Items may be identified by their sales price at a shopkeeper. This is especially helpful for scrolls, like Identify, and Enchant Weapon, and the potions Gain Level and Gain Ability.
These prices are for a charisma of 10. With a charisma of 12, multiply these values by 1.2, with a charisma of 8, multiply by .8, etc.
25z: Magic Mapping, Light
30z: Enchant Weapon
40z: Enchant Armour, Remove Curse
50z: Destroy Armour, Fire, Teleport, Repair Armour
100z: Create Monster, Changing
150z: Charging, Taming, Conflict
25z: Sickness, Healing, Ink, Wine, Acid, Oil, Fruit Juice, Booze, See Invisible
50z: Extra Healing, Confusion, Restore Ability, Hallucenation, Blindness
75z: Mana, Monster Detection, Object Detection, Concentration, Invisibility, Sleeping
100z: Speed, Levitation, Enlightenment, Polymorph, Fireproofing, Paralysis, Full Healing, Blindness, Gain Ability, Choking
150z: Gain Level
Note: Black potions and purple-red potions could be oil or ink or could be wine respectively. Because potions of the same color stack, the shopkeeper will buy them from you for the price of the first potion you picked up. To get around this, and learn the actual price for your potions, drop them all and bring them to the counter one at a time.
50z: Hunger 63z: -1 Stat
75z: Levitation, See Invisible, Regeneration, Invisibility
100z: Fire Resistance
125z: +1 Stat
150: Teleport, Telport Control, Polymorph, Polymorph Control
50z: Dwomery, ESP, Unchanging, Restful Sleep, Strangulation
150z: Magical Breathing, Reflection, Life Saving, Slow Digestion
Weapons and ArmourEdit
If a weapon or armour is negatively enchanted, he will offer you less for the item that he normally would with that weapon or armour. It is unknown how this works with stacks of items.
Prices based on CharismaEdit
Interestingly, even with a 22 charisma, the prices for an 18 charisma are still in effect.