In an effort to steer the thread back on topic... The choice of SQL-like vs NoSQL database typically has very little to do with the size or quantity of data, and a lot to do with whether or not you need transactional semantics.
In essence whether you need transactions boils down to whether it is important that everyone can be guaranteed to agree on the values in the database at all times. For a global item attribute that is only updated when you release a new version, the answer is most likely no. When two players are actively trading items/gold, the answer is definitely yes (i.e. if one player unplugs their ethernet cable in the middle of the trade, is it important to know who ends up with the items?).
In a practical modern setting, you will likely want three types of database-like systems in your game:
- A cheap, high-performance NoSQL database to store shared data like item attributes and descriptions, location data, etc.
- A transactional database (likely SQL-like) to store player gold, inventories, and maybe things like quest progress.
- And an in-memory caching layer to sit in front of the above and improve read-throughput (i.e. redis or memcached).
(there is also the question of whether you need rich queries/joins, but that's probably less relevant to that game itself than it is to metrics and analytics used to analyse the game's performance and operation)