Difference between revisions of "Store"

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There are many '''stores''' found in the game, usually inside [[zone|towns]]. Stores sell almost all types of equip-able items. Each store is of a certain type (ie. jewelry, swords, light armor), which will determine the inventory that it stocks for sale.
 
There are many '''stores''' found in the game, usually inside [[zone|towns]]. Stores sell almost all types of equip-able items. Each store is of a certain type (ie. jewelry, swords, light armor), which will determine the inventory that it stocks for sale.
  
The [[material]] tier for store inventory is restricted to a level range which is set for each town. For example, a town with a material tier of 2-3 will only have tier 2 or tier 3 items in their stores; unless the store is restocked when you reach a particular goal.
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Stores will also buy any item you choose to sell.  This is a leftover from the earlier versions in which it was harder to unlock the [[Transmogrification Chest]]. There's usually no real point to selling an item to a store; the [[Transmogrification Chest]] will give the same amount of gold as the store; AND will give energy to the [[Sher'Tul Fortress]] once you have unlocked the fortress. However, the Transmogrification Chest will give a maximum of 25 gold per item transmogrified, whereas there a few stores that have a higher maximum payment for sold items: the lost merchant's shop in [[Last Hope]], and [[Kaltor's Shop]], will buy for a maximum of 35 gold, and gem stores (in [[Derth]], [[Irkkk]], the [[Iron Council]], and [[Point Zero]]) will buy for a maximum of 30 gold. Therefore, it is theoretically optimal to sell certain expensive items to those shops instead of transmogrifying them, if the fortress energy does not matter.
  
Stores will also buy any item you choose to sell.  This is a leftover from the earlier versions in which you had to unlock the [[Transmogrification Chest]] before it was available at birth. There's no real point to selling an item to a store; the [[Transmogrification Chest]] will give the same amount of gold as the store; AND will give energy to the [[Sher'Tul Fortress]] once you have unlocked the fortress.
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==Stocking and Restocking==
  
==Stores in the [[campaign|Main Campaign]]==
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Stores will be restocked under certain conditions, which depends on the campaign being played. Restocking adds new items to the store's inventory for sale, but does not remove any old items that were on sale. Items that the player has sold to a store will be removed from the inventory during this process however. Restocking is announced with the message "{{color|aquamarine|Most stores should have new stock now.}}".
  
Stores only acquire new inventory three times over the course of the whole game:
+
Store inventory is generated when the player accesses the store, for both the initial stocking, and after the conditions for restocking are met.
* When you're born
+
 
* After you defeat [[The Master]]
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Most shop inventory is randomly generated, but there are some guaranteed items (such as lore in libraries).
* After you finish the [[Charred Scar]]
+
 
 +
Item generation depends on the base level of the zone, and the zone's [[Items#Materials|material]] level range. For the generation of store items, these values can be overridden, depending on the store. The base level influences what items are likely to generate{{Verify}}, and items outside the material range cannot generate. Each zone can have a list of base levels to use for generating store items at each (re)stock. If this list does not exist, or if it has been exhausted, then the normal base level of the zone will be used.
 +
 
 +
There are three ways the material level range can be set:
 +
*It can be dependent on the player level used. When a store is first stocked, the player level used is 8. When a store is restocked, the player level used is the player's level from when the condition was met for the store to be restocked (not the player's level when opening the store). If the player level is exactly 5, the material range will be 1 to 2. Else the max material level will be 1 + one material level for every 10 player levels (up to 5), and the min material level will be 1 less than the max (not below 1).
 +
**For example, at initial stocking (player level 8), the material range will be 1 to 1, so there will only be tier 1 items in the store.
 +
**At player level 20, the material range will be 2 to 3, so the store would be restocked with tier 2 or tier 3 items.
 +
*Otherwise the material range of the zone will be used, so it will not change unless the material range of the zone changes.
 +
*Some stores ignore material levels, and so can generate items of any material level (i.e. 1 to 5).
 +
 
 +
==Stores in [[Maj'Eyal: The Age of Ascendancy]]==
 +
 
 +
Most stores in Age of Ascendancy use the level for material level ranges. The exceptions are stores that only sell fixed lore (where it doesn't matter), and stores in the [[Gates of Morning]] or [[Kroshkkur]].
 +
 
 +
Stores are restocked as you level up:
 +
 
 +
* New items at level 10 (Tier 1-2 if using the player level)
 +
* New items at level 20 (Tier 2-3 if using the player level)
 +
* New items at level 30 (Tier 3-4 if using the player level)
 +
* New items at levels 40 and 50 (Tier 4-5 if using the player level)
  
 
In addition to the standard inventory for each store type, there are a few special features in certain stores:
 
In addition to the standard inventory for each store type, there are a few special features in certain stores:
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* The jewelry store in [[Angolwen]] and [[Gates of Morning]] can make custom rings out of your [[gem]]s and blank rings.
 
* The jewelry store in [[Angolwen]] and [[Gates of Morning]] can make custom rings out of your [[gem]]s and blank rings.
 
* The staff store in Angolwen can teach you {{c|Staff Combat}}.
 
* The staff store in Angolwen can teach you {{c|Staff Combat}}.
* The [[mindstar]] store in [[Zigur]] can teach you {{c|Mindstar Mastery}} (various prices; locked, then unlocked, then unlocked with bonus).
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* The [[mindstar]] store in [[Zigur]] can teach you {{c|Mindstar Mastery}} (various prices; locked, or unlocked, or increase mastery by 0.2 if already unlocked).
* No store in Zigur will sell any filthy {{arc}}-powered items.
+
* No store in heretical Zigur will sell any {{arc}}-powered items.
 +
* Stores in [[Irkkk]] and [[Kroshkkur]] are NPCs instead of terrain features.
 +
* Equipment stores in the [[Gates of Morning]] have less items, but all items they sell will have 2 greater [[ego]]s.
  
==Stores in [[Embers of Rage]]==
+
Table of stores by item type:
 +
{| class="wikitable"
 +
! Store Type !! Material range depends on player level !! Locations
 +
|-
 +
| Heavy Armor, Massive Armor, Shields, and Headgear || Yes || [[Derth]], [[Iron Council]], [[Last Hope]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Light Armor, Gloves, Boots, and Belts || Yes || [[Derth]], [[Elvala]], [[Irkkk]], [[Iron Council]], [[Last Hope]], [[Point Zero]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Cloth Armor, Cloaks, and Belts || Yes || [[Elvala]], [[Irkkk]], [[Iron Council]], [[Last Hope]], [[Point Zero]]
 +
|-
 +
| Greatswords and Longswords || Yes || [[Derth]], [[Elvala]], [[Iron Council]], [[Last Hope]], [[Point Zero]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Waraxes and Battleaxes || Yes || [[Iron Council]], [[Last Hope]], [[Zigur]]
 +
|-
 +
| Mindstars, Torques, and Totems || Yes || [[Shatur]], [[Zigur]]
 +
|-
 +
| Greatmauls and Maces || Yes || [[Iron Council]], [[Last Hope]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Two-handed Weapons || Yes || [[Irkkk]]
 +
|-
 +
| One-handed Weapons || Yes || [[Irkkk]]
 +
|-
 +
| Longbows, Slings, and Ammo || Yes || [[Derth]], [[Last Hope]], [[Point Zero]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Daggers || Yes || [[Derth]], [[Last Hope]], [[Point Zero]], [[Zigur]]
 +
|-
 +
| Staves || Yes || [[Elvala]], [[Point Zero]]
 +
|-
 +
| Staves (3x chance) and Wands || Yes || [[Angolwen]]
 +
|-
 +
| Infusions || Yes || [[Angolwen]], [[Derth]], [[Gates of Morning]], [[Irkkk]], [[Last Hope]], [[Shatur]], [[Zigur]]
 +
|-
 +
| Runes || Yes || [[Elvala]], [[Gates of Morning]], [[Iron Council]], [[Last Hope]], [[Point Zero]]
 +
|-
 +
| [[Gem]]s || Yes || [[Derth]], [[Irkkk]], [[Iron Council]], [[Point Zero]]
 +
|-
 +
| Lites and Pickaxes || Yes || [[Derth]], [[Iron Council]]
 +
|-
 +
| Rings & Amulets (1x rings with no [[ego]], 3x normal jewellery) || Yes || [[Angolwen]]
 +
|-
 +
| Runes and Lore || Yes || [[Angolwen]]
 +
|-
 +
| Rare Goods ([[Trapped!|Lost Merchant]]) || Yes || [[Last Hope]]
 +
|-
 +
| Lore || No || [[Elvala]], [[Last Hope]], [[Zigur]], [[Kroshkkur]]
 +
|-
 +
| Heavy Armor, Massive Armor, Shields, and Headgear || No || [[Gates of Morning]]
 +
|-
 +
| Light Armor, Gloves, Boots, and Belts || No || [[Gates of Morning]]
 +
|-
 +
| Cloth Armor, Cloaks, and Belts || No || [[Gates of Morning]]
 +
|-
 +
| Greatswords and Longswords || No || [[Gates of Morning]]
 +
|-
 +
| Waraxes and Battleaxes || No || [[Gates of Morning]]
 +
|-
 +
| Greatmauls and Maces || No || [[Gates of Morning]]
 +
|-
 +
| Daggers || No || [[Gates of Morning]]
 +
|-
 +
| Longbows, Slings, and Ammo || No || [[Gates of Morning]]
 +
|-
 +
| Staves (3x chance) and Wands || No || [[Gates of Morning]], [[Kroshkkur]]
 +
|-
 +
| Runes and Infusions || No || [[Kroshkkur]]
 +
|-
 +
| Weapons, except Staves || No || [[Kroshkkur]]
 +
|-
 +
| Armor || No || [[Kroshkkur]]
 +
|-
 +
| Lites and Pickaxes || No || [[Kroshkkur]]
 +
|-
 +
|}
 +
 
 +
==Stores in [[The Arena: Challenge of the Master]]==
 +
There is a store available in The Arena. It appears at the start of the game, and after defeating each boss (except the final boss).
 +
 
 +
The store contains 64 items, chosen from a long list of item types. This list does not include item types introduced in [[Embers of Rage]].{{Verify}} The store, like the Arena zone, has no material limits (tier 1 to 5 items can appear).{{Verify}} The store is completely reset each time it appears.
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 +
==Stores in [[Orcs: Embers of Rage]]==
 +
 
 +
Stores are restocked upon the completion of certain quests: [[You Shall Pass!]], [[The Deconstruction of Falling Stars]], and [[Hunter, Quarry]].
 +
 
 +
In addition to the town stores in [[Orcs: Embers of Rage]], certain zones can randomly have [[Ancient Automated Archive]]s, which are portable vending machines. These can be reprogrammed to relocate to [[Kruk Pride]]. The Embers campaign also has one special zone which is a special store: [[Kaltor's Shop]].
 +
 
 +
AAAs that sell lites and pickaxes ignore normal material level restrictions, so they can sell items of any material level (i.e. 1 to 5) regardless of where they are found.
 +
 
 +
The stores in the [[Gates of Morning]] are still there in [[Gates of Morning (Embers of Rage)|this campaign's version]], but they aren't accessible due to being aligned to the [[Sunwall]], a hostile faction.{{Verify}}
 +
 
 +
In addition to the standard inventory for each store type, there are a few special features in certain stores:
  
In addition to the town stores in [[Embers of Rage]], certain zones have [[Ancient Automated Archive]]s which are portable vending machines. These can be reprogrammed to go to other places. The Embers campaign also has one special zone which is a special store: [[Kaltor's Shop]].
+
* The heavy armour store in [[Kruk Pride]] can teach you {{c|Combat Training}} (50 gold) or {{t|Shoot}} (8 gold).
 +
* The tinkers store in Kruk Pride can teach you {{c|Chemistry}} (100 gold) or {{c|Physics}} (100 gold).
 +
* [[Arch-Merchant Kaltor]] runs [[Kaltor's Shop]]. You can attack him, which makes his store unavailable, but if you kill him, you gain access to his chests filled with loot. (Not the same items as were in his shop.)
  
Note that in [[Embers of Rage]] - unlike the main campaign - the [[APE]] device does ''not'' turn excess items into gold. Your only source of gold in this campaign is dropped by NPCs or otherwise acquired.
+
Table of stores by location:
 +
{| class="wikitable"
 +
! Store Type !! Material range depends on player level !! Locations
 +
|-
 +
| Heavy Armor, Massive Armor, Shields, and Headgear || Yes || [[Kruk Pride]]
 +
|-
 +
| Light Armor, Gloves, Boots, and Belts || Yes || [[Kruk Pride]]
 +
|-
 +
| Infusions || Yes || [[Kruk Pride]]
 +
|-
 +
| Lore || No || [[Kruk Pride]]
 +
|-
 +
| Steamsaws || No || [[Kruk Pride]]
 +
|-
 +
| Steamguns and Pouches of Shot || No || [[Kruk Pride]]
 +
|-
 +
| Schematics and Implants || No || [[Kruk Pride]], [[AAA]]
 +
|-
 +
| Expensive Goods || No || [[Kaltor's Shop]]
 +
|-
 +
| Steamsaws, Steamguns, and Pouches of Shot || No || [[AAA]]
 +
|-
 +
| Belts, Cloaks, Boots, Gloves, Headgear, Heavy/Light/Cloth/Massive Armor, Robes, Shields || No || [[AAA]]
 +
|-
 +
| Mindstars, Torques, Totems, Wands, Staves, Gems || No || [[AAA]]
 +
|-
 +
| Runes and Infusions || No || [[AAA]]
 +
|-
 +
| Lites and Pickaxes || No || [[AAA]]
 +
|-
 +
|}

Latest revision as of 03:48, 3 September 2021

There are many stores found in the game, usually inside towns. Stores sell almost all types of equip-able items. Each store is of a certain type (ie. jewelry, swords, light armor), which will determine the inventory that it stocks for sale.

Stores will also buy any item you choose to sell. This is a leftover from the earlier versions in which it was harder to unlock the Transmogrification Chest. There's usually no real point to selling an item to a store; the Transmogrification Chest will give the same amount of gold as the store; AND will give energy to the Sher'Tul Fortress once you have unlocked the fortress. However, the Transmogrification Chest will give a maximum of 25 gold per item transmogrified, whereas there a few stores that have a higher maximum payment for sold items: the lost merchant's shop in Last Hope, and Kaltor's Shop, will buy for a maximum of 35 gold, and gem stores (in Derth, Irkkk, the Iron Council, and Point Zero) will buy for a maximum of 30 gold. Therefore, it is theoretically optimal to sell certain expensive items to those shops instead of transmogrifying them, if the fortress energy does not matter.

Stocking and Restocking

Stores will be restocked under certain conditions, which depends on the campaign being played. Restocking adds new items to the store's inventory for sale, but does not remove any old items that were on sale. Items that the player has sold to a store will be removed from the inventory during this process however. Restocking is announced with the message "Most stores should have new stock now.".

Store inventory is generated when the player accesses the store, for both the initial stocking, and after the conditions for restocking are met.

Most shop inventory is randomly generated, but there are some guaranteed items (such as lore in libraries).

Item generation depends on the base level of the zone, and the zone's material level range. For the generation of store items, these values can be overridden, depending on the store. The base level influences what items are likely to generate Needs verification, and items outside the material range cannot generate. Each zone can have a list of base levels to use for generating store items at each (re)stock. If this list does not exist, or if it has been exhausted, then the normal base level of the zone will be used.

There are three ways the material level range can be set:

  • It can be dependent on the player level used. When a store is first stocked, the player level used is 8. When a store is restocked, the player level used is the player's level from when the condition was met for the store to be restocked (not the player's level when opening the store). If the player level is exactly 5, the material range will be 1 to 2. Else the max material level will be 1 + one material level for every 10 player levels (up to 5), and the min material level will be 1 less than the max (not below 1).
    • For example, at initial stocking (player level 8), the material range will be 1 to 1, so there will only be tier 1 items in the store.
    • At player level 20, the material range will be 2 to 3, so the store would be restocked with tier 2 or tier 3 items.
  • Otherwise the material range of the zone will be used, so it will not change unless the material range of the zone changes.
  • Some stores ignore material levels, and so can generate items of any material level (i.e. 1 to 5).

Stores in Maj'Eyal: The Age of Ascendancy

Most stores in Age of Ascendancy use the level for material level ranges. The exceptions are stores that only sell fixed lore (where it doesn't matter), and stores in the Gates of Morning or Kroshkkur.

Stores are restocked as you level up:

  • New items at level 10 (Tier 1-2 if using the player level)
  • New items at level 20 (Tier 2-3 if using the player level)
  • New items at level 30 (Tier 3-4 if using the player level)
  • New items at levels 40 and 50 (Tier 4-5 if using the player level)

In addition to the standard inventory for each store type, there are a few special features in certain stores:

Table of stores by item type:

Store Type Material range depends on player level Locations
Heavy Armor, Massive Armor, Shields, and Headgear Yes Derth, Iron Council, Last Hope, Shatur, Zigur
Light Armor, Gloves, Boots, and Belts Yes Derth, Elvala, Irkkk, Iron Council, Last Hope, Point Zero, Shatur, Zigur
Cloth Armor, Cloaks, and Belts Yes Elvala, Irkkk, Iron Council, Last Hope, Point Zero
Greatswords and Longswords Yes Derth, Elvala, Iron Council, Last Hope, Point Zero, Shatur, Zigur
Waraxes and Battleaxes Yes Iron Council, Last Hope, Zigur
Mindstars, Torques, and Totems Yes Shatur, Zigur
Greatmauls and Maces Yes Iron Council, Last Hope, Shatur, Zigur
Two-handed Weapons Yes Irkkk
One-handed Weapons Yes Irkkk
Longbows, Slings, and Ammo Yes Derth, Last Hope, Point Zero, Shatur, Zigur
Daggers Yes Derth, Last Hope, Point Zero, Zigur
Staves Yes Elvala, Point Zero
Staves (3x chance) and Wands Yes Angolwen
Infusions Yes Angolwen, Derth, Gates of Morning, Irkkk, Last Hope, Shatur, Zigur
Runes Yes Elvala, Gates of Morning, Iron Council, Last Hope, Point Zero
Gems Yes Derth, Irkkk, Iron Council, Point Zero
Lites and Pickaxes Yes Derth, Iron Council
Rings & Amulets (1x rings with no ego, 3x normal jewellery) Yes Angolwen
Runes and Lore Yes Angolwen
Rare Goods (Lost Merchant) Yes Last Hope
Lore No Elvala, Last Hope, Zigur, Kroshkkur
Heavy Armor, Massive Armor, Shields, and Headgear No Gates of Morning
Light Armor, Gloves, Boots, and Belts No Gates of Morning
Cloth Armor, Cloaks, and Belts No Gates of Morning
Greatswords and Longswords No Gates of Morning
Waraxes and Battleaxes No Gates of Morning
Greatmauls and Maces No Gates of Morning
Daggers No Gates of Morning
Longbows, Slings, and Ammo No Gates of Morning
Staves (3x chance) and Wands No Gates of Morning, Kroshkkur
Runes and Infusions No Kroshkkur
Weapons, except Staves No Kroshkkur
Armor No Kroshkkur
Lites and Pickaxes No Kroshkkur

Stores in The Arena: Challenge of the Master

There is a store available in The Arena. It appears at the start of the game, and after defeating each boss (except the final boss).

The store contains 64 items, chosen from a long list of item types. This list does not include item types introduced in Embers of Rage. Needs verification The store, like the Arena zone, has no material limits (tier 1 to 5 items can appear). Needs verification The store is completely reset each time it appears.

Stores in Orcs: Embers of Rage

Stores are restocked upon the completion of certain quests: You Shall Pass!, The Deconstruction of Falling Stars, and Hunter, Quarry.

In addition to the town stores in Orcs: Embers of Rage, certain zones can randomly have Ancient Automated Archives, which are portable vending machines. These can be reprogrammed to relocate to Kruk Pride. The Embers campaign also has one special zone which is a special store: Kaltor's Shop.

AAAs that sell lites and pickaxes ignore normal material level restrictions, so they can sell items of any material level (i.e. 1 to 5) regardless of where they are found.

The stores in the Gates of Morning are still there in this campaign's version, but they aren't accessible due to being aligned to the Sunwall, a hostile faction. Needs verification

In addition to the standard inventory for each store type, there are a few special features in certain stores:

Table of stores by location:

Store Type Material range depends on player level Locations
Heavy Armor, Massive Armor, Shields, and Headgear Yes Kruk Pride
Light Armor, Gloves, Boots, and Belts Yes Kruk Pride
Infusions Yes Kruk Pride
Lore No Kruk Pride
Steamsaws No Kruk Pride
Steamguns and Pouches of Shot No Kruk Pride
Schematics and Implants No Kruk Pride, AAA
Expensive Goods No Kaltor's Shop
Steamsaws, Steamguns, and Pouches of Shot No AAA
Belts, Cloaks, Boots, Gloves, Headgear, Heavy/Light/Cloth/Massive Armor, Robes, Shields No AAA
Mindstars, Torques, Totems, Wands, Staves, Gems No AAA
Runes and Infusions No AAA
Lites and Pickaxes No AAA