Shop Improvements

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This page lists all shop improvements for your shop in Swords & Potions 2.

All improvements have a maximum number available -- for example, you can only have three Wood Bins in your shop. You can go past this limit, but any improvements beyond this limit can only be bought and upgraded with Platinum Hammers.

Contents

Resource Bins

Increase the maximum storage capacity for resources. Maximum 3 each.

You can only upgrade to Bin 4 by spending Platinum Hammers.

Tier I

Wood, Iron, Leather, Fabric and Herbs.

All bins have the same stats, with the following exception: the Herb Bin 1 has a lower capacity, which is listed in () in the table.

Level Gold Hammer Time Capacity +1 Cost1 Wood Bin Iron Bin Leather Bin Fabric Bin Herb Bin
Tier 1 I 50 2 1m 5 (4) 10 (12.5) bin_wood_1_t.png

3x4

bin_iron_1_t.png

3x4

bin_leather_1_t.png

3x4

bin_fabric_1_t.png

3x4

bin_herbs_1_t.png

2x3

II 250 2m 30s 6 (5) 250
III 500 5m 7 (6) 500
IV 750 7m 30s 8 (7) 750
V 1,000 10m 9 (8) 1000
Tier 2 I 1,200 5 10m 11 600 (400) bin_wood_2_t.png

4x3

bin_iron_2_t.png

4x4

bin_leather_2_t.png

4x4

bin_fabric_2_t.png

4x4

bin_herbs_2_t.png

3x3

II 1,800 20m 13 900
III 2,800 40m 15 1400
IV 4,000 1h 17 2000
V 5,500 2h 20 1833.3
Tier 3 I 7,000 10 12h 22 4500 bin_wood_4_t.png

4x4

bin_iron_4_t.png

5x4

bin_leather_4_t.png

5x4

bin_fabric_4_t.png

5x4

bin_herbs_4_t.png

4x4

II 8,500 1d 25 2833.3
III 10,000 1d 12h 30 2000
IV 15,000 2d 35 3000
V 25,000 3d 40 5000
Tier 4 I -- 40 2d 45 - magic_bin_wood_t.png

2x3

magic_bin_iron_t.png

2x3

magic_bin_leather_t.png

2x3

magic_bin_fabric_t.png

2x3

magic_bin_herbs_t.png

2x3

II -- 3d 50 -
III -- 4d 55 -
IV -- 5d 60 -
V -- 10d 70 -
  • Note 1: '+1 Cost' is the ratio between capacity increment and its cost.

The size of each bin varies upon the resource type. Note that Bin 4 can only be bought with hammers.

Tier II

Powder, Dye, Elfwood and Glass.

All bins have the same stats.

Level Gold Hammer Time Capacity +1 Cost1 Powder Bin Dye Bin Elfwood Bin Glass Bin
Tier 1 I 800 5 10m 3 266.6 bin_sand_1_t.png

3x4

bin_dye_1_t.png

3x4

bin_elfwood_1_t.png

3x4

bin_glass_1_t.png

3x4

II 1,600 30m 4 1,600
III 2,500 40m 5 2,500
IV 3,500 1h 6 3,500
V 5,000 1h 20m 7 5,000
Tier 2 I 10,000 10 1h 8 10,000 bin_sand_2_t.png

4x4

bin_dye_2_t.png

4x4

bin_elfwood_2_t.png

4x3

bin_glass_2_t.png

4x4

II 12,500 1h 20m 9 12,500
III 15,000 2h 11 7,500
IV 20,000 4h 13 10,000
V 30,0000 1d 15 15,000
Tier 3 I 45,000 20 1d 18 15,000 bin_sand_4_t.png

5x4

bin_dye_4_t.png

5x4

bin_elfwood_4_t.png

4x4

bin_glass_3_t.png

5x4

II 60,000 1d 12h 20 30,000
III 75,000 2d 22 37,500
IV 90,000 3d 24 45,000
V 120,000 4d 26 60,000
Tier 4 I -- 40 2d 27 - magic_bin_powder_t.png

2x3

magic_bin_dye_t.png

2x3

magic_bin_elfwood_t.png

2x3

magic_bin_glass_t.png

2x3

II -- 3d 31 -
III -- 4d 35 -
IV -- 5d 39 -
V -- 10d 45 -
  • Note 1: '+1 Cost' is the ratio between capacity increment and its cost.
  • Bin 4 can only be bought with hammers and its size is 2x3


Tier III

Oil, Steel, Ironwood

Level Gold Hammer Time Capacity +1 Cost1 Oil Bin Steel Bin Ironwood Bin
Tier 1 I 2,500 5 20m 2 1,250 bin_oil_1_t.png

3x4

bin_steel_1_t.png

3x4

bin_ironwood_1_t.png

3x4

II 5,000 40m 3 5,000
III 7,500 1h 4 7,500
IV 10,000 1h 20m 5 10,000
V 12,500 1h 40m 6 12,500
Tier 2 I 50,000 20 2h 7 50,000 bin_oil_2_t.png

4x4

bin_steel_2_t.png

4x4

bin_ironwood_2_t.png

4x3

II 55,000 4h 8 55,000
III 70,000 8h 9 70,000
IV 80,000 16h 10 80,000
V 100,000 1d 11 100,000
Tier 3 I 150,000 30 1d 12h 12 150,000 bin_oil_4_t.png

5x4

bin_steel_4_t.png

5x4

bin_ironwood_4_t.png

4x4

II 200,000 2d 14 100,000
III 250,000 3d 16 125,000
IV 300,000 4d 20 75,000
V 500,000 5d 25 100,000
Tier 4 I -- 40 2d 27 - magic_bin_oil_t.png

2x3

magic_bin_steel_t.png

2x3

magic_bin_ironwood_t.png

2x3

II -- 3d 29 -
III -- 4d 31 -
IV -- 5d 33 -
V -- 10d 35 -
  • Bin 4 can only be bought with hammers and its size is 2x3


Tier IV

Crystals, Gems, Mithril Lumps

Level Gold Hammer Time Capacity +1 Cost1 Crystals Bin Gems Bin Mithril Bin
Tier 1 I 10,000 10 2h 1 10,000 bin_crystals_1_t.png

2x3

bin_gems_1_t.png

3x4

bin_mithril_1_t.png

3x4

II 15,000 4h 2 15,000
III 20,000 8h 3 20,000
IV 25,000 1d 4 25,000
V 30,000 1d 12h 5 30,000
Tier 2 I 100,000 25 1d 6 100,000 bin_crystals_2_t.png

3x4

bin_gems_2_t.png

4x4

bin_mithril_2_t.png

4x4

II 125,000 1d 12h 7 125,000
III 150,000 2d 8 150,000
IV 175,000 3d 9 175,000
V 200,000 4d 10 200,000
Tier 3 I 500,000 40 2d 11 500,000 bin_crystals_3_t.png

3x4

bin_gems_3_t.png

5x4

bin_mithril_4_t.png

5x4

II 650,000 3d 12 650,000
III 800,000 4d 13 800,000
IV 1,000,000 5d 14 1,000,000
V 5,000,000 10d 16 2,500,000
Tier 4 I -- 40 4d 17 - magic_bin_crystal_t.png

2x3

magic_bin_gem_t.png

2x3

magic_bin_mithril_t.png

2x3

II -- 5d 20 -
III -- 10d 23 -
IV -- 12d 12h 26 -
V -- 15d 30 -
  • Bin 4 can only be bought with hammers and its size is 2x3


Item Chest

Holds your crafted goods. Limit of five gold-purchased chests. After every item your workers craft, they drop the item off in the nearest chest. Even more than with resource bins, the shorter the walk between each workstation and the nearest chest, the more time each day your workers spend crafting instead of walking. Item chests are also used as the "resource bin" for crafted items when they are used in recipes. Sometimes in a recipe that uses multiple types of crafted item, having multiple chests can produce weird results [1].

Because the costs rise more sharply for higher levels within each chest type (1, 2, 3...), and because XP rises at a constant rate within each chest type, it may be wise to upgrade your chests up to the next type's level X-1 before stopping, rather than stopping at the previous type's level V. The fact that Chest 3 has a smaller footprint makes chest 3–1 an excellent stopping point.

Chest Gold Hammer Time Crafting XP
Bonus1, 2
Footprint Cumulative
Efficiency3
Incremental
Efficiency4
chest_1_t.png Level I 50 2 5s +0 3x4 0 0
Level II 250 1m +1 3333 4000
Level III 750 5m +2 1905 1333
Level IV 1,500 15m +3 1176 667
Level V 2,500 30m +4 792 400
chest_2_t.png Level I 4,000 5 35m +5 or +6 4x4 663 500
Level II 5,500 2h +7 481 182
Level III 6,500 3h +8 380 154
Level IV 10,000 4h +9 290 100
Level V 12,500 5h +10 230 80
chest_3_t.png Level I 35,000 20 1d +12 or +17 3x4 216 200
Level II 50,000 1d12h +22 171 100
Level III 75,000 2d +27 133 67
Level IV 125,000 3d +32 97 40
Level V 200,000 4d +37 70 25
chest_4_t.png Level I 250,000 55 1d 12h +50 or +75 4x4 96 152
Level II 350,000 2d +100 89 71
Level III 500,000 3d +125 77 50
Level IV 850,000 4d +150 61 29
Level V 1,000,000 5d +175 50 25
chest_5_t.png Level I 1,250,000 110 2d +200 or +250 4x4 53 60
Level II 1,500,000 3d +300 48 33
Level III 2,000,000 4d +350 43 25
Level IV 2,250,000 5d +400 37 20
Level V 5,000,000 10d +450 29 10


  • Note 1: The bonus XP is applied to every item crafted for each chest you own. For example, if you own 3 chests at stage 2–4, you will receive the 9 bonus XP 3 times, which is a total 27 (in addition to any crafting bonuses you receive from other sources).
  • Note 2: the lower value is used while the chest is under construction; the higher value is used once construction is complete.
  • Note 3: Cumulative Efficiency is the ratio of XP gained per 1,000,000 Gold spent, taking into consideration the total building cost of this chest from level 1–I onwards.
  • Note 4: Incremental Efficiency is the ratio of XP gained per 1,000,000 Gold spent, considering only the building cost of this specific level of chest compared to the difference in XP between the current level and the previous (using XP values upon construction completion where applicable).

Sales Counter

No counter, no shop. Increases Shop Appeal and XP/Gold gain from sales.

This item can not be removed, and you cannot buy a second one with Platinum Hammers.

Starting at tier 4, the bonus gold is a percent of the item's sale price. For example, if you had a Counter 4 Level 5 (+205 gold +2% of price) and sold a White Great Sword (worth 3000 gold), then you'd get a total of 205 + (2% of 3000) = 205 + 60 = 265 bonus gold.


Counter Gold Hammer Time +Sale XP +Sale Gold Shop Appeal Break Even Point
Individual Sales1 Accumulated Sales

Best Case Scenario2

Accumulated Sales

Worst Case Scenario3

Value

of Sales

counter_1_t.png Level I N/A 2 N/A 0 0 0 - - - -
Level II 250 1m 1 2 +5 (5 total) 125 125 125 -
Level III 750 5m 2 4 +5 (10 total) 188 250 313 -
Level IV 1,500 15m 3 6 +5 (15 total) 250 417 563 -
Level V 2,500 1h 4 8 +10 (25 total) 313 625 875 -
counter_2_t.png Level I 5,000 5 1h 6 12 +10 (35 total) 417 833 1292 -
Level II 6,500 2h 8 16 +5 (40 total) 406 1031 1698 -
Level III 8,500 3h 10 20 +5 (45 total) 425 1350 2123 -
Level IV 11,000 4h 12 24 +5 (50 total) 458 1500 2581 -
Level V 15,000 5h 14 28 +10 (60 total) 536 1821 3117 -
counter_3_t.png Level I 50,000 25 1d 15 or 25 * 30 or 65 * +10 (70 total) 769 1554 3886 -
Level II 75,000 1d 12h 35 100 +15 (85 total) 750 1760 4636 -
Level III 100,000 2d 45 135 +15 (100 total) 741 2044 5377 -
Level IV 150,000 3d 55 170 +25 (125 total) 882 2506 6259 -
Level V 250,000 4d 65 205 +25 (150 total) 1220 3298 7479 -
counter_4_t.png Level I 400,000 60 1d12h 75 or 125* 205 gold +0.4% of price +50 (200 total) - - - < 100 Million
Level II 500,000 2d 175 205 gold +0.8% of price +50 (250 total) - - - < 125 Million
Level III 750,000 3d 225 205 gold +1.2% of price +50 (300 total) - - - < 187.5 Million
Level IV 1,000,000 4d 275 205 gold +1.6% of price +50 (350 total) - - - < 250 Million
Level V 1,200,000 5d 325 205 gold +2% of price +50 (400 total) - - - < 300 Million
counter_5_t.png Level I 1,500,000 120 2d 500 or 650 * 205 gold +2.6% of price +100 (500 total) - - - < 250 Million
Level II 2,000,000 3d 800 205 gold +3.2% of price +250 (750 total) - - - < 333.3 Million
Level III 2,500,000 4d 950 205 gold +3.8% of price +250 (1000 total) - - - < 416.7 Million
Level IV 3,500,000 5d 1100 205 gold +4.4% of price +500 (1500 total) - - - < 583.3 Million
Level V 5,000,000 10d 1250 205 gold +5% of price +1000 (2500 total) - - - < 833.3 Million
  • Note 1: Isolated amount of items sold to break-even (price/bonus ratio).
  • Note 2: Accumulated minimum amount of items sold to break-even if the counter is upgraded in one go (sum(price)/bonus ratio).
  • Note 3: Accumulated maximum amount of items to break-even if the counter is upgraded once the previous stage counter reached the break even point (sum(individual ratio)).

At levels marked with a *, you use the lower value while the counter is under construction, and the higher value after the construction is complete.

Utility/Decorative

Usually increases Shop Appeal, but also other stats.

Toolbox

Unlocked at level 6. Limit of 1. Unlike most items, you cannot buy a second one by spending Platinum Hammers.

Name Gold Hammer Time Chance for Item x2 Size
Toolbox Level I 100 2 1m +0.5% or +0.6% * 3x3 toolbox_1_t.png
Level II 350 8m 20s +0.7%
Level III 750 30m +0.8%
Level IV 1,250 1h +0.9%
Level V 2,500 3h +1%
Toolbox 2 Level I 4,000 5 30m +1.5% or +1.6% * 3x4 toolbox_2_t.png
Level II 5,500 40m +1.7%
Level III 6,500 1h +1.8%
Level IV 10,000 2h +1.9%
Level V 12,500 2h +2%
Toolbox 3 Level I 35,000 20 1d +2.5% or +2.6% * 3x4 toolbox_3_t.png
Level II 50,000 1d12h +2.7%
Level III 75,000 2d +2.8%
Level IV 125,000 3d +2.9%
Level V 200,000 4d +3%
Toolbox 4 Level I 250,000 55 1d12h +3.5% or +3.7% * 3x4 toolbox_4_t.png
Level II 350,000 2d +3.9%
Level III 500,000 3d +4.1%
Level IV 850,000 4d +4.3%
Level V 1,000,000 5d +4.5%
Toolbox 5 Level I 1,250,000 110 2d +5% or +5.2% * 3x5 toolbox_5_t.png
Level II 1,500,000 3d +5.4%
Level III 2,000,000 4d +5.6%
Level IV 2,500,000 5d +5.8%
Level V 5,000,000 10d +6%

At levels marked with a *, you use the lower value while the chest is under construction, and the higher value after the construction is complete.

Fern

Unlocked at level 4. Size is 2x2. Limit of 10.

Name Gold Hammer Time Shop Appeal Total
Fern Level I
200
1
1m
+5
+5
plant_1_t.png
Level II
500
10m
+5
+10
Level III
1,000
1h
+5
+15
Arrowhead Vine Level I
2500 5 30m +5 +20 plant_4_t.png
Level II 5000 1h +5 +25
Level III 7,500 3h +5 +30
Amaryllis Level I 25,000 15 2h +5 +35 plant_7_t.png
Level II 50,000 4h +5 +40
Level III 100,000 8h +10 +50
Bird of Paradise Level I 200,000 45 1d +25 +75 plant_8_t.png
Level II 300,000 1d 12h +25 +100
Level III 400,000 2d +25 +125
Level IV 500,000 3d +25 +150
Level V 600,000 4d +25 +175
Phoenix Flora Level I 1,000,000 110 1d 12h +0 +175 plant_10_t.png
Level II 1,250,000 2d +25 +200
Level III 2,000,000 3d +50 +250
Level IV 3,000,000 4d +50 +300
Level V 5,000,000 5d +50 +350

Yes, upgrading from Bird of Paradise Lv5 to Phoenix Flora Lv1 gives no additional Appeal. This is a known bug[2].

Carpet

Unlocked at level 13. Can be placed on (under) other improvements. Limit of 3.

Gold Hammer Time Shop Appeal (Total)
tapis_t.png

Carpet

Level I
3,000 5 40m +15 (+15)
Level II 5,000 1h +5 (+20)
Level III 8,000 3h +5 (+25)
carpet_2_t.png

Rug

Level I 15,000 10 1d +15 (+40)
Level II 20,000 1d 12h +10 (+50)
Level III 25,000 2d +10 (+60)
Level IV 30,000 3d +10 (+70)
Level V 35,000 4d +10 (+80)
carpet_3_t.png

Soft Rug

Level I 50,000 25 1d +5 (+85)
Level II 75,000 1d 12h +5 (+90)
Level III 100,000 2d +5 (+95)
Level IV 125,000 3d +5 (+100)
Level V 200,000 4d +5 (+105)
carpet_4_t.png

Round Carpet

Level I 250,000 55 1d 12h +5 (+110)
Level II 350,000 2d +5 (+115)
Level III 500,000 3d +5 (+120)
Level IV 850,000 4d +5 (+125)
Level V 1,000,000 5d +5 (+130)
carpet_5_t.png

Luxurious Rug

Level I 1,250,000 110 2d +20 (+150)
Level II 1,500,000 3d +25 (+175)
Level III 2,000,000 4d +25 (+200)
Level IV 2,500,000 5d +25 (+225)
Level V 5,000,000 10d +25 (+250)

Mirror

Unlocked at level 12. Size is 4x3. Limit of 2.

Mirror Gold Hammer Time Shop Appeal (Total) +Sale XP
mirror_1_t.png Level I 3,500 5 30m +10 (10) +1 or +2 *
Level II 5,000 40m +5 (15) +3
Level III 6,000 1h +5 (20) +4
Level IV 7,500 2h +5 (25) +5
Level V 10,000 2h +5 (30) +6
mirror_2_t.png Level I 12,500 10 1d +5 (35) +8 or +10 *
Level II 15,000 1d12h +5 (40) +12
Level III 17,500 2d +5 (45) +14
Level IV 20,000 3d +5 (50) +16
Level V 25,000 3d +10 (60) +18
mirror_3_t.png Level I 35,000 20 1d 12h +10 (70) +20 or +23 *
Level II 50,000 2d +5 (75) +26
Level III 75,000 3d +5 (80) +29
Level IV 100,000 4d +5 (85) +32
Level V 125,000 5d +15 (100) +35
mirror_4_t.png Level I 200,000 45 2d +15 (115) +80 or +95 *
Level II 300,000 3d +10 (125) +110
Level III 400,000 4d +25 (150) +125
Level IV 500,000 5d +25 (175) +140
Level V 600,000 10d +25 (200) +155
mirror_5_t.png Level I 1,000,000 110 2d +25 (225) +300 or +400 *
Level II 1,250,000 3d +25 (250) +500
Level III 2,000,000 4d +50 (300) +600
Level IV 3,000,000 5d +50 (350) +700
Level V 5,000,000 10d +50 (400) +800

At levels marked with a *, you use the lower value while the mirror is under construction, and the higher value after the construction is complete.

Torch

Unlocked at level 14. Size is 2x2. Limit of 3.

Torch Gold Hammer Time Shop Appeal (total)
lamp_1_t.png Level I 3,500 5 30m
+10 (10)
Level II 6,000 40m +5 (15)
Level III 10,000 1h +5 (20)

Wardrobe

Unlocked at level 11. Size is 3x4. Limit of 1.

Wardrobe Gold Hammer Time +Crafting XP
wardrobe_1_t.png Level I 5,000 5 30m +10 or +12 *
Level II 6,000 40m +14
Level III 7,000 1h +16
Level IV 8,000 2h +18
Level V 10,000 2h +20
wardrobe_2_t.png Level I 25,000 15 1d 12h +50 or +75 *
Level II 35,000 2d +100
Level III 45,000 3d +125
Level IV 60,000 4d +150
Level V 80,000 5d +175

At levels marked with a *, you use the lower value while the wardrobe is under construction, and the higher value after the construction is complete.

Magic Statue

Unlocked at level 20. In addition to raising shop appeal, the Statue directly increases your customers per day. Limit of 1.

The tier 4 and 5 statues can only be purchased with Platinum Hammers.

Note that there is a hard cap of 21 customers per day[3], so don't buy too many extra Magic Statues.

Magic Statue Gold Hammer Time Shop Appeal (Total) Total +Customers Size
statue_1_t.png Level 1 250,000 50 10d +150 1 2x2
Level 2 300,000 10d +10 (+160)
Level 3 400,000 10d +15 (+175)
statue_2_t.png Level 1 500,000 75 10d +25 (200) 1 3x3
Level 2 750,000 10d +25 (+225)
Level 3 1,000,000 10d +25 (+250)
statue_3_t.png Level 1 1,500,000 100 10d +50 (300) 2 3x4
Level 2 2,000,000 10d +25 (+325)
Level 3 2,500,000 10d +25 (+350)
statue_4_t.png Level 1 -- 125 10d +50 (400) 3 3x4
Level 2 -- 10d +50 (+450)
Level 3 -- 10d +50 (+500)
statue_5_t.png Level 1 -- 250 10d +250 (750) 4 4x4
Level 2 -- 10d +250 (+1000)
Level 3 -- 10d +250 (+1250)

Class Banners

Unlocked at level 18. Warrior Banners provide bonuses to Fighter classes; Rogue Banners provide bonuses to Rogue classes; and Magician Banners provide bonuses to Spellcaster classes, limit of 3 of each type.

The XP bonus applies to both Event and Dungeon Quests. The loot gain bonuses to Dungeon Quests are written as [bonus to Common drops] / [bonus to Uncommon drops] / [bonus to Rare drops].

Name Gold Hammer Appeal (total) Time XP Gains (total) Loot Gains (total) Warrior's Banner Rogue's Banner Magician's Banner
Banner Level I
35,000
20
+10 (10)
1d
+2 2 +1.0%/0.5%/0.1% 1.0%/0.5%/0.1% banner_2_t.png

2x2

banner_4_t.png

2x3

banner_1_t.png

2x2

Level II
50,000
+5 (15)
1d 12h
+2 4 +1.0%/0.5%/0.1% 2.0%/1.0%/0.2%
Level III 75,000 +5 (20)
2d +2 6 +1.0%/0.5%/0.1% 3.0%/1.5%/0.3%
Level IV 125,000
+5 (25)
3d +2 8 +1.0%/0.5%/0.1% 4.0%/2.0%/0.4%
Level V 200,000
+5 (30)
4d +2 10 +1.0%/0.5%/0.1% 5.0%/2.5%/0.5%
Banner 2 Level I
250,000
55
+5 (35)
1d 12h
+5 15 +1.0%/0.5%/0.1% 6.0%/3.0%/0.6% banner_7_t.png

2x4

banner_3_t.png

2x3

banner_5_t.png

2x3

Level II
350,000
+5 (40)
2d
+5 20 +1.0%/0.5%/0.1% 7.0%/3.5%/0.7%
Level III 500,000 +5 (45)
3d +5 25 +1.0%/0.5%/0.1% 8.0%/4.0%/0.8%
Level IV 850,000
+5 (50)
4d +5 30 +1.0%/0.5%/0.1% 9.0%/4.5%/0.9%
Level V 1,000,000
+10 (60)
5d +5 35 +1.0%/0.5%/0.1% 10.0%/5.0%/1%
Banner 3 Level I
1,250,000
110
+10 (70)
2d
+5 or +15 * 40 or 50 * +1.0%/0.5%/0.1% 11.0%/5.5%/1.1% banner_9_t.png

2x3

banner_8_t.png

2x4

banner_6_t.png

2x3

Level II
1,500,000
+5 (75)
3d
+10 60 +1.0%/0.5%/0.1% 12.0%/6.0%/1.2%
Level III 2,000,000 +5 (80)
4d +10 70 +1.0%/0.5%/0.1% 13.0%/6.5%/1.3%
Level IV 2,500,000
+5 (85)
5d +10 80 +1.0%/0.5%/0.1% 14.0%/7.0%/1.4%
Level V 5,000,000
+15 (100)
10d +10 90 +1.0%/0.5%/0.1% 15.0%/7.5%/1.5%

At levels marked with a *, you use the lower value while the banner is under construction, and the higher value after the construction is complete.

Grand Banner

Unlocked at level 50. Similar to the class banners, the Grand Banner provides bonus XP and loot drops to all classes.

Size is 2x3. Limit of 3.

Values are rounded to the nearest tenth when displayed in-game.

Grand Banner Gold Hammer Time Appeal (Total) XP Gains (total) Loot Gains (total)
banner_10_t.png Level I 1,250,000 110 2d +50 (50) +20 or +25 * +7.5%/3.75%/0.75% or +8.5%/4.25%/0.85% *
Level II 1,500,000 3d +50 (100) +5 30 +1.0%/0.5%/0.1% 9.5%/4.75%/0.95%
Level III 2,000,000 4d +50 (150) +5 35 +1.0%/0.5%/0.1% 10.5%/5.25%/1.05%
Level IV 2,500,000 5d +50 (200) +5 40 +1.0%/0.5%/0.1% 11.5%/5.75%/1.15%
Level V 5,000,000 10d +50 (250) +5 45 +1.0%/0.5%/0.1% 12.5%/6.25%/1.25%

At levels marked with a *, you use the lower value while the banner is under construction, and the higher value after the construction is complete.

Equipment Racks

Increase Gold gain from sales for certain item categories. Limit of 3.

All racks have the same stats, but apply to different items.

Starting at tier 3, racks provide a percentage boost based on the item's gold price. So if you had a Blade Rack 3 Level 5 (+140 gold +5% of price) and sold a White Great Sword (3,000 gold), then the rack would give a bonus of 140 + (5% of 3,000) = 140 + 150 = 290 gold.

Time Cost Appeal Price Bonus Break-Even Point
Gold Hammers Added Total Added Total Number/Value
of Sales1
Total Sales
(Upgraded incrementally)2
Total Sales
(Upgraded immediately)3
Rack 1 Level I 1m 100 2 +10 10 +3 3 100 / +3 = 33 100 / 3 = 33 33
Level II 10m 250 +5 15 +3 6 250 / +3 = 83 83 + 33 = 116 350 / 6 = 58
Level III 30m 750 +5 20 +3 9 750 / +3 = 250 250 + 116 = 366 1,100 / 9 = 122
Level IV 1h 1,500 +5 25 +3 12 1,500 / +3 = 500 500 + 366 = 866 2,600 / 12 = 217
Level V 2h 3,000 +5 30 +3 15 3,000 / +3 = 1,000 1,000 + 866 = 1,866 5,600 / 15 = 373
Rack 2 Level I 1d 10,000 20 +5 35 +25 40 10k / +25 = 400 400 + 1,866 = 2,266 15.6k / 40 = 390
Level II 1d 12h 25,000 +5 40 +25 65 25k / +25 = 1,000 1,000 + 2,266 = 3,266 40.6k / 65 = 625
Level III 2d 50,000 +5 45 +25 90 50k / +25 = 2,000 2,000 + 3,266 = 5,266 90.6k / 90 = 1,007
Level IV 3d 100,000 +5 50 +25 115 100k / +25 = 4,000 4,000 + 5,266 = 9,266 190.6k / 115 = 1,657
Level V 4d 150,000 +10 60 +25 140 150k / +25 = 6,000 6,000 + 9,266 = 15,266 340.6k / 140 = 2,433
Rack 3 Level I 2d 250,000 80 +10 70 +1% 1% + 140 250k / +1% = 25M gold - -
Level II 3d 500,000 +5 75 +1% 2% + 140 500k / +1% = 50M gold - -
Level III 4d 1,000,000 +5 80 +1% 3% + 140 1,000k / +1% = 100M gold - -
Level IV 5d 2,000,000 +5 85 +1% 4% + 140 2,000k / +1% = 200M gold - -
Level V 10d 3,000,000 +15 100 +1% 5% + 140 300M gold - -
  • Note 1: Number of sales needed to break even after one upgrade (upgrade cost/add'l sale price bonus).
  • Note 2: Total sales needed if each upgrade happens when the rack reached the previous break-even point (sum of individual break-even sale counts).
  • Note 3: Total sales needed if all upgrades for one rack is done at once (all upgrade costs/total sale price bonus).
Rack Name Potions Blade Spears-Maces Wands-Music
Applied to Herbs
Potions
Scrolls
Swords
Axes
Daggers
Spears
Maces
Musical Instruments
Staves
Tier 1
(footprint)
rack_potions_1_t.png
(4x2)
rack_blade_1_t.png
(4x3)
rack_hammers_1_t.png
(4x3)
rack_staff_1_t.png
(4x3)
Tier 2
(footprint)
rack_potions_2_t.png
(4x3)
rack_blade_2_t.png
(4x3)
rack_hammers_2_t.png
(4x4)
rack_staff_2_t.png
(4x4)
Tier 3
(footprint)
rack_potions_3_t.png
(6x3)
rack_blade_4_t.png
(5x3)
rack_hammers_3_t.png
(5x4)
rack_staff_3_t.png
(6x3)
Rack Name Heavy Armor Medium Armor Light Armor Ranged Weapons Jewels
Applied to Heavy Armor
Helmets
Heavy Boots
Gauntlets
Shields
Armor
Helmets
Gloves
Boots
Clothes
Hats
Bracers
Shoes
Bows
Guns
Thrown
Amulets
Rings
Tier 1
(footprint)
rack_heavy_1_t.png
(3x3)
rack_medium_1_t.png
(3x3)
rack_light_1_t.png
(3x3)
rack_shooter_1_t.png
(3x3)
rack_jewels_1_t.png
(3x3)
Tier 2
(footprint)
rack_heavy_2_t.png
(3x3)
rack_medium_2_t.png
(3x3)
rack_light_2_t.png
(3x3)
rack_shooter_2_t.png
(4x3)
rack_jewels_2_t.png
(4x3)
Tier 3
(footprint)
rack_heavy_3_t.png
(3x3)
rack_medium_3_t.png
(3x3)
rack_light_3_t.png
(3x3)
rack_shooter_4_t.png
(5x3)
rack_jewels_3_t.png
(4x3)

Workstations

Needed for crafting items. Higher level recipes need better workstations. Limit of 3 each.

The bonus chance of item duplication only applies for that particular station and are not cumulative. For example, if you have a Luxurious Table Level 5 (+4%) and a Spacious Table Level 2 (+1.7%) in your shop, then a worker will get the +1.7% duplication chance when working at the Spacious Table, and the +4% when working at the Luxurious Table. The bonuses will not combine to provide a 5.7% chance.

If the station does not list a bonus for a worker, then then that worker does not get a bonus when working at that station. For example, if your Tinkerer is working at a Steel Anvil V (+2% to Blacksmith and Armorer crafts), then he does not get that +2% bonus[4],

Your Shopkeeper does not get a bonus from any workstation. His/her duplication rates are based solely on the Toolbox.

Work Table

Name Gold Hammer Time Chance for Item x2 Size
Work Table Level I 25 1 30s +0% 3x4 worktable_1_t.png
Level II 75 30s +0%
Level III 150 5m +0%
Level IV 300 10m +0%
Level V 600 30m +0%
Spacious Table Level I 2,500 10 20m +1.5% or 1.6% (Tinkerer / Jeweler) * 4x5 worktable_2_t.png
Level II 3,000 4h +1.7% (Tinkerer / Jeweler)
Level III 10,000 8h +1.8% (Tinkerer / Jeweler)
Level IV 25,000 16h +1.9% (Tinkerer / Jeweler)
Level V 50,000 1d +2% (Tinkerer / Jeweler)
Luxurious Table Level I 75,000 60 1d +3% or +3.2% (Tinkerer / Jeweler) * 4x5 worktable_3_t.png
Level II 150, 000 1d12h +3.4% (Tinkerer / Jeweler)
Level III 350,000 2d +3.6% (Tinkerer / Jeweler)
Level IV 750,000 3d +3.8% (Tinkerer / Jeweler)
Level V 2,500,000 4d +4% (Tinkerer / Jeweler)
Level VI 5,000,000 4d +4.2% (Tinkerer / Jeweler)

At levels marked with a *, you use the lower value while the table is under construction, and the higher value after the construction is complete.

Iron Anvil, Small Cauldron, Sawbench, Cutting Table

All workstations have the same stats, but apply to different crafters.


Gold Hammer Time Chance for Item x2
Tier 1 Level I 50 2 30s +0.25% or +0.35% * Small Cauldron

chauldron_1_t.png

3x4

Cutting Table

cutting_table_1_t.png

4x4

Sawbench

sawbench_1_t.png

4x3

Iron Anvil

anvil_1_t.png

4x3

Level II 200 5m +0.45%
Level III 500 15m +0.55%
Level IV 1,000 1h +0.65
Level V 2,500 4h +0.75%
Tier 2 Level I 25,000 15 1d +1.5% or +1.6% * Magic Cauldron

chauldron_2_t.png

3x4

Good Cutting Table

cutting_table_2_t.png

4x3

Sturdy Sawbench

sawbench_2_t.png

3x4

Steel Anvil

anvil_2_t.png

4x3

Level II 30,000 1d12h +1.7%
Level III 35,000 2d +1.8%
Level IV 40,000 3d +1.9%
Level V 50,000 4d +2%
Tier 3 Level I 100,000 85 2d +3% or +3.2% * Mystical Cauldron

chauldron_3_t.png

4x5

Fine Cutting Table

cutting_table_3_t.png

4x4

Quality Sawbench

sawbench_3_t.png

5x3

Mithril Anvil

anvil_3_t.png

4x3

Level II 250,000 3d +3.4%
Level III 500,000 4d +3.6%
Level IV 1,000,000 5d +3.8%
Level V 5,000,000 10d +4%
Level VI 10,000,000 10d +4.2%

At levels marked with a *, you use the lower value while the station is under construction, and the higher value after the construction is complete.

Expansions

Your shop will start off 15 by 15 squares in dimension. Every expansion upgrade will increase the shortest side of your shop by 3 squares.

Expansion # Gold Hammers Dimensions Total Squares Squares Gained Cost per square
Original - - 15x15 225 - -
1 1,000 2 18x15 270 45 22
2 1,000 2 18x18 324 54 19
3 2,500 5 21x18 378 54 46
4 2,500 5 21x21 441 63 40
5 10,000 10 24x21 504 63 159
6 10,000 10 24x24 576 72 139
7 25,000 20 27x24 648 72 347
8 25,000 20 27x27 729 81 309
9 100,000 35 30x27 810 81 1,235
10 100,000 35 30x30 900 90 1,111
11 500,000 50 33x30 990 90 5,556
12 500,000 50 33x33 1089 99 5,051
13 1,000,000 75 36x33 1188 99 10,101
14 1,000,000 75 36x36 1296 108 9,259
15 5,000,000 100 39x36 1404 108 46,296
16 5,000,000 100 39x39 1521 117 42,735
17 10,000,000 200 42x39 1638 117 85,470
18 10,000,000 200 42x42 1764 126 79,365

Floors and Walls

Upgrading your floors and walls prevents lower-level customers from visiting your shop. This means that if the customer's maximum level is below a certain number (see the table below), then they won't visit your shop ever again. However, they will still be displayed on the customer list from the town menu. You can check which customers will be affected by visiting the full customer list.

Be careful, this upgrade is NOT reversible, which can make it less likely (but never impossible) to get certain classes for event quests or city upgrades. If not enough of your town's customers have high enough max levels to meet your required visiting customers per day , then customers will start to ignore the wall upgrades you have purchased to make up the difference.

Material Gold Hammers Block Customers
with Max Level
Less Than or Equal To
Mahogany 500,000 100 5
Stone 10,000,000 200  8
Marble 50,000,000 300 10
(No name given) 100,000,000 500 12
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