Diablo, for a lot of gamers, is about building a character and decking it out with the sweetest loot the realm has to offer. For most of us, the game's fun comes in the form of hunting down and scoring said piles of glorious loot. For others, laziness kicks in and loot is purchased by way of in-game and real life money.

Blizzard will have an official, real money auction house for Diablo III.

The company will be splitting the transaction types into two categories: equipment and commodities. They define equipment as weapons and armor, while commodities are things like "crafting materials, gems, gold, and other 'stackable' items."

Blizzard will charge a flat $1.00 fee for equipment-based auctions, and they will charge a 15% fee for commodity-based auctions. Sell a sword for $5, and you'll need to pay the big Blizz $1. Sell a gem for $100 and Blizzard will earn $15. The good news? Sell an epic sword for $250 and Blizzard will still only earn a buck.

Why split the two sets of goods into categories and assign unique fees for each? Blizzard answered that exact question in their Auction House FAQ:

Unlike equipment, which is bought and sold on a single-item basis, commodities can be listed in bulk amounts within a single listing, and it's likely that that listing will be divided up and sold to multiple different buyers. Because of this difference, a fixed per-transaction fee for commodities could have resulted in scenarios where a seller was paying the flat-rate fee multiple times within a single listing. Ultimately, our goal was to come up with a fee structure that was both fair and straightforward, and a percentage-based fee made the most sense for commodities.

This is the part where I question you members of the herd… are you the type that buy up in-game goods with physical money? Or, do you find that spending hard earned cash on stat adjusting pixels is a bit too crazy for your tastes?

[via Blizzard]

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