The Marketplace
Characters earn "in character" money called "Gests" during the course of their adventures, which can be used to purchase the equipment shown below;
Yellow Cards
If you end up with a yellow card you do not want you can sell or trade it to other characters. This can be done in real life, when you meet them in person or via the website.
You cannot sell/trade them to your guild or back to HQ central/admin.
Armour Prices
Characters picking from the Warrior points table are lent a suit of standard, non superior, Metal or Non-Metal armour by the guilds until the reach 200 points. Upon reaching 200 points Warriors are given 100 Gests with which to purchase a suit of armour of their own. Characters not picking from a Warrior table must purchase any armour that they wish to wear.
To find the price of a suit of armour take the standard cost and add the relevant modifiers (so a suit of Superior +2 Ensorcelled 1 Non-Metal armour would cost 40 (Non-Metal), +40 (superior +1), +80 (Superior +2), +25 (ensorcelled 0), +50 (ensorcelled 1) for a total of 235 Gests. Existing suits of armour can be improved the same way, so if you have a suit of superior +1 Metal armour it will cost you 120 gests to have it improved to superior +2.
Note that in addition to the money you must spend status on the Improved Empowering or Ensorcelling skills in order to have a suit of armour ensorcelled or empowered to rank 3 or above.
| Metal Armour | Non-Metal Armour | Shield | |
| Normal | 60 | 40 | 10 |
| Superior +1 | +60 | +40 | N/A |
| Superior +2 | +120 | +80 | N/A |
| Superior +3 | +240 | +160 | N/A |
| Ensorcelled 0 | +50 | +25 | N/A |
| Ensorcelled 1 | +75 | +50 | N/A |
| Ensorcelled 2 | +100 | +75 | N/A |
| Ensorcelled 3 | +125 | +100 | N/A |
| Ensorcelled 4 | +150 | +125 | N/A |
| Empowered 0 | +60 | +50 | N/A |
| Empowered 1 | +90 | +75 | N/A |
| Empowered 2 | +120 | +100 | N/A |
| Empowered 3 | +150 | +125 | N/A |
| Empowered 4 | +180 | +150 | N/A |
Armour Rules
Metal Armour provides 8 Physical armour class. Superior armour increases this armour class by 1 for each level to which it is superior (so +3 superior armour provides a physical armour class of 11).
Non-Metal Armour provides 6 Physical armour class. Superior armour increases this armour class by 1 for each level to which it is superior (so +3 superior armour provides a physical armour class of 9).
The armour mastery skills apply to both metal and non-metal armour.
Armour can be ensorcelled or empowered at the costs indicated above. Ensorcelled armour provides a bonus to magic armour class equal to the level to which the armour is ensorcelled. Empowered armour provides a bonus to power armour class equal to the level to which the armour is empowered. You cannot both empower and ensorcel the same suit of armour.
You cannot cast magical spells whilst wearing Metal armour unless it is ensorcelled. Ensorcelled 0 armour allows the casting of Battle Magic whilst wearing the armour, ensorcelled 1 armour allows the casting of High Magic and ensorcelled 2 armour allows the casting of Arcane Magic.
| Metal Armour* | Non-Metal Armour* | Status | |
| Normal | 60 | 40 | 0 |
| Superior +1 | 60 | 40 | 0 |
| Superior +2 | 120 | 80 | 0 |
| Superior +3 | 240 | 160 | 0 |
| Ensorcelled 0 | 50 | 25 | 0 |
| Ensorcelled 1 | 75 | 50 | 0 |
| Ensorcelled 2 | 100 | 75 | 0 |
| Ensorcelled 3 | 125 | 100 | 1 |
| Ensorcelled 4 | 150 | 125 | 1 |
| Empowered 0 | 60 | 50 | 0 |
| Empowered 1 | 90 | 75 | 0 |
| Empowered 2 | 120 | 100 | 0 |
| Empowered 3 | 150 | 125 | 1 |
| Empowered 4 | 180 | 150 | 1 |
| * Note - Armour is deemed to cover all locations | |||
| Headband | Tabard | ||
| +1 Magic AC | 100 | 120 | |
| +2 Magic AC | 200 | 240 | |
| +1 Power AC | 120 | 150 | |
| +2 Power AC | 240 | 300 | |
Weapons
All of a characters normal weapons are free, the character is assumed to have already purchased them/inherited them or otherwise obtained the basic tools of his adventuring career. However weapons can be Ensorcelled to make them permanently magical or Empowered to make them permanently imbued with spiritual power.
The prices on the Table are the cost to get to that level from the previous level, thus to Empower a previously normal sword to rank 2 would cost 60 (Empower 0) + 70 (Empowered 1) + 80 (Empowered 2) or 210 Gests. If you already had an Ensorcelled 2 sword it would cost 80 Gests to Ensorcel it to 3.
Note that in addition to the money you must spend Status on the Improved Empowering or Ensorcelling skills in order to have a suit of armour Ensorcelled or Empowered to rank 3 or above.
| Gests | Status | |
| Ensorcelled 0 | 50 | 0 |
| Ensorcelled 1 | 60 | 0 |
| Ensorcelled 2 | 70 | 0 |
| Ensorcelled 3 | 80 | 1 |
| Ensorcelled 4 | 90 | 1 |
| Ensorcelled 5 | 100 | 1 |
| Ensorcelled 6 | 200 | 1 |
| Ensorcelled 7 | 300 | 1 |
| Empowered 0 | 60 | 0 |
| Empowered 1 | 70 | 0 |
| Empowered 2 | 80 | 0 |
| Empowered 3 | 90 | 1 |
| Empowered 4 | 100 | 1 |
| Empowered 5 | 200 | 1 |
| Empowered 6 | 300 | 1 |
| Empowered 7 | 400 | 1 |
Potions
The standard Potions for sale in the Kern Valley are listed on the Table. Characters with the Make Herbal Potion skills may buy the recipes for these potions at a cost of 10 Gests per rank. In all cases the price is per dose. Multiple doses may be purchased.
Characters may learn how to brew their own potions.
| Potion Type | Price in Gests | |||||||||
| Rank | ||||||||||
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
| Herbal | ||||||||||
| Blade Venom | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
| Cure Balm | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | 20 |
| Cure Disease | 5 | n/a | 10 | n/a | 15 | n/a | 20 | n/a | n/a | n/a |
| Cure Wounds | 6 | 7 | 8 | 9 | 10 | 12 | 14 | 16 | 18 | 20 |
| Dexterity | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | 52 | 60 |
| Ingestive Poison | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
| Poison Antidote | n/a | n/a | n/a | n/a | 10 | n/a | n/a | n/a | n/a | 20 |
| Remove Pain | n/a | 10 | n/a | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
| Sleep | 2 | 4 | 6 | 8 | 10 | 15 | 20 | n/a | n/a | n/a |
| Stamina | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
| Strength | n/a | n/a | 5 | n/a | n/a | 10 | n/a | n/a | 20 | n/a |
| Alchemical | ||||||||||
| Bless | 5 | 10 | 15 | 20 | 25 | 40 | 50 | 60 | n/a | n/a |
| Cause Disease | 5 | n/a | 10 | n/a | 15 | n/a | 30 | n/a | n/a | n/a |
| Cause Wounds | 6 | 8 | 10 | 12 | 14 | n/a | n/a | n/a | n/a | n/a |
| Courage | n/a | 4 | 8 | n/a | 16 | n/a | n/a | n/a | n/a | n/a |
| Cure Blindness | n/a | n/a | n/a | 5 | n/a | n/a | n/a | n/a | n/a | n/a |
| Cure Disease | 5 | n/a | 10 | n/a | 15 | n/a | 30 | n/a | n/a | n/a |
| Cure Wounds | 6 | 8 | 10 | 12 | 14 | n/a | n/a | n/a | n/a | n/a |
| Darkbolt | 4 | 8 | 12 | 16 | 20 | 30 | 40 | 50 | n/a | n/a |
| Darkskin | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | n/a | n/a |
| Dispel | 3 | 6 | 9 | 12 | 15 | 30 | 40 | 50 | n/a | n/a |
| Endurance | 6 | 7 | 8 | 9 | 10 | n/a | n/a | n/a | n/a | n/a |
| Firebolt | 4 | 8 | 12 | 16 | 20 | 30 | 40 | 50 | n/a | n/a |
| Fireskin | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | n/a | n/a |
| Halt | 3 | 6 | 9 | 12 | 15 | 25 | 30 | 35 | n/a | n/a |
| Heal | n/a | n/a | n/a | n/a | n/a | 30 | n/a | n/a | n/a | n/a |
| Lightning Bolt | 4 | 8 | 12 | 16 | 20 | 30 | 40 | 50 | n/a | n/a |
| Meditate | 3 | n/a | 6 | n/a | n/a | n/a | n/a | n/a | n/a | n/a |
| Regenerate | n/a | n/a | n/a | n/a | 10 | n/a | 20 | n/a | n/a | n/a |
| Resurrection | n/a | n/a | n/a | n/a | n/a | n/a | 30 | n/a | n/a | n/a |
| Static Field | 4 | 8 | 12 | 16 | 20 | n/a | n/a | n/a | n/a | n/a |
| Stoneform | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | n/a | n/a |
| Stormskin | 4 | 8 | 12 | 16 | 20 | 28 | 36 | 44 | n/a | n/a |
| Touch of Evil 6 - Harm | n/a | n/a | n/a | n/a | n/a | 50 | n/a | n/a | n/a | n/a |
| Blank Scroll Paper | 100 | |||||||||
Scrolls
The cost of purchasing a piece of blank scroll paper is 100 gests.
Characters may like to learn how to write their own scrolls.
Items
The standard Items for sale in the Kern Valley are listed on the Table. Placing Spells and Invocations within items is an unstable and tricky business and not all spells and invocations can be placed into Items, however this may change over time. The item phys rep can either be a Necklace, Ring or Amulet and should be stated by the character when they purchase the item.
| Spell/Invocation | Price in Gests | |
| No of Charges | ||
| 1 | 3 | |
| Banish Undead 5 | 15 | 45 |
| Cause Fatal Disease | 40 | 120 |
| Cause Mortal Wounds | 15 | 45 |
| Clearsight | 20 | 60 |
| Cloak of Ushaz | 14 | 42 |
| Commune | 10 | 30 |
| Courage Range | 10 | 30 |
| Cure Blindness | 10 | 30 |
| Cure Fatal Disease | 40 | 120 |
| Cure Major Disease | 15 | 45 |
| Cure Mortal Wounds | 15 | 45 |
| Curse | 10 | 30 |
| Dark Bolt 5 | 20 | 60 |
| Dark Bolt 6 | 45 | 135 |
| Dark Bolt 7 | 55 | 165 |
| Dark Bolt 8 | 65 | 195 |
| Dark Skin 5 | 20 | 60 |
| Dark Skin 6 | 30 | 90 |
| Dark Skin 7 | 40 | 120 |
| Dark Skin 8 | 50 | 150 |
| Dispel 5 | 20 | 60 |
| Dispel 6 | 30 | 90 |
| Dispel 7 | 40 | 120 |
| Dispel 8 | 50 | 150 |
| Double Strength | 40 | 120 |
| Endurance 5 | 15 | 45 |
| Entrapment Range | 40 | 120 |
| Fire Bolt 5 | 20 | 60 |
| Fire Bolt 6 | 45 | 135 |
| Fire Bolt 7 | 55 | 165 |
| Fire Bolt 8 | 65 | 195 |
| Fire Skin 5 | 20 | 60 |
| Fire Skin 6 | 30 | 90 |
| Fire Skin 7 | 40 | 120 |
| Fire Skin 8 | 50 | 150 |
| Fumble | 20 | 60 |
| Greater Curse | 40 | 120 |
| Heal | 40 | 120 |
| Identify | 10 | 30 |
| Instant Meditation | 40 | 120 |
| Mass Courage | 20 | 60 |
| Mass Flash | 20 | 60 |
| Meditate Other | 10 | 30 |
| Protection from Earthquake | 15 | 45 |
| Regenerate 5 | 15 | 45 |
| Remove Curse | 15 | 45 |
| Remove Greater Curse | 40 | 120 |
| Remove Paralysis | 10 | 30 |
| Repulsion | 20 | 60 |
| Resurrection | 30 | 90 |
| Shocking Grasp 5 | 20 | 60 |
| Shocking Grasp 6 | 40 | 120 |
| Shocking Grasp 7 | 50 | 150 |
| Shocking Grasp 8 | 60 | 180 |
| Shroud of Ushaz | 40 | 120 |
| Spirit Shield | 20 | 60 |
| Static Field 5 | 20 | 60 |
| Stoneform 5 | 20 | 60 |
| Stoneform 6 | 30 | 90 |
| Stoneform 7 | 40 | 120 |
| Stoneform 8 | 50 | 150 |
| Strength | 30 | 90 |
| Walk on Air 4 | 20 | 60 |
| Walk on Air 7 | 40 | 120 |