Merchant Guild Powers [*****************************************] Level Power 1 Make Torch, Vault, House Marker 2 Dye Cast, Parchment, Anvil 3 Brewery, Hawkwares 4 Vial, Fletch Arrow, Encourage 5 Munitions, Order Number 6 Cook Basic, Pouch 7 Tailor, Forge Knife 8 Beautician, Hire Servant, Sign 9 Cook Advance, Scabbard Small 10 Ship Weapons, Contract 11 Lighten Food, Repair, Backpack 12 Cook Grill, Hire Porter, Engrave 13 Craft Bow Small, Caravan Gahlen, Persuade 14 Build Ship Small, Scabbard Large, Message 15 Auction, Spike Shield, Jewelry, Modify House 16 Hire Dog, Caravan Jempek, Hawkwares Globally 17 Craft Bow Medium, Build Ship Medium 18 Densify Armour, Modify Clan 19 Caravan Darmahk 20 Hire Guard, Build House 21 Build Clan 22 Hire Thug, Build Ship Trade 23 Lighten Armour-NA, Fire torch, Force Protection 24 Build Ship Large, Command All 25 Hire Soldier, Wagon 26 Craft Bow Long 27 Festival Tent 28 Caltrops, Build Ship War 29 Alchemy 30 Merchant Wagon Note #6 by Cilah posted at Mon Aug 31 01:58:02 2009 Title: 'Things the trainers won't tell you' As merchants, we train in many different areas. However, there are a few things that are not quite so obvious. Although we try to show these things to new apprentices, sometimes things get missed. So here is a list of little known things you can do as a new merchant! Or if not little known, at least things the trainers don't tell you about directly. 1. Forging. Any merchant can attempt to forge armor such as silver chainmail, given the right materials. However, in the beginning you may find you melt much more than you succeed. Don't be discouraged, it happens to us all. You can buy silver ore from other citizens or even pan for it yourself. Ask around and someone can probably get you a pan. As for how to do it, check the training manual under forge. (OOC, inf forge). 2. The chef house. Any merchant can work in the chef house, regardless of whether you're trained in the bakeries or not. Be creative, have fun with it! 3. The shipyards. Any merchant, even one just inducted, can repair ships. Be sure you know the prices for each type of repair. Similarly, any merchant can buy and resell hull patches, however you should remember that you'll need coin in hand to do this. The patches cost us one gold, and we charge the customer five crown. Once you are a little further in your training, such as able to make pouches, the workers will also follow your direction for customizing existing boats. To do this, you'll need to go to the second dock, the one further east down the harbor street and read the sign there. 4. Clamming. While not necessarily work related, if you go to the beach where clams can be found, you might find that your training in attention to detail will be helpful to you. Again, you can be creative with this to find ways to make a profit! Level 1 Technique Name: Make Torch SP Cost: 20 Syntax: maketorch Skills used: merchant forge Description: By using your training and wood available, you can create a useable torch. The lasting time of this torch is dependant upon your merchant forge skills and your level. Technique Name: Vault/Clothing Vault SP Cost: -- Coin Cost: 100 coppers per stone with vault 1000 coppers per space with clothing Vault Syntax: add remove check deletevault Clothing Vault: addclothing removeclothing checkclothing deleteclothing Skills used: none Description: The vaults in the Bank are very important storage locations for everyone. The cost of the vaults are not a constant price but normally set by your Guild Master, so check with your guild prior to selling a vault and giving someone access. You must be in the bank to add a person and give them a vault. The syntax is: add example: add John 100 This will give John a vault with a size of 100 units of weight. Checking whether someone has a vault or not is done with the following syntax: check . Removing a person's vault can be done from anywhere. This command only removes the amount of vault or clothing space, not what is in the vault. Syntax: remove or removeclothing . -----------Clothing Vault------------ The clothing vault operates on number of spots, rather than weight. Do not confuse the two. The maximum number of spots in a clothing vault is dependant on the player. Normally it will be 100 or 200 item max. The syntax for a clothing vault is similar to a regular vault. The syntax is: addclothing example: addclothing John 10 This will give John a clothing vault with 10 spots of storage. ------------------ *DELETING A VAULT* ------------------ Deleting a vault can be done whether a person is awake or not. This will not remove their access or amount of space they have, it will just delete the contents of the vault. You may wish to do this and remove access if you want complete removal later. The syntax is: deletevault or: deleteclothing Technique Name: House Marker SP Cost: (see below) Coin Cost: (see below) Syntax: housemarker Skills used: -- Description: The house marker is a method used to let the Ambassador over estate building know where the plot and number are of the estate (usually a cottage or house) you are planning to build for a client. The plot location is the name of the area the house is being built at. This is usually known by the Ambassador. The number is the exact plot number within the area. You must be at the location where you wish the estate to be built, then use the command "housemarker" and you will be given the location and number. Level 2 Technique Name: Dyecast SP Cost: 50 Coin Cost: 25 Coppers for materials Syntax: dyecast dyecast swatch Skills used: merchant forge, merchant repair Description: You may dye just about anything that you can carry that is NOT a weapon or type of armour. You must also be carrying the item to dye it. Dyecasting costs coins. In order for you to purchase the correct dyes for casting, you must have these coins in the bank. The cost and frequency that you may dye is dependant on your skills. The command "dyecast swatch me" will show you a list of colors. Using command "dyecast swatch " will show the swatch to the person named. example: dyecast swatch joe dyecast shirt aqua dyecast ring yellow Note: You must be at the merchant beauty salon to do this. Technique Name: Parchment SP Cost: 20 Syntax: parchment Skills used: None Description: As a merchant you can create a parchment to sell to others that they can scribe upon. These parchments are used for all types of scribing and have a maximum of one hundred lines to scribe upon. Technique Name: Anvil Forging SP Cost: 100 Coin Cost: 5000 Coppers Syntax: approve/forge Skills used: -- Description: Anvil Forging is the creation of special armour and weapons specific to the anvil being used and the customer who brings the anvil to you. There are several different anvils and each is particular in what can be forged from it. Each anvil allows a merchant or trader to create a personal armour or weapon for the client specific to the client's markings on the anvil. You are the oversight to ensure that the anvil is marked properly and that the armour or weapon is proper for use. When you receive the anvil from your client you use the following commands in order: approve anvil - This command will let you review the markings on the armour and approve it, if it complies with the standards for usage. Your name will be attached to the armour for proof of your approval. forge anvil - Once approved you may forge the armour. This will cost five crowns. What you charge your client is up to you and your guild. When you use the approve command you will see the following: The following anvil information is for: Andrew -------------------------------------------------------- Original Armour: chainmail Original Type: bodyarmour Material: metal New Armour Name: chainmail of the link pin New Alias1 Name: chainmail New Alias2 Name: none Armour Color: pink Description: Forged of links from the iron of the gnomes. This chainmail has a pink hue and contains linkage of a strange substance thought to be hardened cookie dough. -------------------------------------------------------- Standards: These are the OOC rules on forging from anvils. Item in the rules designates armour or weapon. 1. All items must be in the genre of the game and must be a reasonable size name (less than six words). 2. The descriptions should be well written and proper and not contain a different material than what is shown in the anvil information. 3. The armour must be of the same type as the original. Do not allow forged gloves or shields for bodyarmour. 4. If there is a color, make sure at least one alias is set. It is your job to follow these standards and ensure that the armour or weapon is within the standards of the game. If you have concerns, contact a staff member. Level 3 Technique Name: Brewery SP Cost: (see below) Coin Cost: (see below) Syntax: (see below) Skills used: merchant leader, merchant organize, merchant negotiate Description: The brewery, set up specifically for merchants to provide some of the finest beverages to the citizens of the Kingdom. The quality, difficulty, and value of the beverages, is based on the skills of the merchant, and the hops prepared. The brewery is located on Merchant Street, and you must be in the brewery to prepare and ferment the malts. Although not as profitable as baking, farming, or ranching, it does provide a source of income to the enterprising merchant, and contributes greatly to the morale of the citizens. The following table will give some commands, costs, and syntax of how brewing is accomplished. Brewing an item properly will give it the most value. Poorly brewed items will have less value. Burnt items or items removed too soon from the vats will be destroyed. command cost sp description ----------------------------------------------------------------------- preparemalt -- 20 Prepares your malt that you have purchased. ferment -- 25 Begins the fermentation process. checkmalt -- 15 Checks the item in the vats to see its progress. fillcask -- 10 Completes the fermentation process. The number of items you receive will depend on the type of mix you purchased. ----------------------------------------------------------------------- Special Note: brewed goods can only be sold in certain places and will be valueless elsewhere. Technique Name: Hawk Wares SP Cost: 50 Syntax: hawkwares Skills used: merchant leader, merchant organize Description: The ability to notify the kingdom that you have some items for sale or need guards for a caravan, or other merchant type announcement is an ability only available to you. The description you use can be anything you like but should portray some message of what you are selling or in need of. Also, your skills will dictate how often you can call upon this power. OOC Note: Abuse of this power or foolish behaviour in using it will result in severe consequences. Level 4 Technique Name: Vial SP Cost: 40 Coin Cost: 100 Coppers Syntax: vial Skills used: None Description: Creating special vials of perfume, oil, or lotion, can be a valuable talent to any merchant worth his or her salt. These special vials will give the user the ability to have a smell, taste, or feel, transferred to them or anything they pour the vial onto. You must be at the beautician shop to create a vial. Vial of Perfume: This vial allows you to change the smell of someone or something. You create the vial with the command: vial perfume and add the appropriate smell that will accompany the vial. Example: vial perfume You smell the scent of the ocean When someone smells the vial they will know what perfume is contained within the vial. You can even create a vial of perfume that negates any previous smell, by making the perfume bland. Example: vial perfume You smell nothing special Vial of Oil: This vial operates the same as perfume, but affects how a person or item tastes. Vial of Lotion: This vial operates the same as perfume, but affects how a person or item feels. NOTE: You will get to see how the vial will react before accepting the finished product. Also, remember not to put a period at the end of your description. Technique Name: Fletcharrow SP Cost: 30 Coin Cost: 10 Coppers Syntax: fletcharrow Skills used: combat weapons, merchant forge Description: Fletchery is a skill learned prior to the more difficult skill of forging bows. The art of fletchery has been perfected and an arrow can be created that is usable in a bow. The arrow's size, weight, and sharpness are dependant upon the merchant's skills and level. Technique Name: Encourage SP Cost: 30 Syntax: encourage Skills used: merchant leader, merchant negotiate, mental discipline charisma Description: Knowing easily how to make people feel better about themselves and even to the point of making someone more powerful, you can encourage your friends to have more power in combat and be able to protect you better. The strength of the encouragement is based on your skills, charisma and level. Level 5 Technique Name: Munitions SP Cost: 50 Coin Cost: 100 coppers Syntax: munitions Skills used: merchant forge, merchant repair, combat weapons Description: Forging munitions is a method of creating heavy metal ballasts to load into a catapult. The size and weight of your munition will be based on your level and skills. The munitions must be created in the merchant forge and will be placed on the ground after creation. Munitions are very heavy, and cost 100 coppers for materials. Technique Name: Order Number SP Cost: 10 Syntax: ordernumber <#> Skills used: -- Description: Order number allows you to reset the location of clothing or jewelry as it appears in a person's inventory. The item must be clothing or jewelry and must have a number from 1 to 15, otherwise it will remain in its default location. Order number will supercede the location of the default clothing or jewelry. The number represents a location from 1 (the head) to 15 (the feet) and are similar to the following items: 1-hat 6-shirt 11-pants 2-mask 7-blouse 12-skirt 3-scarf/tie 8-default 13-socks 4-coat 9-belt 14-boots 5-jacket 10-shorts 15-shoes example: ordernumber sapphire 3 necklace ordernumber 5 ring ordernumber 10 leather pants NOTE: For blind players, you may use the inf file: inf ordernumbertable. That is, inf order number table. This is one word. Level 6 Technique Name: Cook Basic SP Cost: (see below) Coin Cost: (see below) Syntax: (see below) Skills used: merchant leader, merchant organize, merchant negotiate Description: The bakery, set up specifically for merchants to provide easy food to the citizens of the Kingdom, The quality, difficulty, and value of the item baked is based on your skills and the mix. While baking is much easier and faster than farming and ranching, the results are far less producing. The bakery is located on Merchant Street and you must be in the bakery to create and cook items. This process is rather quick in comparison to the more in depth process of farming and ranch work. A sign in the bakery will give you the costs of ingredients as well as the types of items you can bake. The following table will give some commands, costs, and syntax of how baking is accomplished. Baking an item properly will give it the most value. Poorly baked items will have less value. Burnt items or items removed too soon from the oven will be destroyed. command cost sp description ----------------------------------------------------------------------- preparemix -- 40 Prepares your mix that you have purchased. bake -- 25 Begins the baking process. checkbaking -- 15 Checks the item in the ovens to see its progress. pulloutbaked -- 10 Completes the baking process. The number of items you receive will depend on the type of mix you purchased. ----------------------------------------------------------------------- Special Note: Baked goods can only be sold in certain places and will be valueless elsewhere. Technique Name: Pouch SP Cost: 100 Coin Cost: 250 Coppers Syntax: pouch Skills used: None Description: Creating a small pouch to carry food, weapons, or other items in size and weight can assist others in being able to carry more food on an adventure than may be normally possible. A pouch for food or other similar items is an excellent method to earn some coins from those who need to carry extra things for a long journey. The pouch can carry 500 stones worth of weight. There is a 250 copper cost for materials to create the pouch. Note: You must be at the merchant tailor shoppe to do this. Level 7 Technique Name: Tailor Clothing SP Cost: 100 Syntax: tailor Skills used: -- Description: Learning the new skills and talents of the Tailor, you are able to create a number of different clothing articles. The types of clothing are up to you but they must be clothing. Making items other than clothing is forbidden. The allows you to add one modifier to the name so you can have a "silk shirt" for example by typing: tailor shirt silk. examples: tailor pants cotton tailor lingerie slinky tailor hat felt tailor dress flamboyant Note: You must be at the merchant tailor shoppe to do this. After you are done you will be able to add one identifier. If you don't want one, just press enter. An identifier is one word that can be used to identify the clothing. The identifier should follow the list shown below as the identifier determines where on in your inventory the clothing will list itself. Using an identifier not listed will make the clothing list in the middle. Identifier options: hat, mask, scarf, tie, coat, jacket, shirt, blouse, lingerie, swimwear, dress, belt, shorts, pants, skirt, socks, boots, shoes. Technique Name: Forge Knife SP Cost: 100 Coin Cost: 10 Coppers Syntax: forgeknife Skills used: combat weapons, merchant forge Description: Creating throwing knives is a skill learned relatively early on in the merchant's career. It is the precursor to creating bows and fletchery. The throwing knife is a dangerous weapon from a short distance and can be something sought after by some adventurers. The quality and damage a throwing knife can do is dependant upon your level and skills. Throwing knives are effective against other adventurers only. Level 8 Technique Name: Beautician SP Cost: 100 Syntax: beautician