Rarity Pricing
Two copies of the same custom item can be worth wildly different amounts if one is Common and the other Legendary. The engine reads an item's rarity and prices each rarity of an item separately, so a Legendary drop is never averaged in with the Commons.
How rarity is read
Servers do not all mark rarity the same way. Some spell it out in an item's name, some use a colour, some a run of stars or a custom glyph. Rather than assume one convention, the engine learns yours from your own sales.
- MMOItems items carry a tier in their data, which the engine reads directly.
- For everything else, the engine reads the raw signals on each item, the words in its name and lore (through fancy fonts and small caps), its colours, and repeated star or glyph counts, then works out from your real sales which of those signals actually separates price. The signal that best splits price is treated as the item's rarity and mapped onto a common-to-mythic scale, so pricing keeps the same shape whatever your server calls its tiers.
Because rarity is learned from price rather than matched against a fixed word list, a made-up rarity name or a star count works just as well as the usual words. Until the engine has seen enough sales to be sure, or on an item with no distinguishing signal, it simply prices without a rarity, like any other item.
How rarity changes the price
The pricing model keeps a separate bucket for each rarity of an item, so a Legendary and a Common of the same base item build up their own histories and their own prices. When a particular rarity has too few sales of its own to price confidently, the engine leans on the item's wider family, adjusted for how that rarity usually compares, so even a rarely-seen Mythic gets a sensible starting estimate rather than nothing. Confidence follows the same rules as everywhere else, see Confidence.