- Abundant: Pops all the time, easy obtainable, low value
- Common: Pops less, but is still encountered a lot. mediocre value
- Rare: Pops rarely, high value.
- Extremely Rare: Pops very rarely, very valuable
- Artifact: Possibly only one of each in existance, extremely valuable.
I prefer to apply a calculation to decide in which class an object belongs, based on the objects prototype. Any ideas?

Some criteria that an item prototype might have to fullfill to be a certain item class.
Abundant:
- No affects on prototype
- Abundant materials (copper, bronze, iron)
Common:
- 'a few' affects on prototype
- just beyond common materials (silver, gold)
Rare:
- 'a moderate amount of' affects on prototype
- Rare materials (meteorite, adamantite)
- Any minor effects (like NIs's rogue dash I).
Extremely Rare:
- 'a large amount of' affects on prototype
- Extremely rare materials (emeralite)
- Any mayor effects (like NIs's rogue dash X).
Artifact:
- 'a very large amount of' affects on prototype
- unique power? No idea, since there is no code for this yet.
I cant specify amounts exactly, since they are dependant on item level, and possibly its effects. (an item with 4 effects might be a rare item when it is level 1, or common when its level 50). Also, what are considered rare materials may vary based .
Any ideas?
