In Probably Stolen: Cyberpunk Shopkeeper Sim, certain high-value goods are marked [Appraisal Item]. Customers bring them to your Store for a valuation and pay for the service. Your earnings increase as your estimate gets closer to the item’s actual worth.
Quick answer: Join the Appraisal Guild for 85 to 255 credits, depending on difficulty. Each appraisal pays a base fee plus a percentage of your estimate, and that percentage rises the closer you get to the true value.
The Mentor’s note “Appraisal Service” explains the process: a customer comes to the Store seeking a valuation for an [Appraisal Item]. You receive a base service fee plus an extra reward for accuracy. Pass appraisal exams to earn certification; this increases the standard payment and gives you access to more item types for appraisal.
Appraisal Guild join cost and progress by difficulty
The guild’s entry price depends on your difficulty. Difficulty also scales how much progress a good appraisal earns and how much a bad one takes away.
| Difficulty | Join cost | Progress gain | Progress loss |
|---|---|---|---|
| Price Gouge | 85 credits | x1.25 | x0.5 |
| Mark Up | 85 credits | x1 | x1 |
| Thin Margins | 170 credits | x1 | x1.5 |
| Red Ink | 255 credits | x0.75 | x2 |
On Red Ink, joining costs 255 credits. On that difficulty, missed estimates also cost you twice the usual progress, and good ones earn only three-quarters of the usual amount.
Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Appraisal grades: how close your estimate must be
Each appraisal gets a grade based on how far your estimate sits from the item’s true value.
| Grade | Estimate vs true value |
|---|---|
| Perfect | Within 5% |
| Excellent | Within 10% |
| Good | Within 15% |
| Mediocre | Within 25% |
| Awful | More than 25% off |
Appraiser ranks, fees, and promotion
Your fee for each job is your rank’s base fee plus your grade’s percentage of your estimate. Higher ranks pay a bigger base fee. They also make it more likely that an appraisal customer shows up on a given day.
| Rank | Base fee | Promotion at | Appraisal customer per day |
|---|---|---|---|
| Junior Appraiser | 20 | 100 points | 33% |
| Appraiser | 40 | 150 points | 42% |
| Senior Appraiser | 60 | 250 points | 48% |
| Master Appraiser | 100 | 0 points | 55% |
Ranks have different appraisal percentages for each grade. The higher ranks list fewer grades.
| Rank | Appraises | Fee % by grade |
|---|---|---|
| Junior Appraiser | Cybernetic Hands | Perfect 15%, Excellent 12%, Good 10%, Mediocre 8%, Awful 5% |
| Appraiser | Ribwich | Perfect 18%, Excellent 15%, Good 12%, Mediocre 10% |
| Senior Appraiser | Plasma Cartridges | Perfect 21%, Excellent 18%, Good 15% |
| Master Appraiser | — | Perfect 25%, Excellent 21% |
Once you reach the points threshold, you can take a promotion exam. Passing it earns the certification for the next rank.
If you fail a promotion exam, you have to wait 7 days before you can retry it.
Cybernetic Hand appraisal (Junior Appraiser)
Every cybernetic hand starts at 100 credits and can never be worth less than 50 credits, whatever its condition. Its value moves based on five factors. The table lists the modifiers the game’s worked examples confirm.
| Factor | Options | Confirmed modifiers |
|---|---|---|
| Material | Aluminum Alloy, Carbon Composite, Gold Plated | Carbon Composite +50 |
| Condition | None, Wears, Damages | Wear -35, Damage -85 |
| Control Interface | Neural Interface, Unspecified, EMG+ | EMG+ +45, Unspecified -60 |
| Add-ons | Armored, Blade | Each applies independently |
| Set Bonus | Tactical, Deluxe | Raises value |
Add-on bonuses stack, so a hand with both Armored and Blade gets both. A set bonus applies only when a hand matches one of these combinations:
- Tactical: Choose Carbon Composite with either EMG+ or Neural Interface. It must be free of wear and damage, and include both Armored and Blade.
- For Deluxe: select Gold Plated and Neural Interface. The item must be free of wear and damage; add-ons may be present or absent.
Here are two worked examples. The first hand is Carbon Composite with wear and EMG+. That gives 100 + 50 − 35 + 45 = 160 credits. The second hand is damaged with an Unspecified control interface. Its math gives 100 − 85 − 60 = −45, so the 50-credit floor applies and the hand is worth 50 credits.
Ribwich appraisal (Appraiser)
Davre’s Ribwich is a limited-edition sandwich that is no longer produced. Each one has a starting value of 150 credits, and its value cannot fall below 40 credits. Check for counterfeiting first. If the plastic packaging is absent, has been opened, or the item is counterfeit, its value is 40 credits regardless of other factors.
Ribwich counterfeit checks
A Ribwich is counterfeit if any of these are true:
- The production date is absent, invalid, or falls outside both production runs.
- A packing facility number that is absent or invalid means the Ribwich is counterfeit. Valid facility numbers range from 01 through 35.
- It has only one of the two Deluxe Edition features, either the sesame bun or the extra pickles.
- The Davre Logo is missing or incorrect.
- It comes from the 2nd production run and the Ribwich sticker is missing or incorrect. 1st-run Ribwiches do not have the sticker.
Ribwiches were produced in two periods: January 425 through December 429, followed by January 432 through December 438.
Ribwich value modifiers
| Condition | Modifier |
|---|---|
| 1st Production Run | +80 |
| Produced 01/425 or 12/438 | +50 |
| High Quality Packing Facility (01, 02, 05, 08, 21, 34) | +50 |
| Low Quality Packing Facility (07, 15, 18, 26, 31) | -50 |
| Deluxe Edition (sesame bun and extra pickles) | +300 |
| Double Meat Patty | +800 |
The double-patty Ribwich was a packing machine fault. Quality control usually destroyed these, so they are extremely rare. That rarity is why a valid one adds the largest bonus on the list.
Plasma Cartridge appraisal (Senior Appraiser)
Plasma Cartridges fuel the Pulse Plasma Drive. They have a base value of 300 credits and a minimum value of 90 credits, whatever the manufacturer or condition. To price one, add up its condition attributes and its plasma color, then add any manufacturer bonus.

| Attribute | Modifier |
|---|---|
| Standard condition | No change |
| Light Wear | -45 |
| Heavy Wear | -90 |
| Cracked | -150 |
| Exposed Screws | -30 |
| Reinforced | +60 |
| Standard plasma color | No change |
| Low Grade plasma color | -150 |
| High-Grade plasma color | +150 |
Plasma color is the biggest indicator of quality. Any color that is not Standard or High-Grade counts as Low-Grade.
Manufacturer bonuses
Four manufacturers are common on the Station. A cartridge earns its manufacturer’s bonus only if all of that manufacturer’s conditions match. Every manufacturer lists its seal as Always.
| Manufacturer | Condition | Color | Bonus |
|---|---|---|---|
| Wild’s Rides (“WLD”) | Any | Low-Grade, Standard | +60 |
| ZhongHua Shipbuilding (“ZHS”) | None or Reinforced | Standard | +120 |
| Ignition Lab (“IGN”) | None | High-Grade | +750 |
| Republic Naval Requisition (“RNR”) | Any, except cracks | Standard | +120 |
Here are two worked examples. The first is a cracked, reinforced RNR cartridge. It gets 300 − 150 + 60 = 210 credits and no manufacturer bonus, because RNR cartridges cannot have cracks. The second cartridge has Heavy Wear, Exposed Screws, and a Low Grade color. Its math gives 300 − 90 − 30 − 150 = 30, so the floor applies and its final value is 90 credits.
Appraisal items are only part of the counter work: for counterfeit tells on everyday goods, see how to spot fakes in Probably Stolen; for base values of every item, see the items list; and for the full run, the complete Probably Stolen guide.






