Rogue's Tale

Rogue's Tale

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Shops and Item Prices
By Pear
Money is the most important resource other than your last hitpoint, and here I'll attempt to improve your money gain by explaining to you the mechanics, as well as a (currently incomplete) reference sheet for item prices.
   
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Shop Prices and Selling Items
Most items, once identified (not required on casual difficulty), can be sold to the shop. An item's sell price can be calculated as follows:

Sell Price = 0.3 * Shop Price * Charisma Multiplier,

where Shop Price is how much you would pay if you were buying it, and is calculated by:

Shop Price = Base Price * Item Property Multipliers,

where Charisma Multiplier is based on your Cha stat, counting buffs, equipment bonuses and enchantments, and Item Property Multipliers are based on an item's enchantment counts and condition all stacking multiplicatively.

Cha Mod (Cha Stat)
Multiplier
Item Property
Multiplier
≥+5 (≥12)
2.0
Legendary (Equipable weapon only)
2.0
+4 (11)
1.8
Enchanted
1.6 per enchantment
+3 (10)
1.6
Blessed
1.5
+2 (9)
1.4
Damaged
0.5
+1 (8)
1.2
Cursed
0.5
±0 (7)
1.0
-1 (6)
0.9
-2 (5)
0.8
-3 (4)
0.7
-4 (3)
0.6
≤-5 (≤2)
0.5

The actual price sometimes differ by a few coins when an item is worth hundreds of gold, probably due to rounding somewhere during the calculation.

For example: Buying a Blessed Studded Leather Armor with 2 enchantments costs:

100 * 1.5 * 1.6 * 1.6 = 384g,

and selling it with 7 CHA gives you 100 * 0.3 * 1.0 * 1.5 * 1.6 * 1.6 = 115.2 ≈ 115g.

Enchanting and Reselling
Look for values inside parenthesis if enchanting costs 80g instead of 100g.

I did not take rounding errors into account when doing the maths and the actual profit threshold may be higher than what's written here.

The identifying price of 15 / 20g is ignored in the following calculations.

Enchanting before Selling

As enchantments give a multiplier instead of adding a fixed value, this means it's sometimes worth enchanting an item before selling it to the merchant, or even buying an item from the shop, enchanting it and selling it back to the shop.
  • Enchant an item once before selling if it sells for 167g (134g) or more beforehand.
  • Enchant an item twice before selling if it sells for 129g (103g) or more beforehand.
  • If you value a rune at 0g, enchant an item thrice before selling if it's worth 65g (52g) or more beforehand.
You probably won't consider runes worthless (especially as they take up inventory), so:
  • If you value a rune at 100g (80g), enchant an item thrice before selling if it's worth 97g (78g) or more beforehand.
Reselling

To avoid making gigantic tables, I assume you have 12CHA.
  • Buying an item, enchanting it once and selling it back is never profitable.
  • Buy items worth more than 373g (299g), enchant twice and sell them back.
  • If you value a rune at 100g (80g), buy items worth more than 206g (165g), enchant thrice and sell them back.
You can solve [Shop Price * (multipliers-1) ≥ enchantment costs] to find the minimum profitable price for any CHA.

Scrolls of Blessing are also worth buying as it allows you to remove curse status from, or bless armor pieces. I'll let you to find out in which situations it's worth more than the 50g cost yourself.
Merchant Groups
When exploring dungeons, you'll sometimes find floors with no hostile mobs, but are instead occupied by a merchant and several ranger guards. They are the only source of gold that provide increased returns as your own gold stash grows, .

The merchant behaves somewhat like the shop. You can buy/sell/identify items, but there are several important properties that make them lucrative:
  1. They have an infinite* amount of gold as long as you have enough items to sell;
  2. They have no storage limit** when buying stuff from you, and;
  3. They drop their entire inventory upon death, except all items will be unidentified;

** Pretty sure this is a bug, because this doesn't trigger before you buy an item from the merchant and you sometime don't get items back.


While un-identifying an item is worthwhile on it's own for other purposes than money making, there're some obvious things you can abuse merchant groups for:

Selling your valuables to the merchant, then killing them to get your items back provides you with free cash. You can then choose to sell it to the shop for an immediate double profit, or choose to keep the item and get free gold every time you find a merchant group for your investment.

I would personally recommend carrying around a few expensive items such as a triple enchanted ring or a triple enchanted legendary unique weapon to cash in for a few thousand coins every shop.
Weapon Base Prices
Fine weapons are worth 30-50% more than their ordinary counterparts, or 100% for arrows/bolts.
2.0 all fine weapon names were unified. e.g. Javelin was changed to Fine Spear.

Melee Weapons

Ordinary Items
Price
Fine Items
Price
Special Items
Price
Claw
100
Fine Claw
140
Gifin's Claw
140
Hammer
100
Fine Hammer
140
Dawid's Hammer
140
Mangler
100
Fine Mangler
140
Logar's Blade
140
Sword
75
Fine Sword
105
Royal Mace
100
Flail
75
Fine Flail
105
Gareth's Axe
70
Chopper
75
Fine Chopper
105
Staff of the Archmage
50
Crusher
75
Fine Crusher
105
Staff of the Ice Queen
50
Digger
75
Fine Digger
105
Staff of the Trickster
50
Talon
50
Fine Talon
70
Axe
50
Fine Axe
70
Mace
50
Fine Mace
70
Spear
50
Fine Spear
70
Dagger
25
Fine Dagger
35
Hatchet
25
Fine Hatchet
35
Staff
25
Fine Staff
35
Wizard Staff
50
Club
10
Fine Club
15

Ranged Weapons, Thrown Weapons and Ammunition

Ordinary Items
Price
Fine Items
Price
Special Items
Price
Repeater
100
Fine Repeater
140
Altren's Kiss
140
Recurve
60
Fine Recurve
80
Satyr's Sting
140
Crossbow
50
Fine Crossbow
70
Bow
40
Fine Bow
55
Branch
20
Fine Branch
30
Throwing Star
20
Fine Throwing Star
30
Death Star
30
Throwing Knife
10
Fine Throwing Knife
15
Arrow
2
Fine Arrow
4
Bolt
2
Fine Bolt
4
Stick
1
Rock
1
Armor Base Prices
It seems that firm wooden shields and ordinary iron shields were removed from the game in 2.0. Instead, they now represent ordinary and fine shields respectively. Crafted armors' names were also changed to reflect their fine quality e.g. Ornate Armour -> Fine Plate Armour.

(Spell school) Robes, Cowls, Spaulders, Vambraces, Gloves, Shoes have the same price for all spell schools.

Helmets and Armours

Ordinary Helmets
Price
Fine Helmets
Price
Ordinary Armours
Price
Fine Armours
Price
Plate Helm
150
Fine Plate Helm
210
Plate Armour
200
Fine Plate Armour
280
Chain Helm
100
Fine Chain Helm
140
Chain Armour
150
Fine Chain Armour
210
Studded Helm
70
Fine Studded Helm
100
Studded Armour
100
Fine Studded Armour
140
(Spell School) Cowl
70
(Spell Shool) Robe
100
Plate Cap
60
Fine Plate Cap
85
Leather Armour
50
Fine Leather Armour
70
Leather Helm
40
Fine Leather Helm
60
Padded Armour
25
Fine Padded Armour
35
Leather Cap
20
Fine Leather Cap
30
Studded Cap
20
Fine Studded Cap
30
Padded Cap
20
Fine Padded Cap
30

Armour Accessories and Shields

Armour accessories (Spaulders, Vambraces, Gloves and Boots) with the same material have the same price regardless of their types.

Ordinary Accessories
Price
Fine Accessories
Price
Ordinary Shields
Price
Fine Shields
Price
Plate Accessory
30
Fine Plate Accessory
35
Barrier
80
Fine Barrier
90
Chain Accessory
25
Fine Chain Accessory
30
Shield
60
Fine Shield
70
Studded Accessory
20
Fine Studded Accessory
25
Target
40
Fine Target
50
(Spell School) Accessory
20
Buckler
25
Fine Buckler
35
Leather Accessory
15
Fine Leather Accessory
20
Padded Accessory
10
Fine Padded Accessory
15
Amulet and Ring Base Prices
Amulets

Amulet Name
Price
Amulet Name
Price
Amulet Name
Price
Amulet of Abjuration
250
Amulet of Uberlyft
250
Amulet of Illusion
150
Amulet of Conjuration
250
Amulet of Battlemage
200
Amulet of Sacrifice
150
Amulet of Divination
250
Amulet of Nine Lives
200
Amulet of Shock Ward
150
Amulet of Domination
250
Amulet of Radiance
200
Amulet of Protection
125
Amulet of Enchantment
250
Amulet of Reflection
200
Amulet of Yendor
100
Amulet of Evocation
250
Amulet of Seven Keys
200
Amulet of Asphyxia
0
Amulet of Geomancy
250
Amulet of Ghost Form
175
Amulet of Exhaustion
0
Amulet of Necromancy
250
Amulet of Fire Ward
150
Amulet of Pestilence
0
Amulet of Transmutation
250
Amulet of Free Action
150
Amulet of Stone Form
0
Amulet of Wizardry
250
Amulet of Frost Ward
150
Amulet of Submission
0
Rings

Ring Name
Price
Ring Name
Price
Ring Name
Price
Ring of Familiar*
300
Ring of Cracking
150
Ring of Freedom
100
Ring of Regeneration
250
Ring of Sustenance
150
Ring of Noobery
100
Ring of Bloodlust
175
Ring of Underdog
150
Ring of Resilience
100
Ring of Evasion
175
Ring of Elements
125
Ring of Searching
100
Ring of Haste
175
Ring of Fortitude
125
Ring of Adornment
50
Ring of Scholars
175
Ring of Immunity
125
Ring of Outcasts
50
Ring of Shielding
175
Ring of Shadows
125
Ring of Anxiety
0
Ring of Accuracy
150
Ring of Immunity
125
Ring of Grease
0
Ring of Brutality
150
Ring of Clarity
100
Ring of Hunger
0
Ring of Conversion
150
Ring of Control
100
Ring of Thirst
0

*Ring of Familiar has item prices of 100/450 as opposed to the expected 100/150, making the blessed version effectively have 300 base price.
Tome Base Prices
Celestial Tomes
Price
Draconic Tomes
Price
Infernal Tomes
Price
1 Comments
dorofeev.ivan.1980 Mar 12, 2021 @ 7:19am 
If merchant move from you on selling, you can more items, sell more items, but items donst put to merchant inventory.