Solaris RPG
Market Guide

The marketing system of Solaris RPG is fairly simple. It is divided up into several different types of shops. The following explains a bit about each of these shops, what they do, what they can sell, and any other guidelines required for running one, buying from one, selling to one, or getting an object enchanted or upgraded by one.

Items of the Blacksmith Shop
The Blacksmith Shop of Elyndrel Village is basically the home of all metal weapons and armors in the world of Solaris. Occasionally Blacksmith's may venture away from metal-only dealings but metal is their primary focus. Any questions that players might have regarding this guide, buying and selling items in Solaris RPG, upgrades, etc, should simply be directed to a staff member of Solaris RPG.

The blacksmiths of Solaris RPG can repair damaged weapons and armors (which hardly occurs unless players want to be creative), upgrade weapons and armors, as well as buy and sell weapons and armors. Blacksmiths primarily deal in metal-only weaponry and armory. This includes but is not limited to: daggers, swords, knives, arrowheads, spearheads, axes, maces, hammers, shields, mail armors, plate armors, as well as individual parts of armors such as gauntlets and greaves.

Items of the Craftsman Shop
The Craftsman Shop of Elyndrel Village is basically the home of all cloth and leather weapons and armors in the world of Solaris. Like Blacksmiths, craftsmen may occasionally venture away from their primary dealings of cloth and leather armors and wooden weapons. Craftsmen may also sell jewelry. Any questions that players might have regarding this guide, buying and selling items in Solaris RPG, upgrades, etc, should simply be directed to a staff member of Solaris RPG.

Like the blacksmith of Solaris, the craftsmen can repair damaged weapons and armors, upgrade weapons and armors, as well as buy and sell weapons and armors. Craftsmen primarily deal in cloth and leather armors, jewelry, and wooden weaponry . This includes but is not limited to: cloaks, shrouds, clothing, staffs, bows, arrows, leather armors, pouches, boots, gloves, as well as jewelry such as non-enchanted rings, amulets, necklaces, etc.

Enchantments of the Enchanter Shop
The Enchanter Shop is rather unique when compared to the Craftsman and Blacksmith Shops. It does not sell physical merchandise but rather magical enhancements, or simply enchantments, which are to be applied to weapons, armors, or jewelry. All available enchantments are listed in the shops directory in the market section, while custom enchantments are to be approved only by a staff member or administrator. Custom enchantments may also be added to the Enchantment Shop to increase its inventory. Unless otherwise noted, any characters level 20 or higher may purchase any available enchantments for their items.

Becoming a Market Class
At level 45 a character may take a secondary job class. The only problem is that there can only be a limited number of each of these classes at a time in Solaris RPG at a time. Currently, Solaris RPG may only have:

  • two Blacksmiths at a time
  • two Craftsmen at a time
  • three Enchanters at a time
These numbers can change at any time due to the everchanging amount of players in Solaris RPG at a given time. We put these limits on the market classes to keep things fair and reasonable. If a character dies while he or she is considered an "Enchanter" a spot will open up for a new one. Characters may also give up secondary market jobs, but not their primary jobs. If a character does happen to give up his market job it is unlikely that they will be able to return to the position later on although that isn't always the case.

Upgrades through the Central Market
The catastrophic event known as the Second Flux destroyed what little civilization there once was on Planet Solaris, and with that went most of the marketing standards. In the new world there really isn't a lot of competition between shops, or work for that matter. There are very few remaining inhabitants that wish to take up arms. Because of this there are not any set standards on upgrade work. This means that upgrades and prices will have to be determined between warriors and marketers. This may at times create problems, but this helps emphasize the fact that the land is full of anarchy.

As a basic guideline, one should follow the following tables. The type of armor is shown on the left, followed by the "Min-DEF" rating for the item. The Min-DEF rating shows the typical "starter" DEF rating for the item when purchased from the Central Market, while the "Max-DEF" rating shows the final, maximum, DEF that the item can be upgraded too by the Central Market. This is the same for weapons with their minimum and maximum ATT ratings.

Blacksmiths handle the following armors: medium, heavy, and shield as well as the following weapons: light, medium, heavy. While Craftsmen handle the following armors: cloth, light, and buckler as well as the following weapons: light, medium, ranged.

Armor Type
Min-DEF
Max-DEF
Cloth +10% +50%
Light +20% +60%
Medium +30% +70%
Heavy +40% +80%
Buckler +30% +60%
Shield +50% +80%

Weapon Type
Min-ATT
Max-ATT
Light +10% +50%
Medium +20% +60%
Heavy +30% +70%
Ranged +10% +50%

Earnings and Commission
Market Classes earn a 20% commission each time a weapon or armor is sold or upgraded from their shop. If there are multiple marketers currently in the Central Market, whichever catches the sale will earn the commission. This doesn't mean those characters who are Market Classes can't participate in quests posted in the Job Market, it just means they can make even more money by selling things from the Central Market.

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