Solaris RPG
Market Guide

The Elyndrel Market is a collection of small shops operated by various characters in order to supply goods and services to the inhabitants. This guide gives an overview of each of the shops and what each is capable of selling. For bonuses given to a character for achieving a market class, see the Job Class Guide.

Blacksmith Shop
The blacksmith sells metal weapons and armors. Occasionally, he may venture slightly off the path of metals, especially when it comes to items that are made of both metal and non-metal components. Blacksmiths are also the only market class that should be handling cie metal; even though a layman could make some metal items, no one can work successfully with cie without proper training. The blacksmith can sell, upgrade, and even repair (which hardly ever occurs and is usually for role-playing purposes) any item that fits the category of a blacksmith item. These include, but are not limited to: daggers, swords, knives, axes, maces, hammers, shields, chainmail, plate armor, as well as individual parts of metal armor, such as gauntlets and greaves.

Craftsman Shop
The craftsman is very similar to the blacksmith, although he will stick with non-metal armor and armaments. It is very rare that he will delve into work the metal weapons and armor; if an item has metal and non-metal components, like a spear, it is likely that it is in the realm of the blacksmith’s expertise. The craftsman is also able to sell jewelry (even with metallic components). The craftsman can sell, upgrade, and even repair (again, this is usually for role-playing purposes only) any item that first the category of a craftsman item. These include, but are not limited to: cloaks, shrounds, clothing, staves, bows and arrows, leather armor, bags and pouches, boots, gloves, rings, necklaces, amulets, and earrings.

Enchanter Shop
The enchanter doesn’t provide goods, but rather a service. Instead of selling items, the enchanter will enhance items already currently owned by the character, or even enhance the character himself! Enhancements sold by the enchanter are called enchantments and cover a wide variety of effects, but most useful is his ability to enchant a character to have improved primary vital statistic bonuses, like those that are provided by a character’s job class or even race. The enchanter can also apply custom enchantments, which are anything that could be applied to your item that isn’t listed in the Enchanter Shop. Any custom enchant would have to be approved by the Staff.

Runecrafter Shop
Runes are inscriptions placed upon special magical stones. When carried, these runes grant passive benefits to the holder including resistances to damage as well as bonuses to experience and credit gains from playing sessions. Runes that provide the same bonuses (even at different amounts) will not stack with each other. Runes are special in that they can never change owners – not by gifting or forcibly taking – and are sold back to the runecrafter for full market value when you are no longer satisfied with the product.

Alchemist Shop
The alchemist shop sells a small variety of potions and concoctions. Most of these are one-time-use items that grant some sort of combat or role-play bonus that applies only until the end of the session. However, the alchemist may sell other items that have a more permanent bonus. Most items from the alchemist shop are priced lower than other shops due to their temporary nature.

Solaris Central Laboratories
Though not technically located in Elyndrel, the laboratories can be contacted from the safety of our fair home. The laboratory has several fields of expertise: enhancements, gadgets, surgeries, and binding. Just like and enchanter, a scientist has a small range of enhancements he can be put on an item, called technologies. The laboratories also have unique mechanical items that can give a character certain benefits or capabilities that he would normally not be allowed. Surgeries are harmless procedures that can be performed on a character, for a price, that can alter his body in a way to change a decision he has made in the past that needs correcting, such as job class, race, favored forces, AP allocation, and special abilities. These surgeries are rather expensive and only one surgery can be performed on a character within 30 days. Lastly, a scientist can perform a binding on two similar weapons or armors, combining them into a single item with all the capabilities of the parent items. Again, this item “surgery” is pretty expensive, so a character should be absolutely certain it is worth the credits before making such a commitment.

Gaining a Secondary Class
A character may take on a secondary class at level 40, and the six market classes are among those that can be chosen. When a character becomes a market class he gains the capabilities of his secondary class as described in the Job Class Guide and he also gains the ability to sell items and upgrades out of his own shop.

Upgrades through the Central Market
Enchanters and scientists have enhancements they can use to upgrade items (blacksmiths and craftsmen even have one as well). But also, blacksmiths and craftsmen are able to upgrade a character’s weapons and armor by increasing the item’s attack rating (ATT), physical defense rating (P-DEF), or force defense rating (F-DEF).

The class of the weapon or armor (as described in more detail in the Item Guide) determines its maximum attack and defensive ratings (shown in the chart below). The blacksmith and craftsman have the ability to upgrade the attack and defensive ratings of weapons and armors. Certain job class capabilities and enhancements may increase an item's maximum attack or defensive values, but will not change its current value, meaning that you still need to pay the blacksmith or craftsman to upgrade it further.

Weapon and armor class also determines the minimum strength required to wield or wear such an item (shown in the chart below). Remember, this is Base STR, not Total STR. Also, in order for a character to throw a weapon in combat, he must have double the Base STR requirement.

Armor Type
Maximum P-DEF
Maximum F-DEF
Base STR
Cloth 25% 75% 0
Light 50% 50% 50
Medium 75% 25% 100
Heavy 100% 0% 200
Weapon Type
Maximum ATT
Base STR
Light 50% 0
Medium 75% 50
Heavy 100% 100
Ranged 50% 50

Currency of Solaris RPG
The economy of Elyndrel is centered on credits, a purely electronic form of currency recognized by all fighters and markets within the village. The Kiosk in the Arena is one of the few pieces of technology left from the age of the floating fortresses and while it is not able to do too many things these days, it still keeps track of credits and credit transactions. Credits can be awarded by doing quests for various shops or leaders of Elyndrel, traded for items or services from the markets, or even used as gifts or in wagers between characters. Credits are most commonly written as a lowercase “c” (such as 1,000c) or as the abbreviation “CRD” (such as 1,000 CRD). The number of credits a character has will always be listed in the “Currency” section on a character’s page.

Tokens is another form of currency used in the world of Solaris. Tokens are gained only under certain conditions and are usually only usable for a limited amount of time for very specific goods or services. Tokens might be used for a seasonal event, for a limited-time minigame, or for other reasons. It will be made explicitly clear when a token will be rendered useless (for example: the only vendor that accepts the tokens is leaving town) at least one week before the deadline – if you miss it, then all unused tokens will be lost. Tokens will be listed after credits in the “Currency” section on a character’s page when he has any.

Shards (of various types) are much like Credits in that they don't disappear and you get them for doing questing sessions. However, shards are of a different type of economy altogether. Credits are unique to the Elyndrian economy, while for example Infernal Shards are unique to the Roshemian economy.

There may also be other forms of currency, such a gold coins. Each is different and unique to its own economy. Also, just because a town or village is seperate from another town or village, it doesn't mean they have to use a different form of economy. In fact, several different towns and villages may use the same, such as the Elyndrian currency which is the most common in Solaris.

Purchasing Items
One of the fastest ways to get an item is to purchase it from the market. There are many different items, including weapons, armors, shields, jewelry, runes, gadgets, potions, and otherwise that can be bought from the various markets. The credits required for buying any item is listed in the respective market. A character may not make a “tab” or get a loan in order to buy an item, though he may be given money by another character. In order to buy an item, simply make a forum post in “Solaris Discussion” saying what you want and the total cost of the transaction (if you buy more than one thing). If you are buying an item that will stay with you, at the time of purchasing, you can give it a unique name and even give it a unique description.

Selling Items
If you have decided you don’t want an item anymore, you can simply sell it. The market will, at any time, purchase any item from you at a fraction of its market cost, and this market cost will take into account any money that you put into the item yourself, including increasing attack or defense ratings or enhancements. Items containing unique enhancements will have a market cost estimated based on the power of said enhancements. In order to sell an item, make a forum post in “Solaris Discussion” saying what item or items you wish to sell. A staff member will tell you what you’ll get out of it and you can choose to accept or change your mind. If you are simply asking for a price check, please try to catch one of the staff members outside of a post to inquire.

You can also sell things to other characters, for whatever price the two of you see as fair. This will usually be done in a Role-Playing session. At the end of the session, along with experience gains, note the change of ownership and the amount that was paid. Please do not make a forum post asking if any other character has interest in a certain item you wish to sell or make a post along the lines of “selling to market or best offer”. When selling to other characters, this should be done while Role-Playing.

If you are a market class, then when someone makes a post to buy an item from your shop, you will receive a commission. If there are multiple characters with that market class, then all will receive an equal share unless the buyer specifically mentions that he wants to buy it from you. So make sure to tell your friends to shop at your place when buying items.

Earnings and Commission
When any item is sold from the market, the market member in charge of that shop gets to pocket 20% of the credits from the sale. A player need not interact with the character or even the player’s post made to purchase from his shop, as that will be handled from the staff. Any active character with a market class will automatically earn his commission if a sale is made. If a character has been marked as inactive, he will not receive any commission. If a character remains inactive long enough, someone else may choose to claim his position and his shop.

Market Class Discount
When buying from his own shop, a character receives a 20% discount. This in a sense means that instead of paying someone for his work, he makes the item himself and the only cost he pays is for components. That last 20% is considered the cost of labor. The 20% discount takes the place of the 20% commission.

Resale Value
At any time, you may sell an item back to the market at 75% market value. The market value takes into account any enhancements and rating upgrades. The market value adjustment based on custom enhancements will be determined at the time of the sale. Special items, such as Unique Items and Awarded Items (described in the Item Guide) will also have a market value adjustment based on their rarity.

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