|
Items, Inventory, & Money
If you've read this far, you know there's a lot of
different items in the game. This site exists largely to chronicle the knowledge
of equipment in games of this genre.
There are two ways two classify items - function and quality.
Function is the obvious. What's this item for?
Equipment is something you wear. A sword. A piece of armor. Duh, no
brainer here. Equipment says exactly what inventory slot it is used in, and any
aspect of the text written in red means that you can't use it for that reason.
(Mail would be in red for a druid, level 35 would in red to a level 30
character.) Equipment is the only type of item that quality truly applies to,
although tradeskill items sometimes have one.
Consumables are items you use. Food and drink. Potions. Scrolls of
stamina. You right-click them in your bag, they do something, and they
disappear. (Arguably, ammunition could be consumable, but that isn't how you use
it.)
Quest items are objects you acquire, usually but not necessarily from
corpses, that specifically say on them "quest item", and are for the explicit
purpose of completing a quest. You will usually not see a quest item unless you
actually have the quest. Some items for quests are not marked as "quest item"s,
which means they have an additional purpose. True quest items do nothing else,
and cannot be sold to vendor.
Junk items, sometimes called vendor trash, is anything that does not
fall into one of the preceding categories, and when you mouse over it, its name
appears in GRAY LETTERS. Anything that meets this criteria is only meant
to be sold for money when you get back to town.
Tradeskill items are anything that doesn't have an obvious purpose, but
has a name in usually white letters, or sometimes one of the higher-quality
colors. It may not be obvious what exactly, but it will be used in *some*
tradeskill recipe. Obviously herbs, ore, and leather fall into this category.
Tradeskill items often make a decent sum of money in the auction house, but if
you can't figure out what it's good for or don't feel like wasting the time, it
might be worthwhile just to sell the item anyway. (Chances are there aren't too
many people looking for Zesty Clam Meat anyway.)
And there are a few miscellaneous items that don't fall into any category. Bags
have a fairly obvious purpose. If you have a mount or a non-combat pet, you will
possess an item that calls or summons it. (Nightsaber reins, bird cage, cat
carrier, etc.) Skinning knives, fishing poles, and mining picks aren't really
tradeskill items, nor do they do anything directly.
Additionally, most things you wear have an item quality,
indicated by the color of their name. Most items you pick up initially will be
gray, indicating the poorest of quality. White is one step up from
this. Generally gray and white items have no properties to them other than just
"armor 13" or "damage 5-8." Low-level quest rewards and very high-level whites
are sometimes an exception. Green items and anything above that, for all
intents and purposes, are magic items. They possess some additional benefit
beyond protection or damage, usually a bonus to one of your attributes.
Sometimes the bonus will be an effect, like an effect on a weapon that causes
extra damage. Unlike white or gray items, these can be disenchanted. Blue
items are much rarer than green. Usually greens only have one or two bonuses on
them. Blue items often have three. All other things being equal, though, blue
items have much lower required level than green for the effect. Blue items
typically come as treasure from killing a boss in an instanced dungeon. Green
items are sometimes randomly generated, a la the Diablo suffix system, but blue
items are always the same. There are even higher qualities of item. Purple
items are much more powerful than blue, and are extremely rare outside of loot
from raid bosses. Beyond that is the almost non-existent orange category.
Allegedly, some day, there may be red after this.
The item qualities do technically have names. Nobody uses them, and just refers
to the color, which often makes item discussions sound like racial bigotry. If
you want the "proper" terminology, gray is poor quality, white is common, green
is uncommon, blue is rare, purple is epic, orange is legendary and presumably
red will be artifact items. Of these, epic and legendary are the only names that
get used consistently.
There is one other very important attribute to equipment - binding. An item that
is soulbound belongs to you. Forever.
You can sell it to a merchant, but you cannot trade it to another player. Quest
rewards are nearly always soulbound so you are forced to do the quest yourself.
Most green items you find along the way have the status "bind on equip." This
means that you can trade the item, but as soon as you equip it, it becomes
soulbound to you. Most blue items are "bind on pickup," meaning the person that
loots it will keep it forever. This is usually an aspect of boss loot, and it is
important the group discusses who gets the item before you blindly pick it up.
DO NOT JUST TAKE BIND ON PICK-UP ITEMS UNDER ANY CIRCUMSTANCES WHATSOEVER.
Don't make me enlarge and bold that. This is the reason why so many different
loot options exist, but it is still best to discuss with your group what is to
become of an item. Anyone who takes an item without consulting the group is
frequently referred to as a "ninja", and often a bad reputation can follow from
that.
There are various aspects to the looting system, but typically players leave
loot on Round Robin so the corpses cycle, and the game makes an exception for
items above a certain "threshold" -- by default this is green items, but players
often switch it to blue. Most people follow a policy of NBG (need before greed)
that mandates that if you are a warlock and you could loot a really nice bow, it
should instead go to the hunter in the party. For this purpose, "need" for cash
and disenchanting are on an even plane, and squarely below someone wanting an
item because they would use it themselves (on that character.) If an item above
the threshold appears, all members of the party will get a pop-up window with
the item, a time bar, and three options -- need, greed, and pass. Need is the
dice option, meaning you want to roll against the other people who claim they
need it. The game will pick random numbers for each person who chose need, and
award the item to the highest "roller". Greed is the coin, and works just like
the need option, in case nobody picks need. The circle with the slash means you
simply wish to pass on the item altogether.
Sometimes players use a different system, so make sure you're clear on what is
happening ahead of time. Because the need-before-greed window has a timer on it,
sometimes the group wants everyone to pass so they can discuss the drops. If you
need to then roll for an item, type /roll or /random. Highest
roll (from 0 to 100) wins.
Money in the game consists of gold, silver, and copper pieces. 1 gold is worth
100 silver, 1 silver is worth 100 copper. There are a few different ways to get
money, and a few ways to spend them. Here are just a few.
Getting money:
Killing things. Some creatures have coin on them, while others have
random junk to sell. This will cover most of your *basic* expenses, and probably
nothing more.
Completing quests. This is fairly negligible, although sometimes you
can't make use of the item reward and can sell it for decent money.
Selling items. It might sound backwards, since this doesn't actually
create money and just shuffles it, but the best place to get money is from other
players by using the auction house. (Read below.)
Tradeskilling. This actually falls into the preceding category, but
deserves its own mention. I will be perfectly honest with you: you will probably
lose money on production skills unless you are a very good businessman. However,
the demand for tradeskill supplies is always high, and this includes leather,
herbs, ore and gems.
Spending money:
Class skills. You'll need your abilities to proceed. A level 20 isn't
*that* much better than a level 18 except for the new abilities acquired at 20.
Extra HP and higher weapon caps are helpful, but so are your mad skeelz. For
some classes, you might find that you have a lot of abilities you don't see
reason to spend money. I *personally* advise you do, but many players don't. It
is my opinion that your skills, even if only used on rainy days, are always
important to your survival, and are never really replaced. (Higher ranks usually
require the lower ones.)
Equipment. At lower levels, the vendor is handy, but past level 10,
you'll probably find most of your equipment purchases in the auction house. I
will extend "equipment" in this sense to anything you might make use of while
adventuring. In that sense, larger bags and healing potions are also things you
might purchase.
Tradeskills. At least for the first 150 points of tradeskilling, you'll
need to purchase recipes, patterns, etc. to actually make the items. To actually
make an item, you will usually need additional stuff besides just the leather,
cloth or herbs, and this stuff usually has to be bought. Examples include
alchemy vials, coarse thread, and iron buckles. (Iron Buckles are an example of
an item you will need to buy from other players - blacksmiths make them, and
they are used in some tailoring and leatherworking recipes.)
Repairs. Your items lose durability, especially when you die, and you
will need to pay to keep them in good working order.
Reagents. Some caster spells now have a reagent cost. While most
players sincerely hope Blizzard reconsiders this, higher ranks of most buffs and
a few other miscellaneous spells take components to cost. (By the way, it's
reAgent, not regent. A regent is someone who rules in the place of a king.)
MOUNTS. At level 40, you are *able* to purchase a mount that will
enhance your travel speed. You can't do anything on a mount besides ride, but
most players love their mounts. Please be aware that while this is the first
level you could own a mount, it is by no means expected that you WILL be able to
afford the 100G to purchase a mount. When you reach level 60, you will almost
assuredly not have the 1000G to get the faster mounts. (It should be noted that
warlocks and paladins get class-specific mounts, and will not need to buy the
level 40 one.)
Bank slots. Your bank holds only so much stuff. In addition to the
actual slots you have, you can also purchase bag slots for extra space. At low
levels, 10s for a slot that you can put a 5s bag in for 6 extra slots might
sound decent, but later on it gets rather expensive. I believe I heard the
prices were changed recently, so I won't quote any numbers, but it is such that
during beta most players didn't have more than the fourth bag slot.
Resetting talents. It costs 1 gold for the first time you reset your
talent points, 5 gold the second time, and eventually goes up to 50 gold. You
can continue to "respec" for 50 gold after that. So if you don't like your
talent choices, you don't have to restart a new character completely, but it is
preferable to find what you want early on. Plan well.
Miscellaneous expenses. Some stuff that isn't major and doesn't fit any
of the above. Training a new weapon skill. Riding a gryphon. These costs won't
usually make or break the bank past level 10. There are also random "flavor"
items on some vendors that serve no purpose other than to make the game more
interesting, like non-combat pets, flower bouquets, and fancy dresses. Those
things CAN be expensive.
THE AUCTION HOUSE.
The AH, that you've surely heard so much about, is a giant flea market where you
can buy and sell items you need (or don't need.) Anything from equippable items
to potions to tradeskill supplies to rare non-combat pets and a few select quest
items can be found in the auction house. Items are done on the basis of BIDS.
When you wish to put an item up for sale, you talk to an auctioneer and pick a
time length you want the auction to run for. You then set a minimum bid and
optionally a buyout price. There is a small overhead charged to you based on the
item's vendor value and the length of the auction. (Choices are 2, 8, or 24
hours.) If you are on the market for something, or just want to browse, the
auction house interface search feature is fairly straight forward. If you want
to specify an item by name, type it in the name blank. If you are looking for a
general kind of item, use the tabs below to pick specifically that you want,
say, a piece of armor, type leather, for the arm slot. You can filter things
down by adding a level range or by only seeing items your character could
presently use. Make sure you don't put a level range when looking for tradeskill
supplies or other things that have no level requirements. =p
As you peruse the items that meet your criteria, you can either refine your
search or look at the bid and buyout prices of the items and consider putting
money down on one. Bids will take money out of your gold supply, and will be
held until the auction finishes or you are outbid. If you win the auction, the
item will be in your mailbox. It you are outbid, the money from your bid will be
instead.
Buyout is the means to escape the wait of the auction altogether, and is
preferable for almost anything that is not a worn piece of equipment. Buyout
prices are always higher than bid prices, but in the act of putting your money
down, the auction ends and you instantly have the item placed in your mailbox.
Auction houses for each faction are located in Ironforge and Orgrimmar, near the
entrances of the two cities. There are also two auction houses in the goblin
cities of Everlook, Booty Bay, and Gadgetzan which both factions can make use of
- and this is the only way an item can reach the other faction - but they aren't
widely used due to being less accessible and having a higher charge to list
items.
A brief bit of strategy for the auction house, folks: when you are listing an
item, you should nearly always use a semi-realistic buyout price. You don't
actually need to put a buyout, but unless people are bidding on some high-ticket
rare sword or whatever, they will often sooner spend 50 silver for their healing
potion now so they can use it on their upcoming adventure, rather than put 5
silver down for a potion they will get in a "long" or "very long" time. OTOH,
saying you should always have a buyout price doesn't mean you should put down
stupid-high buyouts like 30 gold for one piece of linen cloth.
Trading items is done by either picking a player and selecting
trade, or highlighting the item and "dropping" it on the player. A simple trade
interface appears that lets you place several items in the trade window, as well
as any sum of money you have, and consent to the trade. If both parties agree,
without the trade changing in-between, the game swaps them.
You cannot drop items on the ground. You also cannot trade to opposite faction
members. The only way to transfer items between factions is through the neutral
auction house, but on a PvP server, you can't play both factions on the same
server anyway.
If you want to transfer an item to another character, mail it. Mailboxes are
outside the inn, or in some cases the bank, in every town through Azeroth.
(There won't be one at your newbie village, but the main town in the starting
zone will have one.) Mailboxes have a few different looks to them, but they
should be easy to spot. When you click on a mailbox, you are given two options -
look at your mail, or send your own mail. If you choose to send a piece of mail,
you must choose your recipient, give the letter a subject, and optionally you
can either type a message or attach money or an item to the letter.
You will know if you have mail by a small icon around your mini-map. As you
receive a piece of mail, it will appear in your in-box, and remain there for 30
days. Mail with items or money attached will show that in their icon. Basic
messages will be letters. Click on a piece of mail and (if there is one) you can
click on the item at the bottom to detach it and take it with you. Items can be
sent COD. If someone sends you an item this way, you will have money taken from
you and sent to that person if you accept the delivery. Be careful of mail
scams.
If you don't want a piece of mail any longer, or simply want to return it to
sender, you can either select "return" or "delete". Mail from the auction house
will delete itself once you take the money/item attached. Unviewed mail stays in
your in-box for 30 days, and then return to sender.
|