wounds: 300 for Self, 400 for Other
  Potion of Heal: 2'000 for Self, 3'000 for Other
  Potion of Invisibility: 2'500+
  Potion of Speed: 1500+
  Potion of Lesser Restoration: 1'500
  Fire Bomb: 500+
  Potion of Strength, Endurance, Wisdom, Intelligence, Dextarity, and Charisma: 200 Per bottle
  Holy Water: 10 gold per bottle
  ------------------------------------------------------------
  Infusing
  First Circle Wands: 2'000
  Second Circle Wands: 4'000
  Third Circle Wands: 8'000
  Fourth Circle Wands: 10'000
  Fifth Circle: 20'000
  Anyway that's about all I have. These are the prices I usually use when selling, and the one's I expect when buying. Haggling is fine, but having people offer you a low price for an item! Undeard of! Sago being undercut by that much for Lion Leather armor is just not fair. Heck if the did that in the real world, I'd have m $10 game boy, and my $20 PS2. Haggling, cool, chargin squat for a very useful item, just because it's easy to make. Not! :) Gah this was fun! ZV-
Title: RE: Zero's Rough Pricing Guidelines
Post by: vgn on January 28, 2005, 12:56:00 pm
Nice guide and well done. I think some of them are out of line with the recent changes but you yourself said you weren't sure on the areas where I think this is the case. The new hide and studded armors are much better with their AC bonuses to damage types. This means they price higher than you may be used to. Also in general your leather prices are much too low with the re-worked suits. Not all of them, but some of them for sure.
Also, with the metal armors re-worked, I think you'll find your prices there may be too low, though I haven't looked at much. I'm just guessing based on the level req as price dictates level req to a degree. Level req on Iron Full Plate now is 12, I doubt it is as cheap as 7K, though I haven't put a lens to one of the new suits yet.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on January 28, 2005, 01:12:00 pm
Yeah, I was bored and didn't really feel like hoppin IG and crafting right now, so I just threw this together. If you'd like changes, just PM em to me and I'll do it, though I figured it would be just something for people who aren't too skilled at all crafts (like me) and want a bit of wisdom on what to pay. ;)
  EDIT: So, yeah. Raised the prices on Leather stuff by a good 500-2'000 depending on what it is. I still don't think +1(+2, +3) AC Vs. Piercing/Slashing is all that great, but I guess every bit counts depending on what you're fighting. Also raised the prices of Armors 8K for Full Plate Iron, and more for Adamantium, Colbat, and Platium. Think it's probably pretty close to some good prices now.
Title: RE: Zero's Rough Pricing Guidelines
Post by: dfiremann on January 28, 2005, 01:35:00 pm
I wonder if we can freeze this post as a guideline?  Seems some pretty comprehensive information in there.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Destropterammer on January 28, 2005, 02:59:00 pm
Nicely done. THough i'd like to say that your armor prices are a "bit" off :)

Adamantium for once, more then hard to get too. Most people will die trying. An adamantium plate has a +1 AC. 5 point soak (unless hit with magical weapons) And maybe more cant remember..

The Cobalt armor pal!...i got one for sale for 100k. hehe. Its about as hard to get as the Adamantium i think (no i dont want to try no) But way harder to make. And the stats for the Cobalt armor is pretty neat too. something like +2 AC soak 5 (unless +2 weapons) and more.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on January 28, 2005, 03:00:00 pm
I'll go ahead and change it again. Alright, I've got Adamantium and Colbat Full Plates at a respectful 38'000 and 60'000 each. I figure as long as people don't go selling way below that I can assure you they won't be flooding the market. I think it's a fair price for what it offers..... and Harg, errm..... hold onto that Colbat armor set for me eh? ;)
Title: RE: Zero's Rough Pricing Guidelines
Post by: Pankoki on January 28, 2005, 04:17:00 pm
+2 Stat rings and amulets at 10k are way too cheap. 20 is better.
  The resistances are way too cheap, should be more around 20 too. It takes a level 20 enchanter and tinkerer to make them.
  The IV enchantments once again too cheap, also around 20+.
  The compound bow parts once again too cheap. These make the best bows in game and no way should it be sold for 12.5k
  Most of the prices you mention are based of the V1 economy and they don't apply anymore.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Nuzatch on January 28, 2005, 05:38:00 pm
In defense of the +2 stat jewelry, emeralds themselves go for 25-35k so 10-15k for a +2 seems close to right.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Pankoki on January 28, 2005, 05:41:00 pm
Whoever is selling emeralds for that price needs to be hanged by their toe. THERE IS NOTHING BETTER THAN EMERALDS OUT THERE!!!!
Title: RE: Zero's Rough Pricing Guidelines
Post by: Leanthar on January 28, 2005, 05:44:00 pm
If an emerald goes for 25-35k how does a finished product only go for 10-15k?  Doesn't make any sort of sense.  End products are more expensive than the raw material.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Pankoki on January 28, 2005, 05:45:00 pm
Nah +2 is diamonds, he's saying that people are selling +3 items (emeralds) for 20-35k and thus a +2 item should be fine at 10-15. Which is completely absurd seeing that +3 items are the best possible items you'll ever find on layo.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Kethryc on January 28, 2005, 06:11:00 pm
How closely do these match the eyeglass?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Pankoki on January 28, 2005, 06:22:00 pm
My emerald jewelry is priced at 45k. From the lense. Like I said a lot of these prices are from V1, I know the III rods are not priced at 10k and many other stuff.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Leanthar on January 28, 2005, 06:33:00 pm
Sadly the lens of pricing is limited by what we have done to the 2da files and then new stuff that does not use the 2da files etc.  It is hard and it is not even close to a perfect system.. but it is a limiation that we need to work with.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ozy_Llewellyn on January 28, 2005, 07:04:00 pm
Could kill the lens of priceing, make an easly publicly accessable post with the breakdown of item values. Let the master craftsfolk set up the priceing lists. And have DM/World law/polocy dictate it. Just a sugestion I'm throwing out there, mostly because I'd choke if I saw +2 jewelry sold for 10-15K.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on January 29, 2005, 05:40:00 am
  Well, thanks for the input here, I was just kinda pulling these out of my wazoo. Sadly someone needs to heimlich Ozy cause he's choking. +2 Jewelry, sold for 10-15K in V1 if you brought the diamond, and with a diamond mine, and more people out there circulating the suckers, the prices on them haven't risen. Also, most of the prices I worked out of my own accord. Perhaps a DM would like to run over em, add a few items, and shift prices a little. I feel this economy should be one that charges out your rear pretty much any high end item, so the higher the prices the better. I just don't know what's too high. Also just because there's a base price, doesn't mean you can't haggle. Ie: bring me two boxes of skeleton knuckles and I'll drop the price off this ring a thousand. Plus, prices like this would give way to some possible RP for a PC run black market (as suggested by 'someone'). Anyway, just kinda throwing out what I'd sell em for, and asking for interpretation and change. (Though I admit, I wouldn't sell +2 for any less than 20K if it was me making it, and +1 would run you up a nice 5K) :)
  ZV-
Title: RE: Zero's Rough Pricing Guidelines
Post by: Dorganath on January 29, 2005, 06:22:00 am
Seriously....since the lens is admittedly bugged/limited at this time, perhaps it would make sense to publish an out-of-game minimum price guide.

Good stuff, ZV.  A good start.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Leanthar on January 29, 2005, 06:34:00 am
GM Team... Please work with ZeroVega and come up with a price guideline then we will go from there... Filter everything to him and he can get it organized and sent to me... Once I agree with it I will post it.
  Good start here Zero.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Force_of_Will_ on January 29, 2005, 07:58:00 am
I have heard or seen only 2 Emeralds since I started playing here back when it was V1 to present.
If they are so rare then the things should go for 50-100k easy since +3 is max on Layo.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Talan Va'lash on January 29, 2005, 09:14:00 am
Suggestions on ring prices:  For the saving throw rings I've found that the lens price is a decent starting point for barter  Poison/Disease +1    500
Title: RE: Zero's Rough Pricing Guidelines
Post by: Kethryc on January 29, 2005, 09:57:00 am
Yes, Talan, but Amulets take more gold.  So I sell them for a little more.
Title: RE: Zero's Rough Pricing Guidelines
Post by: dadunmir on January 29, 2005, 10:37:00 am
I posted something like this elsewhere and wonder if this is a better place.  Does the lens system use standard "DM guide" type pricing rules?  For example a +1 mod on a weapon adds 2000 gp to the cost.  So an oak bow that does exactly that goes for a little over 2k gp.  Perhaps if some of us understood better how the lens worked then working on a pricing system all are happy with might be easier?  Just curious.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Leanthar on January 29, 2005, 10:46:00 am
No it doesn't.. It just reads the 2da files and then goes from there. Sadly we can't keep everything accurate (it is nearly impossible with everything that is customized)... so it is not very accurate at times.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ar7 on January 30, 2005, 04:55:00 am
Anything that involves emeralds is much more expensive, actually anything that involves emeralds doesn't have a price, it is always a special agreement. It goes the same way for other high end items, they shouldn't have a specific price set on them. Only a few crafters are able to make them and they can ask any price they want, that's the way it should be. So a price guide should only include the standard items and leave stuff like adamantinum, cobalt, mithril, diamonds, emeralds, resistances II and enchantments IV out, as these are really as good as it gets.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on January 30, 2005, 06:06:00 am
   Ar7, as people gain more levels, the crafting of these items and the gathering of the resources needed to make them gets easier. I currently know of two, people who can make Colbat and Adamantium armor, perhaps three at most. And even then, they don't make it very often. These aren't guides that say, that armor's worth five hundred thousand, you have to sell it for that much. It's here to say, a group of traders believes that the armor you're selling is worth something around X amount of gold, and shouldn't be sold for much less. It's to keep people that mass produce from mass selling large quantities for dirt cheap. Again, haggle, trade, haggle and trade, make special agreements, but it's the (mass producing bows and selling them for 500 gold, or 100 even, or the alexandrite rings, or the weapon enchantments or whatever) that's hurting the economy. Just how I see it anyway.
  ZV-
Title: RE: Zero's Rough Pricing Guidelines
Post by: Fian Bearsark on April 11, 2005, 11:46:00 am
Are there any updates to this list? It could be an excellent resource for players.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on April 11, 2005, 12:13:00 pm
  Currently have one for Scribing, Raziki helped out quite a bit with Alchemy, and I'm working on enchanting, though I could use the help of a talented smith, wood crafter, and tailor to help out. If people would just pick one thing. Studded Leather Armor, Full Plate Armors, Adamantium Weapons ect... could get it done quite a bit faster. However I'm currently going by trial and error, and just asking people in game.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Fian Bearsark on April 11, 2005, 04:39:00 pm
Great thanks to you for all your hard work on this!
Title: RE: Zero's Rough Pricing Guidelines
Post by: freemen2 on June 28, 2005, 08:28:00 am
Hey ZV ;)

Since yer a MD hopefully you have the rights to look in the Freelancers guild Forum, we're working on a price list as well there, feel free to look :)
Title: RE: Zero's Rough Pricing Guidelines
Post by: RouterBlade on June 28, 2005, 09:54:00 am
nice guide ZV!
Title: RE: Zero's Rough Pricing Guidelines
Post by: Talan Va'lash on June 28, 2005, 08:43:00 pm
I think this is a more accturate updated (somewhat) version.

Rings/Amulets

Copper Greenston/Malachite - 400
  Exceptional - 1400

Copper Elemental Rings (Fire Agate/Adventurine/Phenelop/Amathyst) - 300
  Exceptional - 4000

Copper Feldspar/Garnet - 800
  Exceptional - 2200

Bronze Topaz/Sapphire - 1000
  Exceptional - 2000

Bronze Fire Opal/Diamond/Ruby - 2000
  Exceptional - 5000

Lesser Ability Rings - 3000
 Exceptional - 8000


-----------------------------------------------------------------------------

Enchantments (for stuff like this I'm not differentiating between different elements because it all depends on the customer and obviously much more will be charged for an emereld item unless it is supplied.)

Enchantments I, II, III, and IV for weapons.

I - 2500 II - 5000 III - 12,000 IV - 25,000

//left unchanged *shrugs*
Silver: I=3'000, II 6'000, III 9'000, IV 12'000 (easy to make Via alchemy in comparison to other enchantment's but the stack with elements so pricing needs to be close there)

-------------------------------------------------------------

Resistances:

I - 5,000  II - 20,000

---------------------------------------------------------------------------

//unchanged, but the higher level armor prices are way too low

Leather Tailored Goods (this is long yes, but oddly fun )

Cougar Leather: 1'500 (+500 for hide/studded)

Black Bear Leather: 2'000 (+500 for hide/studded)

Jaguar Leather: 2'500 (+500 hide/studded)

Wolf Leather: 3'000 (+500-800 hide/studded)

Worg Leather: 3'000 (+500-800 hide/studded)

White Stag Leather: 5'000 (+1'000 hide/studded, you know the whole disease free thing)

Brown Bear Leather: 4'000 (+500 hide/studded)

Leopard Leather: 4'000 (+500 hide/studded)

Lion Leather: 4'000 (+500 hide/studded)

Crag Leather: 4'000 (+500 hide/studded)

Panther Leather: 5'000 (+500 hide/studded)

Polar Leather: 12'000 (+1'500 hide/studded 20/ cold DR heh, has to be atleast this)

Grizzly Leather: 8'500 (+500-1000 hide/studded)

Malar Leather: 12'000 (+1'000-2'000 hide/studded)

Dire Wolf: 15'000 (+1000-1500 hide/studded)

Dire Tiger: 17'000 (+1'000-2'000 hide/studded)

Dire Bear: 20'000 (+2'000-3'500 hide/studded)

Hill Hound Armor: 15'000?

Monk's Armor: 2'500 for Lesser, 6'000 for Normal, 10'000 for greater

Mage's Robes: 2'500 for Lesser, 6'000 for Normal, 12'000 for greater)

Rogues Armor: 3'000 for Lesser, 7'000 for Normal, 14'000 for greater)


//I dont think this is far off from what these are acctually being sold for IG at the moment
Cougar Bag: 2'000

Crag Bag: 4'500

Lion Bag: 7'000-8'000

Malar Bag: 10'000-15'000

----------------------------------------------------------

Gloves of Furry: 3,000 (Exceptional 20'000)

Belt of Cunning: 4'000-6'000 (Exceptional 10'000-12'000)//no idea why the exceptional is so low on this one... but I've never bought one so I'm not sure

Boots of the Boar: 1'000-1'500

Boots of the Cougar: 1'000-1'500

Boots of the Arachania (or whatever) 3'000-5'000 (immunity to web is nice, drow's best friend )

-------------------------------------------------------------

Weapons/Metal Armors:

+1 Weapons: 2'000-2'500 (more/less depending on Ingots to make and size of weapon, bt shouldn't drop below 1'500)

+2 Weapons: 8'000-10'000 (again see above) //Adamantium is selling for a lot more due to supply and demand

//These are all way low, they're the equivalent of rods for bows and take a higher level tinkerer than rods take enchanter

Compound Bow Cam: (Adding 1d6 Massive Criticals) //These cannot be applied by the user so they're not going to be sold seperately, the price of the work will vary depending on the bow as it is more difficult to add them to a nicer bow

Compound Bow Part I: 6,000 (+1 Mighty)//Bow parts I take a level 10+ tinkerer

Compound Bow Part II: 13,000 (+2 Mighty)

Compound Bow Part III: 30,000 (+3 Mighty)


//I dont sell metal armors above iron much, so I cant really say on these, though the banded mail price for iron is a bit high as its about the worst style in NWN
Iron Chain Shirt: 4'000 (+6'000 for Platinum, +30'000 for Adamantium, +52'000 for Colbat)

Iron Banded Mail: 6'000 (+6'000 for Platinum, +30'000 for Adamantium, +52'000 for Colbat)

Iron Half Plate: 6'000 (+6'000 for Platinum, +30'000 for Adamantium, +52'000 for Colbat)

Iron Full Plate: 8'000 (+6'000 for Platinum, +30'000 for Adamantium, +52'000 for Colbat)

(Not too sure what the changes are on metal armors so this is the best I've got, again if anthing seems way off, I'm sure an experianced DM could tweak it)

//Adamantium Tower shields are more than double the price listed here, but again, I dont work with metal stuff much

Small Sheild: Iron 2'000, Adamantium 6'000

Medium Sheild: Iron 3'000, Adamantium 8'000

Large Sheild: Iron 3'500, Adamantium 9'000

-----------------------------------------------------------------

//didnt touch this part

Scrolls/General Potions:

First Circle: 100

Second Circle: 250

Third: 1'000

Fourth: 2'000-2'500

Fifth: 5'000-6'000

Sixth: 8'000-10'000

Seventh, Eighth, and Ninth: You kidding me? Who's ever going to make those?

(Also depends upon the spell and it's power and the thing needed to make it, Ie: Yew Scroll, Diamond Dust, and Spotted Mushrooms, or just personal preferance of chargin more)

Potion of Cure Light Wounds: 20 for Self, 25 for Other

Potion of Cure Moderate Wounds: 30 for Self, 35 for Other

Potion of Cure Serious Wounds: 150 for Self, 200 for Other

Potion of Cure Critical Wounds: 300 for Self, 400 for Other

Potion of Heal: 1'000 (don't even know if there is one for healing others)

Potion of Invisibility: 1'500+

Potion of Speed: 500+

Potion of Lesser Restoration: 1'500

Fire Bomb: 500+

Potion of Strength, Endurance, Wisdom, Intelligence, Dextarity, and Charisma: 200 Per bottle

Holy Water: 10 gold per bottle

------------------------------------------------------------
//these are way too high, especially for the spells that can be duplicated by potions.  For some of the spells that can only be found in wands, the prices may be higher, but I think 1,000xspell level is a good place to start (maybe a bit high even at that)

Infusing

First Circle Wands: 3'000

Second Circle Wands: 6'000

Third Circle Wands: 10'000

Fourth Circle Wands: 14'000

Fifth Circle: 18'000
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on June 28, 2005, 08:46:00 pm
  Yeah, I've not looked at this in a long while... most of em were guesses however now that I've been involved in crafts in one way or another I think I have a good idea of what most of this stuff is worth, I'll try and Edit it later this week so it's less confusing.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on June 30, 2005, 07:49:00 am
Updated. (Still might be a little kinky. If any GMs have changes that they're sure need to be made go ahead. I'm not a skilled tailor or armor crafter but I think most of them are right on now.)
Title: RE: Zero's Rough Pricing Guidelines
Post by: aragwen on June 30, 2005, 08:27:00 am
Is it possible to make the pricing guide stay at the top of the topic and maybe make it an fixed topic....so that it does not move....Maybe inside the trade and market area?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Force_of_Will_ on July 01, 2005, 12:24:00 pm
IM not sure if all mages pricings on scrolls is the same ,so heres mine.

1st lv: 250gold
2nd lv: 500-1000 gold
3rd lv: 1500
4th lv: 2000
5th lv: 4000
6th lv: 8000
7th-9th lv: varies since it takes a lucinda's touch for it wich needs a diamond.
Title: RE: Zero's Rough Pricing Guidelines
Post by: ZeroVega on July 01, 2005, 12:31:00 pm
Yeah, I've been scribing for a while so I usually charge as much as I can, within reason. So 8'000-10'000 for a 6th circle scroll sounds fair to me, and I think most people go at least 8'000.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ar7 on August 08, 2005, 05:41:00 am
Just thought I'd post a small update. Some are beginning to scribe 7th-9th level scrolls and I think their prices should added. With the materials it takes to make such scrolls and the level of scribing needed, I'd say the prices should be 50 000 for 7th, 100 000 for 8th and 150 000 for 9th level scroll. Seems really harsh, and it is like that. A 9th level scroll requires 3 diamonds, 3 bags of ruby ( should be changed to emerald? ) dust and expensive greater scribing parchments.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Talan Va'lash on August 10, 2005, 08:15:00 pm
ruby dust is rare enough.  If it was 3 emerald dusts a PC might only have one chance to scribe a 9th level scroll in his career.

Talan is level 20, I've played him here for quite a while, hes never found an emerald (and not for lack of getting mystery minerals) he has one, which he bought, and one emerald dust.  If I were to scribe (wouldnt be able to do 9th level scrolls anyway) using the time it took me to aquire one emerald as a guide, it would take 2 and a half years (real time) to get enough dust to attempt one 9th level scroll.

Your signature informs that you have aquired 15 emeralds in Rufus' career... but, I think that is hardly typical.

-TV
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ar7 on August 14, 2005, 02:44:00 am
Those are not all my emeralds, those are the emeralds I crafted in my career, quite a few of them belong to other players :)

I agree about the 9th level scrolls, but I see no problem why 7th and 8th should be so rare. *shrugs* Ruby dust is not a big problem, as the dust and the gem itself aren't usable for much anyway.
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on August 30, 2005, 01:04:00 pm
Would it be possible (as some of us are actually working on one) to update the pricing guide to actually inlcude raw and fabricated resources (like corn and sandpaper) other than gems?  There are many characters who deal primarily with resources, collecting them for and selling them to crafters.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Talan Va'lash on September 04, 2005, 09:00:00 pm
I'd say negotiate, and set up your own rough price guide.  Some people need something badly; they'll pay more.  Some people aren't that aversed to getting it themselves; they'll pay less or get it themselves.

With raw materials its more a question of how badly/quickly you want it, so its more prone to fluctuate depending on the customer.

-TV
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harlas Ravelkione on September 08, 2005, 07:02:00 am
I do not agree with the prices of Silver Rods. They are only made by high-lvl alchemists (and there are not many of those), besides maybe the Rods of power I and II, and they require lots and lots of silver (high lvl smelting, and 3 nuggets for 1 ingot). They are very rare compared to elemental rods, so I suggest the price of the equivalent elemental rod + 5-10%.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Sylance on September 20, 2005, 06:44:00 am
anyone know what a "Miscillaneous Medium" is ?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Variable on September 21, 2005, 04:27:00 pm
Quote
Sylance - 9/20/2005 7:44 AM
  anyone know what a "Miscillaneous Medium" is ?
 

  It is a category of objects in NWN, i believe they are 2x2 objects that don't fit in other categories
Title: RE: Zero's Rough Pricing Guidelines
Post by: Sylance on September 22, 2005, 07:08:00 am
so......what are they used for?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Variable on September 22, 2005, 06:48:00 pm
They can be anything...
  Glass ingots are miscellaneous mediums i believe so are metal nuggets and ingots, these are just a few examples
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harloff on December 06, 2005, 03:47:00 am
I have two questions regarding prices:

Are the prices in this guide still valid?

And can I trust the lence enough to set prices for items not mentioned here? For instance what is the price for a "gnomish lense" I used the lence on it and it said 3 or 4 thousand which seemed very cheap considering all the ingridients and the difficulty of the the craft (and the usefulnes).
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harlas Ravelkione on December 06, 2005, 03:50:00 am
The lens is good for most items I'd say. However, it does not work for some items. Compare the usefulness of the item and the ingredients for crafting the item with the lens price. You can also compare it to items of equal quality/usefulness and base your price on that. Its common sense, really.
Title: The Merc's rough price guide for raw goods.
Post by: miltonyorkcastle on December 12, 2005, 12:20:00 pm
Okay, before I start the list, I want to be sure it's known that these prices are based on two things:  The first being Demand and the second, a strong desire to make sure valuable things stay valuable.  To that end, >>> as the demand increases, the price will increase  1000 gp Silver-> 250 gp Gold-> 250 gp   Wood (per branch):  Oak-> 50 gp Mahogany-> 250 gp   Gems (per rock):  Amythest-> 150 gp Topaz-> 400 gp Sapphires-> 1000 gp Fire Opals-> 1000 gp Ruby-> 7000 gp Diamonds-> 14000 gp   Others:  Sand (per bag)-> 50 gp Silk (per box)-> 2500 gp Corn (per box)-> 1000 gp Coal (per nugget)-> 150 gp
Title: RE: The Merc's rough price guide for raw goods.
Post by: Wintersheart on December 12, 2005, 12:27:00 pm
Quote
miltonyorkcastle - 12/12/2005  9:20 PM

Gems (per rock):

Amythest-> 150 gp
Topaz-> 400 gp
Sapphires-> 1000 gp
Fire Opals-> 1000 gp
Ruby-> 2000 gp
Diamonds-> 3000 gp



Sapphire and Fire opals too expensive (around 500), Ruby and Diamonds far too cheap.
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on December 12, 2005, 01:51:00 pm
The Opals and Sapps are staying as they are.  However, if Diamonds and Rubies are too low, Winter, what price would you suggest they start at?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ar7 on December 12, 2005, 02:08:00 pm
Diamonds for 3000 gold pieces, show me a person who sells them *grins*

A bit more constructive now, diamond jewelry is sold for a minimun of 20 000 gp and often more, one just has to look at the auction that sold a Bull's Strenght amulet. I value diamonds at 10 000 myself, since they have a very wide variety of different uses.

As for the rubies, once again judging by the auctions, I'd say 5000 gp minimum.

EDIT: Looking at the sapphire and fire opal prices, I can only add that I wouldn't pay as much for them.
Title: RE: Zero's Rough Pricing Guidelines
Post by: blonde on December 12, 2005, 02:18:00 pm
Was going to comment on it too, but then i saw Ar7 had just said exactly what i was going to say... :)
Title: RE: Zero's Rough Pricing Guidelines
Post by: Wintersheart on December 12, 2005, 03:46:00 pm
Rubies 5500 or about depending on the bidding mood.
Diamonds 10-12 thousand

Sapphires and fire opals - I bought lots of them and the price is around 500. A topaz gives two gems when cut so the actual difference between them should be minimal. The recent auction prices have been from 3-400 up to around 600 for sapphires.

Given the prices on elemental rods I (they take a mineral gem) they should stay in the region of 500.

Edit: Some raw material prices have gone into the loon range where they cost more than the finished products they produce - aloe in particular. I have been an active crafter since early summer and in that timespan raw material prices have gone up and up while the finished goods have gone down in price.
Title: RE: Zero's Rough Pricing Guidelines
Post by: twidget658 on December 12, 2005, 04:52:00 pm
Rubies are in a slump right now. They are not moving very fast due to the limited usages of them. About a month ago, they were around 7,000, but now, about 2,000 to 2,500.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harloff on December 12, 2005, 11:03:00 pm
The price on sand is a high i think considering that more than 100 bags can be gathered in 2 hours if you go to the blood desert, meaning you gather resources for more than 5000 in this timespan, I for one wouldn't pay that much. I guess the same thing goes for clay.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Filatus on December 13, 2005, 04:54:00 am

I usually pay 50 gold for a shaft of oak. 50 gold pieces just for a branch seems a bit too much.
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on December 13, 2005, 07:00:00 am
*looks up and makes some notes*

Okay, folks.  If you check the post (except for the diamonds and rubies, which I was apparently waaay off on), I pointed out that the prices are placed intentionally high, seeing that haggle is expected.  For instance, using the case of the Fire Opals and Sapphires: nope, never sold one for 1000 gp.  However, starting them at a thousand gold pieces insures that I do get a minimum of 500 gp per (and while some of you say you wouldn't pay more than that, I've gotten up to 800 gp per for them).  If I started them at 500 gp, you can bet there would be people who would do their dangdest to haggle the price down further.  And when you've got 1000 pounds of goods you need to move right away, you just suck it up and sell.  Sand almost never sells for 50 gp a bag (unless the demand is high for some reason, then people will pay it), but starting it at 50 gp insures I make the sell for somewhere near 30 gp.  Also, if you read, the prices need to stay a bit high to keep going and getting the stuff yourself worthwhile.  I sell to those that simply don't want or don't have the time to spend on getting even the easy things like sand.

I'm going to update the diamond and rubie prices.  Thanks for the input!
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on December 13, 2005, 07:04:00 am
Oh, and I can get a 100 bags of sand in about one hour, not two, actually.  At least playing as Cole, I can.

Also, you crafters out there, if the prices of raw goods are going up, reflect that in the prices of your finished goods.  When buyers come along and say, hey, why is this so expensive?  you say, well, it's become more expensive to produce them.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harloff on December 13, 2005, 07:15:00 am
Quote
miltonyorkcastle - 12/13/2005  4:04 PM

Oh, and I can get a 100 bags of sand in about one hour, not two, actually.  At least playing as Cole, I can.

Also, you crafters out there, if the prices of raw goods are going up, reflect that in the prices of your finished goods.  When buyers come along and say, hey, why is this so expensive?  you say, well, it's become more expensive to produce them.


That is not the point, I can get sand as fast as you can with Skarp, my point was and still is that that sand is much easier to get to than for instance oak which is why it should be cheaper. Even 3000 for an hour of "manuel labour" in a relatively safe area seems a bit high to me. I would never pay 30 gp for sand, glas perhaps but sand no. would you charge 50 gp for clay as well?
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on December 13, 2005, 07:25:00 am
probably not.  but then, clay is not even on the list, mostly because I've seen almost no demand for it.

and of course you wouldn't pay for it, you don't mind getting it yourself.  I know plenty of others (mages in particular) that don't like getting sand and gladly pay the prices.

*grins*  you don't even want to know what I can sell glass for.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Ar7 on December 13, 2005, 09:31:00 am
Most of the CNR prices depend on how rare they are and how hard they are to get. There are some exceptions and sand is a perfect example. Sand is really easy to get, but the thing that comes into play is time. Few people wish to spend hours digging for sand and that is why they are willing to pay a high price for it (Just as a note, I payed 50gp per bag) This situation is worsened by the fact that one needs A LOT of sand to get any progress in crafting, so the demand and the price grow even more.

So setting a low price, that would be realistic considering the rarity of this resource would simply result in nobody selling it. I think this is an exception that we have to put up with, no other way around it if we want to keep a market that has similar resources for sale.

Other exceptions include eggs, aloe etc.

Title: RE: Zero's Rough Pricing Guidelines
Post by: Harloff on December 14, 2005, 08:59:00 am
hmm... you proberbly wouldn't like to know what i am bying glass for then...
Title: RE: Zero's Rough Pricing Guidelines
Post by: miltonyorkcastle on December 14, 2005, 09:53:00 am
*chuckles*  at least you're paying for them Harloff.  so many things are simply given away.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Harloff on January 10, 2006, 05:22:00 am
I think the lense price on arrows are way to high compared with the prices on weapons and the fact that arrows are used up.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Force_of_Will_ on January 10, 2006, 08:37:00 am
Dont forget Eggs. I use to pay 2500-3000 for a box.

As for arrows they take a branch of wood and a ingot of metal.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Vyris on January 10, 2006, 09:50:00 am
the thing with arrows is the time invested, and the variety of crafts involved.

In oder the make arrows you have to have invested time to harvest the wood, then make the shafts.
You have to mine the metal, smelt it into ingots.
Dig up clay, make molds.
make the ingots into arrow heads
collect feathers
finally assemble the arrows.

I tried making arrows with a character once, it dominated my play time, literaly 80% of my online time was spent making arrows so that I'd have something decent to shoot the other 20%. If someone is willing to invest the time and become proficient in smelting, tinkering and woodworking in order to reliably make the arrows I don't have a problem paying them for the effort.

The fact that arrows get used up doesn't make them less expensive, it means that theres always demand for them. Thats like saying since you have to keep filling your gas tank OPEC should charge less per barrel of oil.

Vyris
Title: RE: Zero's Rough Pricing Guidelines
Post by: Stephen_Zuckerman on January 10, 2006, 12:44:00 pm
Eggs. Och... I spent an hour gathering corn, and grinding it into meal, and then dropped it on the ground for the chickens to munch on. I still didn't even get one bloody egg. What's the mechanic for getting the eggs? For feeding the little monsters?
Title: RE: Zero's Rough Pricing Guidelines
Post by: Jilseponie Wyndon on January 10, 2006, 12:57:00 pm
You have to feed at least 2 meals per chicken to get an egg.  At least that has been my ratio. The more chikens, the more spread out your meals are.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Vyris on January 10, 2006, 12:57:00 pm
I think the most effective strategy is paying someone else 2500-3000 coins to get them for you a box at a time.



*grins*

Vyris
Title: RE: Zero's Rough Pricing Guidelines
Post by: Jilseponie Wyndon on January 10, 2006, 12:58:00 pm
You have to feed at least 2 meals per chicken to get an egg.  At least that has been my ratio. The more chickens, the more spread out your meals are.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Stephen_Zuckerman on January 10, 2006, 01:00:00 pm
A shame I can't just kill the things, and leave only two or three to eat the meal.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Dorganath on January 10, 2006, 01:01:00 pm
And then talk to your chickens...they like a good coversation after a meal. 
  A little encouragement and *pop* out comes the egg.
  And good chicken farmers know how to get just one to come and nibble the corn meal.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 10, 2006, 03:40:00 pm
Quote
Vyris - 1/10/2006  9:50 AMthe thing with arrows is the time invested, and the variety of crafts involved.In oder the make arrows you have to have invested time to harvest the wood, then make the shafts.You have to mine the metal, smelt it into ingots.Dig up clay, make molds.make the ingots into arrow headscollect feathersfinally assemble the arrows.I tried making arrows with a character once, it dominated my play time, literaly 80% of my online time was spent making arrows so that I'd have something decent to shoot the other 20%. If someone is willing to invest the time and become proficient in smelting, tinkering and woodworking in order to reliably make the arrows I don't have a problem paying them for the effort.The fact that arrows get used up doesn't make them less expensive, it means that theres always demand for them. Thats like saying since you have to keep filling your gas tank OPEC should charge less per barrel of oil.Vyris

Well said about arrows. The only reason they sell so low is because that is what people are willing to pay for them. So since that is not how things are done here, we should put a pricing guide on arrows and stick to it.


The statment made early about arrows taking only one branch and one ingot is wrong. For 99 arrows you need 5 branches, 5 ingots, 5 feathers, and 5 molds. You need to know how to work wood, metal, and tinker. Sure Hickory shaft copper tipped strige arrows should not cost too much. But oak shaft iron tipped owl arrows should cost quite a bit. It is easier to make a oak long bow then those arrows both in skill (the arrows you have more chances to fail) and in CNR. An oak long bow costs 1500 - 2000, it takes two branches and two silks and you need to know only wood ad sewing. I think we should have some pricing for the below list and that is the rule of cost for arrows. The problem here is that when you get to woods like Yew, I have seen a yew branch go for 5000gp. It takes 5 branches to make 99 arrows so for yew just the cost of the wood would be 25000gp. Of course the amount of damage that yew arrows do is in line with that kind of cost.


Say we take some kind of formula such as (metal cost + wood cost + feather cost) * skill modifier where the skill modifier is based on the wood type.
the below prices are based on the rule of 5 (it takes 5 of each CNR to make 99 arrows)
metal: copper 250gp, bronze 300gp, iron 500gp, plat 2000gp, silver 3750gp, addy 5000gp (guessing on the addy)
wood: hickory 50gp, oak 250gp, mahogany 750gp
feathers: stirge 50gp, falcon 100gp, raven 100gp, owl 200gp
modifier hickory 2, oak 3, mahogany 4.5
(NOTE: did not inculde yew as just the wood needed for 99 arrows alone would be 25000gp)
so
(copper 250 + hickory 50 + falcon 100) * 2 = 800gp/99 arrows
(iron 500 + oak 250 + raven 100) * 3 = 2550gp/99 arrows
(iron 500 + mahogany 750 + owl 200) * 4.5 = 6225gp/99 arrows
 
Title: RE: Zero's Rough Pricing Guidelines
Post by: Guardian 452 on January 10, 2006, 03:47:00 pm
The pricing is sound but no one in their right mind will throw away that much money on arrows.

A skilled archer will go thru a quiver of arrows in 10 minutes or less.... no way will they fork over 60k plus for 10 quivers of mahogany arrows for their next outing.

I agree that a price guide should be made for arrows ... but honestly they are next to impossible to put a "fair price" on that people will actually pay and that the crafters will be happy with.

Thus almost anyone who does make arrows makes them for personal use.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 10, 2006, 03:59:00 pm
yep that is the issue :), but as you stated the pricing is sound based on CNR and skill so if we agree to this and stick to it, it will be the rule :) if one wants arrows that do more damage then they will pay for them or go through all the work needed to make them. As some other players have stated and I have said so myself it takes a long time to gather everything needed and the craft a bunch of arrows.

I also included the bump in value due to the advanced cert needed to make mahogany arrows.


10 quivers of mahogany arrows is 1000 arrows. It takes 50 branches alone to make that many and depending on the metal used will deal great amounts of damage. It could be argued that 60k is not that much to pay. Also there are ways to bring the price down like collecting the CNR needed or trading something of like value (rods, rings...). 
Title: RE: Zero's Rough Pricing Guidelines
Post by: osxmallard on January 10, 2006, 04:19:00 pm
Is it possible to add an arrow "drop" to dead creatures so that some arrows (based on their quality - wood/tip) are able to be "recycled"?  Arrows should be good for more than one use -- perhaps a percentage of the arrows used to kill a creature could be reclaimed.  (example: 75% of yew, 50% mahog, 25% oak, 0% regular, etc.)  This could make the cost of making/purchasing these arrows worthwhile to both the crafter and the user.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 10, 2006, 04:54:00 pm
Cool idea but the scripting might be hard. You would have to keep count of the arrow hits and then apply the modifier for reuse. and that would be per bad guy. It would be easier to track how many arrows were shot by a character and then return some percentage back the the quiver after combat mode.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Guardian 452 on January 10, 2006, 06:49:00 pm
I see no point in trying to make those prices "the rule" its too much to pay for a consumable item.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 10, 2006, 08:46:00 pm
to continue the discussion :) potions and scrolls are consumable also but some of them are quite pricey. You may argue that the components that go into some potions (haste, invisi) are hard to get and costly. Well I think we have already seen that the components that go into a bunch of arrows at the top end can also be hard to get and costly. So if the prices that are based on the components and skill to make are too high then the same should hold true for potions and scrolls. 

I am enjoying this debate, I hope we can come to a solution that makes sense.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 10, 2006, 08:47:00 pm
to continue the discussion :) potions and scrolls are consumable also but some of them are quite pricey. You may argue that the components that go into some potions (haste, invisi) are hard to get and costly. Well I think we have already seen that the components that go into a bunch of arrows at the top end can also be hard to get and costly. So if the prices that are based on the components and skill to make are too high then the same should hold true for potions and scrolls. 

I am enjoying this debate, I hope we can come to a solution that makes sense.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Rayenoir on January 10, 2006, 09:30:00 pm
I really don't think you can make the comparison there, if only due to the fact that while arrows are the primary source of damage for some characters, potions and scrolls are not.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Rayenoir on January 10, 2006, 09:34:00 pm
I really don't think that comparison can be made.  Arrows are the primary source of damage for archer-type characters.  You can't fire a bow without arrows to shoot from it.  No one really needs potions or scrolls in the same way.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Rayenoir on January 10, 2006, 09:36:00 pm
I really don't think that comparison can be made.  Arrows are the primary source of damage for archer-type characters.  You can't fire a bow without arrows to shoot from it.  No one really needs potions or scrolls in the same way.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Cp_Winddancer on January 10, 2006, 10:37:00 pm
 Being a major player in the scroll department I will post the scale, which I personally use when setting the value of scrolls.  
  1st: 250gp  
  2nd: 500gp  
  3rd: 1000gp  
  4th: 2000gp  
  5th: 4000gp  
  6th: 8000gp  
  Beyond here is completely up to the scribe (if you can find one), but a good price standard to expect based on the need for Lucinda’s touch and the very rare gems dusts required.  
  7th: 35000-50000gp  
  8th: 75000-125000gp  
  9th: 150000gp  
  Inks:  
  Lesser: 100gp  
  Average: 500gp  
  Greater: 750gp  
     
  Scribing components on a per box basis  
  Eggs: 2500gp  
  Spotted mushrooms: 1700gp  
   Graveyard dirt: 1000gp  
  All other components: 700gp  
  Again these are simply the price standards, which I use, as well as the prices, which almost all of the scribes I know charge as well.  Of course all price are set to vary depending on a lot of factors.  Usually, if you supply all of the components for a scroll the cost will be cut in half.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Cp_Winddancer on January 10, 2006, 10:38:00 pm
 Being a major player in the scroll department I will post the scale, which I personally use when setting the value of scrolls.
    1st: 250gp
    2nd: 500gp
    3rd: 1000gp
    4th: 2000gp
    5th: 4000gp
    6th: 8000gp
    Beyond here is completely up to the scribe (if you can find one), but a good price standard to expect based on the need for Lucinda’s touch and the very rare gems dusts required.
    7th: 35000-50000gp
    8th: 75000-125000gp
    9th: 150000gp
    Inks:
    Lesser: 100gp
    Average: 500gp
    Greater: 750gp
     
    Scribing components on a per box basis
    Eggs: 2500gp
    Spotted mushrooms: 1700gp
     Graveyard dirt: 1000gp
    All other components: 700gp
    Again these are simply the price standards, which I use, as well as the prices, which almost all of the scribes I know charge as well.  Of course all price are set to vary depending on a lot of factors.  Usually, if you supply all of the components for a scroll the cost will be cut in half.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Cp_Winddancer on January 10, 2006, 10:39:00 pm
Being a major player in the scroll department I will post the scale, which I personally use when setting the value of scrolls.  
  1st: 250gp  
  2nd: 500gp  
  3rd: 1000gp  
  4th: 2000gp  
  5th: 4000gp  
  6th: 8000gp  
  Beyond here is completely up to the scribe (if you can find one), but a good price standard to expect based on the need for Lucinda’s touch and the very rare gems dusts required.  
  7th: 35000-50000gp  
  8th: 75000-125000gp  
  9th: 150000gp  
  Inks:  
  Lesser: 100gp  
  Average: 500gp  
  Greater: 750gp  
     
  Scribing components on a per box basis  
  Eggs: 2500gp  
  Spotted mushrooms: 1700gp  
   Graveyard dirt: 1000gp  
  All other components: 700gp  
  Again these are simply the price standards, which I use, as well as the prices, which almost all of the scribes I know charge as well.  Of course all price are set to vary depending on a lot of factors.  Usually, if you supply all of the components for a scroll the cost will be cut in half.
Title: RE: Zero's Rough Pricing Guidelines
Post by: Wintersheart on January 11, 2006, 02:27:00 am
Potions are potential life savers. If you are high level and going on a tough quest buying a potion of Heal or two is a small price to pay for not rolling against the soul mother.

A single potion of heal will take 8 dusts of sapphire (or roughly three sapphires crushed) which in my book is a lot harder to get than 10 branches of mahogany. Potions containing one or two "oils" can also be very time consuming to make.

Then you got the market argument. Potions are usefull to all characters and time consuming to make. Time is money and more so for the higher levels characters who can potentially make a lot of gold in the time spent picking herbs - hence potions have a big market. Arrows on the other hand have a much smaller market and most of that market makes their own arrows anyway. In my experience it also takes a lot less time to chop down wood than running across Mistone or Dregar picking 5 herbs here and 6 there.

So:

More customers
Time is money
The potential utility of potions (i.e. lifesavers) is greater than that of arrows

*grins* for me that makes perfect sense
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 11, 2006, 11:46:00 am
I may be wrong but I have noticed that the CNR is a little harder to get since the update. Meaning the deposits seem to run out faster. There have been for a while less of some CNR deposits (iron in haven is one for sure). So if this is the case shouldn't the price for CNR go up and of course that would affect the pricing of items across the board.
Title: RE: Zero's Rough Pricing Guidelines
Post by: jrizz on January 11, 2006, 11:48:00 am
I may be wrong but I have noticed that the CNR is a little harder to get since the update. Meaning the deposits seem to run out faster. There have been for a while less of some CNR deposits (iron in haven is one for sure). So if this is the case shouldn't the price for CNR go up and of course that would affect the pricing of items across the board.
Title: RE: Zero's Rough Pricing Guidelines
Post by: 666hellspawn on January 13, 2006, 02:39:00 am
I have 2 questions for this forum: First.....will the prizes change much with the new crafting system?
Second: why are the rogue, monk and mage specific clothes so cheap...the lesser ones are as expensive as wolf and jaguar leathers, but in lesser specific clothes are malar and crag cats used....those skins are not easy to get. Wolf and jaguar on the other hand are very easy. Maybe someone can explain this to me. Or try to explain it *grins*

abi
Title: Re: Zero's Rough Pricing Guidelines
Post by: jrizz on January 16, 2006, 11:46:46 am
I am just saying that the arugment for low pricing on arrows based on them being consumable has holes. basing the price on the CNR used and a skill modifer seems a good way to go.
Title: Re: Zero's Rough Pricing Guidelines
Post by: Frelinder on March 03, 2006, 07:38:06 am
I would like to see an update on this price guide please. Whith this new crafting system that now are running and the fact that some of the prices never were close to their actual value.
And that some items not are mentioned att all.

for example Adamantium rings/amulets that are +3

-Kilkenny-