Post by ishalldefend on Feb 3, 2018 5:55:10 GMT -8
Originally created by Charr Axxxe Fiend
Updated and maintained by members. A special thank you to redfireball for your contributions!
Salvaged from Presearing.com by M E I R
Damage
Shields
Staff / Focus Energy
Mods
General Inscriptions:
Caster Inscriptions:
Prefix Mods:
Suffix Mods:
Ettins are classed as Ogres by game mechanics but are sub-giants by lineage.
~~max values without requirement~~
Additional Mods:
Note: Warriors lose 20 armor to all elemental damage. Charr rangers, unlike other ranger NPCs found throughout the game, do not have +30 armor against elemental damage.
Note: Charr Mesmer Boss (Ghast Ashpyre) uses a skill (Mantra of Flame) that gives him 34% reduction to fire damage and 2 energy each hit.
For trade purposes, please note that non-max items can still be sold for good money if they have mods which increase values such as energy, or extra armour in certain conditions (a good example of this is Armour vs charr/ slashing dmg/ piercing dmg)
Also note that dual modded items are much more appealing to buyers, especially if those mods are relelvant in pre. Mods such as poisonous and heavy affect only conditions that dont exist in pre and so are unwanted.
Please feel free to add anything I have missed, or to correct me if wrong. Any suggestions you make will be considered and this guide will be edited.
Notes about the Rinblade and Bandit Raid quest reward shield: The inherent armour vs. Charr on the Rinblade does not currently function due to a bug. The Bandit Raid shield is, however, an excellent item to use in order to gain +10 armour vs. Charr.
Notes about Staves: These weapons also come with a Halves Skill Recharge(HSR) (spells) inherent mod that maxes at (16% chance) in presearing.
List of Weapon Skins in Pre:
Axe:
Battle Axe (Hatchet)
Battle Axe (double bladed) (From Walden)
Cleaver
Double Bladed Axe
Hand Axe (Tyrian)
Hatchet
Krytan Axe (White and blue rarities only)
Kyhlo Axe (From Arthur Ayala)
Piercing Axe
Sephis Axe (White and blue rarities only)
Serpent Axe (From Hidden Stash; white and blue rarities only)
Sickle (White and blue rarities only)
Spiked Axe
Tribal Axe (White and blue rarities only)
White Reaver (From Hidden Stash; white and blue rarities only)
Sword:
Brute Sword
Butterfly Sword
Forked Sword
Long Sword
Scimitar
Short Sword
Tribal Blade
Hammers:
Ball Hammer
Break Hammer
Dwarven Hammer (From Hidden Stash; white and blue rarities only)
Foehammer
Giant Slayers Hammer (From Hidden Stash; white and blue rarities only)
Magmas Arm (From Hidden Stash; white and blue rarities only)
Ram's Hammer
Runic Hammer
Shining Maul (From Hidden Stash; white and blue rarities only)
Summit Hammer (From Hidden Stash; white and blue rarities only)
War Hammer (Lion)
War Hammer (Spiked) (purple rarity only)
Bow:
Flatbow
Hornbow
Longbow
Recurve Bow
Dead Bow (White and blue rarities only)
Shortbow
Wands:
Cane (Domination)
Cane (Illusion)
Air Wand
Deadly Cesta
Earth Wand
Fire Wand
Holy Rod
Smiting Rod
Truncheon
Water Wand
Staves:
Accursed Staff
Air Staff
Earth Staff (Obsidian)
Fire Staff
Holy Staff
Inscribed Staff
Jeweled Staff
Smiting Staff
Water Staff (core)
Water Staff (Tyrian) (From Walden)
Focus:
Accursed Icon (Diamond)
Accursed Icon (Gorgon)
Aureate Chalice
Divine Symbol
Earth Scroll
Flame Artifact
Frost Artifact
Healing Ankh
Grim Cesta (Claw)
Grim Cesta (Gauntlet)
Idol (Knife)
Idol (Hand)
Inscribed Chakram
Jeweled Chakram
Jeweled Chalice
Protective Icon
Stone Chakram
Storm Artifact
Wooden Chakram
Shields:
Crude Shield
Ornate Buckler
Reinforced Buckler
Round Shield
Skull Shield
Tall Shield
Tower Shield
Wooden Buckler
Other statistics
Compact knowledge for reference:
1. Identification
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (1 for blue+white, 2 for purples and 4 for gold items)
rand = random value in between 1g and uv averaging at ~30% of unid value
Improved sale value will add up to 75g to that value.
2. Unid values by level
lvl 7 5-11g (charr shaman) peaking around 6g
lvl 8 6-12g (all other charr) peaking around 7g
lvl 10 8-17g (charrbosses) peaking around 9g
The distributions have a peak for highest chance of unid value slightly higher than the minimum and rapidly decreasing towards the top end.
3. DMG ranges by values
4. requirements by unid value:
white/blue range and purple/gold range listed - purple staves are different (and I have too few data as to be able to post ranges)
q0: 1-12g 5-9g
q1: 9-11g 6g
q2: 9-16g 6-9g
q3: 9-21g 6-12g
q4: 9-26g 6-17g
q5: 9-37g 6-20g
q6: 10-52g 7-24g
q7: 13-50g 9-28g
q8: 18-56g 12-35g
q9: 23-58g 15-59g
q10: 30-59g 21-57g
q11: 40-58g 27-58g
q12: 53-60g 35-58g
q13: - 46-58g
The application to open questions:
1. Highest/lowest values:
Purple items: 12-64g
Purple items with req: 14-64g
Purple items without req: 12-36g
Blue items: 2-32g
Blue items with req: 10-32g
Blue items without req: 2-22g
2. DMG ranges of purples by levels (for charr)
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-16 (I suspect 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
3. Identifying
Since the added value by identifying averages at 30% of unid value and an identification kit costs 4g/use any white item worth 14g+ unid can be id'ed for slight profit
(but it's not really worth it in pre since you'd have to check all values first... in post however any drops from lvl 16+ should be id'ed esp profitable it gets on lvl 24+ averaging at an additional 11g per item - still 20% higher profit from white drops, but yeah... barely anyone care for 20g...) blue and purple items should always be id'ed since it might get valueable mods.
4. Farming advice
Do boss runs for max dmg items while killing all the charr on the way for the possible mods dropping there. At shrine kill everything as well as the two patrols right inrange and follow the path upto the patrol group of 3 at the river. Leave an alternate char in your party right at the gate and zone as soon as this is done. This should get best moneys over time.
My conclusion chain:
For further reading in order to understand what I did and readily arguing about.
Obviously the DMG-ranges of drops depend on the level of the mobs - so I started researching, which foes drop what DMG-ranges, what requirements and what rarities.
I noticed that the higher levels have higher gold value items drop (okay nothing mindblowing...) and started checking on how those were generated.
I took the values of the unid items and checked for the value after identification. What I found is the following
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (will be explained)
rand = random value in between 1g and uv
random seems to be indeed random and be applied when identifying. I noticed that there will be a rarity factor since ALL gold ident items come in multiples of 4 (i.e. 204, 208, 212...g) and purples in even numbers (those that do not have "improved sale value" inherent or insc). The rarity factors are
rf(gold) = 4
rf(purple) = 2
rf(blue) = rf(white) = 1
The variance of the random part was tested with about 1000 unidentified items and seemed reasonable. I always try to think "What kind of solution would a developer find?" So they will barely put a range manually totally indestinct of anything and all by hand - the range of 1g-uv seemed very plausible - if you don´t trust it, just do testings. The random part however is not evenly distributed - it´s more like decreasing exponential probability over the added value - meaning 1g is the most often one happening (why we have so many gold items at 204g since those come from HM/lvl24+ mobs which drop 50g+ unid items also peaking at 50g wich yields the 204g with rf=4 and rand = 1) and having an average of 0.3 * uv saying 30% of the unid value (I do have this number in more digits, yet too few data as to have a measurement error that´d justify to post them (sorry my physics education shines here))
So far so good. Next I looked into what the unid value tell us. I noticed first that every level of foes drop a specific range of unid values, as well as there was a minimum and maximum dmg from each fixed level. I looked into correlation of those values and damages - and not all values could drop on all dmg ranges from that foe, which brought me to collect data as unid-value for certain DMG. I noted that white/blue items have lower dmg ranges than purple/gold and thus differetiated between all of them - I did do the following on all rarity seperately. I checked for different level mobs, that had an overlap of their unid-value-ranges and checked if the items differed in DMG. But I foud that e.g. a purple/gold shield at 40g value is always 16arm no matter what mob dropped it - same on all other DMG ranges: the unid value ranges matched up no matter the level of the drop source. So I logged all the unid values by all the DMG-ranges by all the weapons I got no matter the source level. ...and same for the requirements. This is the big data I have. I made sure not just to say "oh, 5-24 axe drops at 31g and at 36g so it will drop at 31-36g but rather just made a list of all the values I got for said range. Now I can just look at any mob, see its level and by this I know the unid value ranges, and from those I know all the possible DMG-ranges for any type of weapon and all the possible requirements of those ranges. This will tell me what is possible max/min damage and max/min req in pre e.g. since I know highest level = highest unid value = highest damage ranges.
I compared data for different rarities and got: blue and white are absolutely identical as well as purple and gold items are - EXCEPT for purple staves: those work different - I bet this has to do with the inherent HSR mod that was added later then the original drop algorithm - I´ll talk about this later.
I have to note though, that my data is far from complete - on the 32g+ items I´m quite complete since I enjoy chestrunning the lvl 20 and farming all sorts of mobs for q8s, but for lower it´s just a pain: you farm 10min and spend 1h typing values in Excel - not too much fun... But on the unid value ranges and the req by value I´m confident I´m close to complete.
So let me give you the important insight to this for pre ranges:
lvl 7 5-11g
lvl 8 6-12g
lvl 10 8-17g
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-16 (I suspect 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
so next I´ll look into the results of reqs: some regularities, some oddities
I logged all possible unid values for all reqs. One point is: lvl 0-6 will ONLY drop q0 items. From there on reqs are possible and it starts right at lvl 7. I´ll now list my findings as for req by value: always first listing the white/blue range, then the purple/gold range, and last there should be the staff range whereas this is not at all close to complete for staves, since there are so few data... thus I leave it out for now
q0: 1-12g 5-9g
q1: 9-11g 6g
q2: 9-16g 6-9g
q3: 9-21g 6-12g
q4: 9-26g 6-17g
q5: 9-37g 6-20g
q6: 10-52g 7-24g
q7: 13-50g 9-28g
q8: 18-56g 12-35g
q9: 23-58g 15-59g
q10: 30-59g 21-57g
q11: 40-58g 27-58g
q12: 53-60g 35-58g
q13: - 46-58g
What seems odd at first glance is the fact, that 9g purple items can drop in q0 and q2-7 but not q1. And that there is a high increase in the unid value range for purples on the high end in between q8 and q9. And all the reqs start happening at the same unid values. BUT this is explainable: lvl0-6 mobs will just drop q0 items by an additional limitation and since having at lvl 6 a range of unid items in 4-9g. whilst for higher mobs the regular version is applied, which has at highest a 6g unid value for q1 items and a lvl 7 can drop at lowest a 5g item, thus it´d only leave the 5g and 6g values available. I do have yet to find explanation to why none item of 5g value with req will happen - I suspect the technics of the cutoff to be somewhat responsible... We´ll see. lvl21+ are limited to drop at highest max DMG weps which happen at q9-13 as commonly known on those mobs. Those mobs have ranges of up to 60g unid value and thus explain the step from q8 to q9.
From here you can see how to see what is min req for a max DMG pre item: max DMG happens at max unid value, which is 16g. 16g is the upper end of q4 to happen - thus it´s q4. It works the same for DMG-ranges yet I´ll save you that full table here - and just list you my findings for the relevant parts. Then I wanted to further investigate the purple staves - this is still ongoing but from what it looks like the cover the entire range of white/blue/purple/gold ranges respecting req, respecting HSR by value etc. this is plausible phenomenon whereas I have yet to develop a proper idea to how adding the HSR inherent to the game could have changed them to this.
Additional Notes
There are a few items in Pre-Searing which used to drop from foes prior to the 2005/2006 "nerf." These items are referred to as being "pre-nerf." Among them are zealous and vampiric mods, +2 (-50 health) stat boosting runes, and staves with no "halves skill recharge" inherent modifier.
Upon release of the Vanguard quests (given by Lieutenant Langmar in Ascalon City), the foes encountered were capable of dropping items upon death. They no longer drop items, but due to their levels being higher than those of other foes in Pre-Searing, they were able to drop items which had significantly higher stats than those dropped by
non-Vanguard foes. It's rumored that only a few such items are in existence. An example may be seen below:

Updated and maintained by members. A special thank you to redfireball for your contributions!
Salvaged from Presearing.com by M E I R
Damage
Weapon Type | Pre max | Post max | Notes |
Sword | 12-16 | 15-22 | Anything above 10-14 is considered rare. |
Axe | 7-20 | 6-28 | Anything above 6-16 is very uncommon. |
Hammer | 15-25 | 19-35 | Not incredibly useful, as the GoTY hammer is max dmg (Hammers are good for event item farming), but higher damage hammers (typically above 21 or 22 damage) can be worth significant amounts in trade, due to their rarity. |
Bow | 12-20 | 15-28 | GoTY & GW:EN PBP bows decrease the value of most pre bows. However 11-18+ bows are still quite valuable. |
Staff | 10-16 | 11-22 | 10-16 is quite rare. |
Wand | 10-17 | 11-22 | 10-17 is extremely rare. |
Shields
Mod Type | Pre Max | Post Max | Notes |
Base Armor | 12 armor | 16 armor | 12 is very rare. |
+1 Skill | 18% chance | 20% chance | |
+ Armor vs. <Species> | +9 armor | +10 armor | + armor vs. Charr is the most useful mod, but players will occasionally seek protection vs. fire, slashing, piercing, blunt damage, and undead. |
+ Armor vs. <Dmg Type> | +9 armor | +10 armor | Fire, Cold, Earth, Air, Slashing, Piercing, Blunt. |
+ Health unconditional | +26 hp | +30hp | More than 25hp is very rare. |
+ Health while stanced | +39hp | +45hp | |
+ Health while enchanted | +39hp | +45hp | |
+ Health while hexed | +54hp | +60hp | |
-x Physical Dmg Recieved [stanced] | -2 | -2 | |
-x Physical Dmg Recieved [enchanted] | -2 | -2 | |
- x Physical Dmg Recieved [hexed] | -3 | -3 | |
- x Received Physical Damage [Chance xx%] | -5 Received Physical Damage [Chance 18%] | -5 Received Physical Damage [Chance 20%] | This mod has 2 variables, and ranges from -3 [%chance] to -5 [%chance] |
-20% condition duration [stacking] | -20% (Stacking) | -20% (stacking) | The various conditions are bleeding, blind, crippled, deep wound, disease, poison, dazed, and weakness. |
Staff / Focus Energy
Item Type | Pre Max | Post Max | Notes |
Staff | 8 | 10 | Not inclusive of + energy mods |
Focus | 9 | 12 | Not inclusive of + energy mods |
Mods
General Inscriptions:
Mod | Pre Max | Post Max | Notes |
While Hexed | 18% | 20% | This is + damage while the PLAYER is hexed |
Under 50% hp | 18% | 20% | |
Over 50% hp | 14% | 15% | Popular. Often seen as 14^50 etc. |
While Stanced | 14% | 15% | Good if frenzying. |
While Enchanted | 14% | 15% | Monk Primary or Elementalist only. |
Vs Hexed foes | 14% | 15% | This is + damage while the ENEMY is hexed. Necro and Mesmer only. |
Caster Inscriptions:
Mod | Pre Max | Post Max | Notes |
HCT Half Cast Time [Spells] | 9% chance | 10% chance | [staff/wand] |
HCT Half Cast Time [set attribute] | 18% chance | 20% chance | [staff/wand/offhand] |
HST Half Skill Recharge [Spells] | 9% chance | 10% chance | [offhand only] |
HST Half Skill Recharge [set attribute] | 18% chance | 20% chance | [offhand only] |
+1 Skill | 18% chance | 20% chance | [staff/wand/offhand] |
+xx energy, -1 energy regeneration | +14 energy -1 energy regeneration | +15 energy -1 energy regeneration | [wand/offhand only] |
+ health while enchanted | +39hp | +45hp | [offhand only] |
+ health while hexed | +54hp | +60hp | [offhand only] |
+ health (unconditional) | +26hp | +30hp | [offhand only] |
+x energy while enchanted | +4 energy | +5 energy | [wand only] |
+x energy while hexed | +4 energy | +5 energy | [wand only] |
+x energy while health is above 50% | +4 energy | +5 energy | [wand only] |
+x energy while health is below 50% | +4 energy | +7 energy | [wand only] |
+x armor while health is above 50% | +5 armor | +5 armor | [offhand only] |
+x armor while health is below 50% | +9 armor | +10 armor | [offhand only] |
+x armor, -20 health | +5 armor | +5 armor | [offhand only] |
+ armor, energy -5 | +5 armor | +5 armor | [offhand only] |
+ armor while attacking | +5 armor | +5 armor | [offhand only] |
+ armor while enchanted | +5 armor | +5 armor | [offhand only] |
+ armor while casting | +5 armor | +5 armor | [offhand only] |
+ armor while hexed | +9 armor | +10 armor | [offhand only] |
+ armor vs. physical damage | +5 armor | +5 armor | [offhand only] |
+ armor vs. elemental damage | +5 armor | +5 armor | [offhand only] |
+ Armor vs. <Species> | +9 armor | +10 armor | [offhand only] |
+ Armor vs. <Dmg Type> | +9 armor | +10 armor | [offhand only] Fire, Cold, Earth, Air, Slashing, Piercing, Blunt. |
-20% condition duration [stacking] | -20% (Stacking) | -20% (Stacking) | [staff/offhand] |
Prefix Mods:
Mod | Pre Max | Post Max | Notes |
Furious | 9% chance | 10% chance | [sword/axe/hammer] |
Sundering +20% armor penetration | 18% chance | 20% chance | [sword/axe/hammer/bow] |
Insightful | +4en | +5en | [staff only] |
Hale | +26hp | +30hp | [staff only] |
Defensive | +5 armor | +5 armor | [staff only] |
Suffix Mods:
Mod | Pre Max | Post Max | Notes |
-Enchanting | 18% longer | 20% longer | Monk and Elementalist only. |
-Shelter | +6 vs physical | +7 vs physical dmg | Excellent mod |
-Warding | +6 vs Ele | +7 vs elemental dmg | Excellent mod |
-Defense | +5 armor | +5 armor | Excellent mod |
-Weapon mastery +1 | 18% chance | 20% chance | Not very useful |
-Fortitude | +28 | +30hp | Good for damage buffer |
-Of Species(slaying) | +18% vs Species | +20% vs Species | Listing of species below |
Suffix | Species | Drops in Pre? | Where to use? | For Creature? | Useful in pre? |
of Charrslaying | Charr | Yes | Northlands | Charr | Very |
of Deathbane | Undead | Yes | Catacombs | Skeletons | Somewhat |
of Dwarfslaying | Dwarves | Yes | No | ||
of Giantslaying | Giants | Yes | No | ||
of Ogreslaying | Ogres | No | No | ||
of Pruning | Plants | Yes | Everywhere | Oakhearts & Aloe | Somewhat |
of Skeletonslaying | Skeletons | Yes | Catacombs | Skeletons | Somewhat |
of Tenguslaying | Tengu | Yes | No | ||
of Trollslaying | Trolls | Yes | No | ||
of Demonslaying | Demons | No | No | ||
of Dragonslaying | Dragons | No | No |
~~max values without requirement~~
Shield | Armour Level 8 |
Focus | +6 energy |
Bow | 9-13 dmg |
Axe | 6-12 dmg |
Sword | 8-10 dmg |
Hammer | 11-15 dmg |
Staff/Wand | 7-11 dmg |
Additional Mods:
Mod | Description | Notes |
Fiery | Converts damage to fire | Sword/Axe/Hammer/Bow |
Icy | Converts damage to cold | Sword/Axe/Hammer/Bow |
Shocking | Converts damage to lightning | Sword/Axe/Hammer/Bow |
Ebon | Converts damage to earth | Sword/Axe/Hammer/Bow |
Barbed | Increases Bleeding duration by 33% | Only useful to Sword Warriors |
Cruel | Increases Deep Wound duration by 33% | Only useful to Sword Warriors |
Note: Charr Mesmer Boss (Ghast Ashpyre) uses a skill (Mantra of Flame) that gives him 34% reduction to fire damage and 2 energy each hit.
For trade purposes, please note that non-max items can still be sold for good money if they have mods which increase values such as energy, or extra armour in certain conditions (a good example of this is Armour vs charr/ slashing dmg/ piercing dmg)
Also note that dual modded items are much more appealing to buyers, especially if those mods are relelvant in pre. Mods such as poisonous and heavy affect only conditions that dont exist in pre and so are unwanted.
Please feel free to add anything I have missed, or to correct me if wrong. Any suggestions you make will be considered and this guide will be edited.
Notes about the Rinblade and Bandit Raid quest reward shield: The inherent armour vs. Charr on the Rinblade does not currently function due to a bug. The Bandit Raid shield is, however, an excellent item to use in order to gain +10 armour vs. Charr.
Notes about Staves: These weapons also come with a Halves Skill Recharge(HSR) (spells) inherent mod that maxes at (16% chance) in presearing.
List of Weapon Skins in Pre:
Axe:
Battle Axe (Hatchet)
Battle Axe (double bladed) (From Walden)
Cleaver
Double Bladed Axe
Hand Axe (Tyrian)
Hatchet
Krytan Axe (White and blue rarities only)
Kyhlo Axe (From Arthur Ayala)
Piercing Axe
Sephis Axe (White and blue rarities only)
Serpent Axe (From Hidden Stash; white and blue rarities only)
Sickle (White and blue rarities only)
Spiked Axe
Tribal Axe (White and blue rarities only)
White Reaver (From Hidden Stash; white and blue rarities only)
Sword:
Brute Sword
Butterfly Sword
Forked Sword
Long Sword
Scimitar
Short Sword
Tribal Blade
Hammers:
Ball Hammer
Break Hammer
Dwarven Hammer (From Hidden Stash; white and blue rarities only)
Foehammer
Giant Slayers Hammer (From Hidden Stash; white and blue rarities only)
Magmas Arm (From Hidden Stash; white and blue rarities only)
Ram's Hammer
Runic Hammer
Shining Maul (From Hidden Stash; white and blue rarities only)
Summit Hammer (From Hidden Stash; white and blue rarities only)
Twin Hammer (purple rarity only)
War hammer (foehammer skin) (From the quest Trouble in the Woods)War Hammer (Lion)
War Hammer (Spiked) (purple rarity only)
Bow:
Flatbow
Hornbow
Longbow
Recurve Bow
Dead Bow (White and blue rarities only)
Shortbow
Wands:
Cane (Domination)
Cane (Illusion)
Air Wand
Deadly Cesta
Earth Wand
Fire Wand
Holy Rod
Smiting Rod
Truncheon
Water Wand
Staves:
Accursed Staff
Air Staff
Dead Staff (From Hidden Stash; white and blue rarities only. See Wiki page for damage type variants)
Earth StaffEarth Staff (Obsidian)
Fire Staff
Holy Staff
Inscribed Staff
Jeweled Staff
Smiting Staff
Water Staff (core)
Water Staff (Tyrian) (From Walden)
Focus:
Accursed Icon (Diamond)
Accursed Icon (Gorgon)
Aureate Chalice
Divine Symbol
Earth Scroll
Flame Artifact
Frost Artifact
Healing Ankh
Grim Cesta (Claw)
Grim Cesta (Gauntlet)
Idol (Knife)
Idol (Hand)
Inscribed Chakram
Jeweled Chakram
Jeweled Chalice
Protective Icon
Stone Chakram
Storm Artifact
Wooden Chakram
Shields:
Crude Shield
Ornate Buckler
Reinforced Buckler
Round Shield
Skull Shield
Tall Shield
Tower Shield
Wooden Buckler
Other statistics
Compact knowledge for reference:
1. Identification
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (1 for blue+white, 2 for purples and 4 for gold items)
rand = random value in between 1g and uv averaging at ~30% of unid value
Improved sale value will add up to 75g to that value.
2. Unid values by level
lvl 7 5-11g (charr shaman) peaking around 6g
lvl 8 6-12g (all other charr) peaking around 7g
lvl 10 8-17g (charrbosses) peaking around 9g
The distributions have a peak for highest chance of unid value slightly higher than the minimum and rapidly decreasing towards the top end.
3. DMG ranges by values
4. requirements by unid value:
white/blue range and purple/gold range listed - purple staves are different (and I have too few data as to be able to post ranges)
q0: 1-12g 5-9g
q1: 9-11g 6g
q2: 9-16g 6-9g
q3: 9-21g 6-12g
q4: 9-26g 6-17g
q5: 9-37g 6-20g
q6: 10-52g 7-24g
q7: 13-50g 9-28g
q8: 18-56g 12-35g
q9: 23-58g 15-59g
q10: 30-59g 21-57g
q11: 40-58g 27-58g
q12: 53-60g 35-58g
q13: - 46-58g
The application to open questions:
1. Highest/lowest values:
Purple items: 12-64g
Purple items with req: 14-64g
Purple items without req: 12-36g
Blue items: 2-32g
Blue items with req: 10-32g
Blue items without req: 2-22g
2. DMG ranges of purples by levels (for charr)
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-16 (I suspect 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
3. Identifying
Since the added value by identifying averages at 30% of unid value and an identification kit costs 4g/use any white item worth 14g+ unid can be id'ed for slight profit

4. Farming advice
Do boss runs for max dmg items while killing all the charr on the way for the possible mods dropping there. At shrine kill everything as well as the two patrols right inrange and follow the path upto the patrol group of 3 at the river. Leave an alternate char in your party right at the gate and zone as soon as this is done. This should get best moneys over time.
My conclusion chain:
For further reading in order to understand what I did and readily arguing about.
Obviously the DMG-ranges of drops depend on the level of the mobs - so I started researching, which foes drop what DMG-ranges, what requirements and what rarities.
I noticed that the higher levels have higher gold value items drop (okay nothing mindblowing...) and started checking on how those were generated.
I took the values of the unid items and checked for the value after identification. What I found is the following
iv = (uv + rand) * rf
Where
uv = unidvalue
iv = ident value
rf = rarity factor (will be explained)
rand = random value in between 1g and uv
random seems to be indeed random and be applied when identifying. I noticed that there will be a rarity factor since ALL gold ident items come in multiples of 4 (i.e. 204, 208, 212...g) and purples in even numbers (those that do not have "improved sale value" inherent or insc). The rarity factors are
rf(gold) = 4
rf(purple) = 2
rf(blue) = rf(white) = 1
The variance of the random part was tested with about 1000 unidentified items and seemed reasonable. I always try to think "What kind of solution would a developer find?" So they will barely put a range manually totally indestinct of anything and all by hand - the range of 1g-uv seemed very plausible - if you don´t trust it, just do testings. The random part however is not evenly distributed - it´s more like decreasing exponential probability over the added value - meaning 1g is the most often one happening (why we have so many gold items at 204g since those come from HM/lvl24+ mobs which drop 50g+ unid items also peaking at 50g wich yields the 204g with rf=4 and rand = 1) and having an average of 0.3 * uv saying 30% of the unid value (I do have this number in more digits, yet too few data as to have a measurement error that´d justify to post them (sorry my physics education shines here))
So far so good. Next I looked into what the unid value tell us. I noticed first that every level of foes drop a specific range of unid values, as well as there was a minimum and maximum dmg from each fixed level. I looked into correlation of those values and damages - and not all values could drop on all dmg ranges from that foe, which brought me to collect data as unid-value for certain DMG. I noted that white/blue items have lower dmg ranges than purple/gold and thus differetiated between all of them - I did do the following on all rarity seperately. I checked for different level mobs, that had an overlap of their unid-value-ranges and checked if the items differed in DMG. But I foud that e.g. a purple/gold shield at 40g value is always 16arm no matter what mob dropped it - same on all other DMG ranges: the unid value ranges matched up no matter the level of the drop source. So I logged all the unid values by all the DMG-ranges by all the weapons I got no matter the source level. ...and same for the requirements. This is the big data I have. I made sure not just to say "oh, 5-24 axe drops at 31g and at 36g so it will drop at 31-36g but rather just made a list of all the values I got for said range. Now I can just look at any mob, see its level and by this I know the unid value ranges, and from those I know all the possible DMG-ranges for any type of weapon and all the possible requirements of those ranges. This will tell me what is possible max/min damage and max/min req in pre e.g. since I know highest level = highest unid value = highest damage ranges.
I compared data for different rarities and got: blue and white are absolutely identical as well as purple and gold items are - EXCEPT for purple staves: those work different - I bet this has to do with the inherent HSR mod that was added later then the original drop algorithm - I´ll talk about this later.
I have to note though, that my data is far from complete - on the 32g+ items I´m quite complete since I enjoy chestrunning the lvl 20 and farming all sorts of mobs for q8s, but for lower it´s just a pain: you farm 10min and spend 1h typing values in Excel - not too much fun... But on the unid value ranges and the req by value I´m confident I´m close to complete.
So let me give you the important insight to this for pre ranges:
lvl 7 5-11g
lvl 8 6-12g
lvl 10 8-17g
for purple items: highest Damage from my table taken for the highest unid value from level 10 and lvl8 and lvl7 respectively
staves:
16/8/10-16 (I suspect 10-17 possible, yet have to get a drop that would clarify)
14/6/9-14
13/6/8-14
swords:
12-16
11-14
10-14
axes:
6-19 (I know I´m still off here, but I just didn´t get any gold/purple 7-xx axe in the 16g range yet...)
6-17
6-16
bows:
12-19 (see above)
11-18
11-17
foci:
9
8
8
hammer:
15-24 (see above)
14-21
13-20
shield:
12
11
11
wand:
10-16 (again I suspect 10-17 possible without proof so far)
9-15
9-14
so next I´ll look into the results of reqs: some regularities, some oddities

I logged all possible unid values for all reqs. One point is: lvl 0-6 will ONLY drop q0 items. From there on reqs are possible and it starts right at lvl 7. I´ll now list my findings as for req by value: always first listing the white/blue range, then the purple/gold range, and last there should be the staff range whereas this is not at all close to complete for staves, since there are so few data... thus I leave it out for now
q0: 1-12g 5-9g
q1: 9-11g 6g
q2: 9-16g 6-9g
q3: 9-21g 6-12g
q4: 9-26g 6-17g
q5: 9-37g 6-20g
q6: 10-52g 7-24g
q7: 13-50g 9-28g
q8: 18-56g 12-35g
q9: 23-58g 15-59g
q10: 30-59g 21-57g
q11: 40-58g 27-58g
q12: 53-60g 35-58g
q13: - 46-58g
What seems odd at first glance is the fact, that 9g purple items can drop in q0 and q2-7 but not q1. And that there is a high increase in the unid value range for purples on the high end in between q8 and q9. And all the reqs start happening at the same unid values. BUT this is explainable: lvl0-6 mobs will just drop q0 items by an additional limitation and since having at lvl 6 a range of unid items in 4-9g. whilst for higher mobs the regular version is applied, which has at highest a 6g unid value for q1 items and a lvl 7 can drop at lowest a 5g item, thus it´d only leave the 5g and 6g values available. I do have yet to find explanation to why none item of 5g value with req will happen - I suspect the technics of the cutoff to be somewhat responsible... We´ll see. lvl21+ are limited to drop at highest max DMG weps which happen at q9-13 as commonly known on those mobs. Those mobs have ranges of up to 60g unid value and thus explain the step from q8 to q9.
From here you can see how to see what is min req for a max DMG pre item: max DMG happens at max unid value, which is 16g. 16g is the upper end of q4 to happen - thus it´s q4. It works the same for DMG-ranges yet I´ll save you that full table here - and just list you my findings for the relevant parts. Then I wanted to further investigate the purple staves - this is still ongoing but from what it looks like the cover the entire range of white/blue/purple/gold ranges respecting req, respecting HSR by value etc. this is plausible phenomenon whereas I have yet to develop a proper idea to how adding the HSR inherent to the game could have changed them to this.
Additional Notes
There are a few items in Pre-Searing which used to drop from foes prior to the 2005/2006 "nerf." These items are referred to as being "pre-nerf." Among them are zealous and vampiric mods, +2 (-50 health) stat boosting runes, and staves with no "halves skill recharge" inherent modifier.
Upon release of the Vanguard quests (given by Lieutenant Langmar in Ascalon City), the foes encountered were capable of dropping items upon death. They no longer drop items, but due to their levels being higher than those of other foes in Pre-Searing, they were able to drop items which had significantly higher stats than those dropped by
non-Vanguard foes. It's rumored that only a few such items are in existence. An example may be seen below:
