Goods and Services

Below is a chart of listed resources split up into component categories.  Certain resources that are only created through crafting have had their prices automatically set:

Resources:

Low Grade Lumber: 5 Zoryns per pound
Mid Grade Lumber:   10 Zoryns per pound
High Grade Lumber: 15 Zoryns per pound
Low-Grade Gems: 10 Zoryns per gem
Mid-Grade Gems: 50 Zoryns per gem
High-Grade Gems: 250 Zoryns per gem
Coal: 3 Zoryns per pound
Iron Ore: 12 Zoryns per pound
Copper Ore: 15 Zoryns per pound
Tin Ore: 8 Zoryns per pound
Platinum Ore: 20 Zoryns per pound
Mithril Ore: 35 Zoryns per pound
Starmetal Ore: 50 Zoryns per pound
Cotton: 3 Zoryns per bushel
Silk: 8 Zoryns per bushel
Cotton Cloth: 5 Zoryns per yard
Silk Cloth: 15 Zoryns per yard
Mithril Cloth: 85 Zoryns per yard
Arcweave Cloth: 150 Zoryns per yard
Small Hide: 10 Zoryns per pelt
Large Hide: 30 Zoryns per pelt
Small Fur: 12 Zoryns per pelt
Large Fur: 32 Zoryns per pelt
Small Game Meat: 2 Zoryns per pound
Large Game Meat: 8 Zoryns per pound
Small Fish: 3 Zoryns per fish
Medium Fish: 8 Zoryns per fish
Large Fish: 15 Zoryns per fish
Gathered Herbs: 5 Zoryns per pound
Gathered Vegetables: 6 Zoryns per pound

Processing items:

Crafting in Arcanum works by way of successful rolls in the Non-Combat RP system. Successes are dependent on the quality of the item being crafted or the type of material needing to be gathered. As a general rule, here are some difficulties. For most items assume that you are taking a 1 to 1 ratio. (1 pound of ore/pound of smelted ore, 1 pound lumber/pound of usable wood, 1 hide/tanned hide.)

Woodworking: (Into Usable Wood)
Low-Grade Wood: DC2
Mid-Grade Wood: DC5
High-Grade Wood: DC10

Smithing: (Smelting into Ingots)
Iron: DC10
Copper: DC12
Tin: DC14
Steel: DC15 (Requires 1 Iron Ingot, 2 pounds Coal)
Bronze: DC15 (Requires 1 Iron Ingot, 1 Copper Ingot)
Platinum: DC20
Mithril: DC30
Starmetal: DC35

Tailoring: (Creating 1 yard of cloth)
Cotton: DC10
Silk: DC20
Mithril: DC30 (Requires 5 yards Silk, 1 Mithril Ingot)
Arcweave: DC35 (Requires 5 yards Mithril, 1 Starmetal Ingot)

Leatherworking: (Creating 1 Processed Hide or Fur)
Small Hide: DC15
Large Hide: DC25
Small Fur: DC10
Large Fur: DC20

Alchemy:
Common: DC2
Uncommon: DC10
Rare: DC25
Very Rare: DC32
Legendary: DC39
Alchemy has been left open to some interpretation. Think of the more common potions you might find in games and try to interpret what DC you might give it in difficulty to make. If you find you still can’t put a finger on how difficult something might be to make, find a moderator or Kinjita.  You are assumed to make 1 potion, draught or tincture per attempt.

Gathering Items:

Simplifying the ability to gather items was key to creating an environment that anyone could get the needed materials required to perform day to day tasks. In RP you will announce that you are attempting to gather a specific resource. Depending on if your roll is successful you may get your result. Difficulties are as follows:

Mining:
Iron: DC2
Low-Grade Gems: DC3
Copper: DC5
Tin: DC8
Mid-Grade Gems: DC10
Platinum: DC12
Mithril: DC15
High-Grade Gems: DC17
Starmetal: DC18

Foraging:
Weak Herbs: DC2
1/2 Bushel Vegetables: DC5
Standard Herbs: DC10
Full Bushel of Vegetables: DC12
Strong Herbs: DC15

Lumbering:
(Low-Grade)
Ash: DC2
Pine: DC5
(Mid-Grade)
Yew: DC8
Cedar: DC12
(High-Grade)
Oak: DC15
Maple: DC18

Hunting: (Fishing will fall under Hunting)
Small Fur or Meat: DC2
Small Hide: DC5
Large Fur or Meat: DC8
Large Hide: DC12
Small Fish: DC2
Medium Fish: Dc10
Large Fish: DC15

Creating Items:

Due to the nature of the RP, we will not have a set list of difficulties for specific items. It is, however, assumed that the more complex the item, or the higher quality ingredients an item requires, the more difficult the DC (Difficulty Check) will be to create that item. Before crafting, message a moderator or Kinjita for the assumed DC of the item you are crafting.

Enchanting:
Enchanting is expensive work and requires enchanters to make use of gems along with other materials to create an item. Most enchantments are temporary. There is a way to create a permanent enchantment on an item but it requires the highest quality material and tends to use very expensive resources. Below is an enchanting chart:

Low-Quality Enchantment (Lasts 1 Event): DC10 (Requires 10 Low-Grade Gems)
Mid-Quality Enchantment (Lasts 5 Events): DC20 (Requires 10 Mid-Grade Gems)
High-Quality Enchantment (Lasts 10 Events): DC30 (Requires 10 High-Grade Gems)
Permanent Enchantment (Permanent): DC39 (Requires 10 each of all Gem Grades)

Item Pricing:

Since most of the economy will end up being player driven, finished products that are sold should have their prices calculated by the one that crafted it. Bartering disputes can be resolved via Non-Combat rolls in bartering disputes with the higher result being the victor. Ties go to the item’s crafter. We do ask that you try to make the price reasonable and not gouge the system.