IIRC the price is the base value of the object before adjusting for "merchant profit", faction, charisma, etc. you'll probably never see an item on an npc for the exact value plugged into the database.
from client_process.cpp:
inst->SetPrice(item->Price*127/100);
so it seems all items undergo a merchant markup of 27%. which isnt too bad. IIRC macy's used to have a 300% markup. :-P
== sfisque
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