Merchant Guild Powers

Merchant Guild Powers power list

INF files

For visually impaired users using screen readers, each power description is separated by a heading so you can navigate with the H key.

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 <name> <amount of weight>
remove <name>
check <name>
deletevault <name>
Clothing Vault: addclothing <name> <number of spaces>
removeclothing <name>
checkclothing <name>
deleteclothing <name>
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 <name> <weight>
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 <name>.
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 <name> or removeclothing <name>.
-----------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 <name> <spots>
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 <name> or: deleteclothing <name>

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.

Technique Name: Dyecast

SP Cost: 50
Coin Cost: 25 Coppers for materials
Syntax: dyecast <item> <color>
dyecast swatch <name>
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 <name>" 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.

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 <malt> -- 20 Prepares your malt that you have purchased.
ferment <malt> -- 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 <description>
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.

Technique Name: Vial

SP Cost: 40
Coin Cost: 100 Coppers
Syntax: vial <perfume|oil|lotion> <description>
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 <person>
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.

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 <#> <item>
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.

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 <mix> -- 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.

Technique Name: Tailor Clothing

SP Cost: 100
Syntax: tailor <type> <name>
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 <name> 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.

Technique Name: Beautician

SP Cost: 100
Syntax: beautician <person> <style> <description>
Skills used: None
Description:
As a beautician, you have the powerful ability to change the appearance of a person. Use this art with caution and selectivity, for this is a method to earn income. You may select the following styles to modify on a person: appearance, hair, and eyes.
Example: beautician joe appearance He is a stocky fellow with a large head.
beautician joe hair He has yellow hair with dark roots.
beautician joe eyes He has greenish brown eyes.
Note: You must be at the merchant beauty salon to do this.

Technique Name: Hire Servant

SP Cost: 100
Coin Cost: 500
Syntax: hireservant <name> <gender>
Skills used: merchant leader, mental discipline
Description:
You can get some help having a servant handy to do your bidding. One of the weakest assistants for you is the servant, since their ability to fight is very limited. However, a servant can do some basic tasks and carry a little bit of your gear or items. This servant cannot wear armour or wield weapons. The servant also cannot attack anyone, but it will defend itself and you.
The number of hires you can have around you at one time is directly related to your level, while the attributes of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow me - orders the hire to follow you.
order <name> to get <item> - orders order the hire to get something.
order <name> to drop <item> - orders the hire to drop something.
order <name> to wear/unwear <item> - orders the hire to wear or unwear the item.
order <name> to emote <emote> - orders the hire to use a true emote.
order <name> to semote <text> - orders the hire to special emote.
order <name> to say <text> - orders order the hire to say something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to protect me - orders the hire to protect the target.
order <name> to unprotect me - orders the hire to stop protecting you.

Technique Name: Sign

SP Cost: 50
Coin Cost: 100 Coppers to create, 50 Coppers to destroy
Syntax: sign, sign destroy
Skills used: merchant repair, merchant negotiate, merchant organize
Description:
Using some basic woodworking you can create a wood sign with standard paint on it. With creativity you can point directions, make notifications, or put a picture on your sign. The sign will appear similar to any sign in the countryside, however dark wood is used to differentiate the signs. The length of time the sign will stay intact is based upon your skills and level.
There is a 100 copper coin coins for materials to create a sign and 50 coppers to destroy one.
To destroy a previously created sign, use "sign destroy".

Technique Name: Cook Advance

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: merchant leader, merchant organize, merchant negotiate
Description:
Similar to basic cooking, the ability to cook advanced foods gives you a larger variety and better profit from the foods available. Use the same instructions found in cook basic for syntax.

Technique Name: Small Scabbard

SP Cost: 100
Coin Cost: 100 Coppers
Syntax: scabbardsmall
Skills used: None
Description:
The small scabbard is a weapon holder for a secondary or offhand weapon. This scabbard is similar to clothing except it is able to carry a dagger or other small weapon.
There is a 100 copper cost for materials to create the scabbard.
Note: You must be at the forge to do this. Because of how scabbards work if you dye them it will not last.

Technique Name: Ship Weapons

SP Cost: Varies
Coin Cost: Varies
Syntax: Varies
Skills used: -
Description:
Ship repair is handled at shipyards. Read the inf file buildships.

Technique Name: Contract

SP Cost: 25
Syntax: contract
Skills used: None
Description:
As a merchant you can create a legally binding contract between two parties with this ability. The contract is created by writing out the terms with a special scribe like that used in the post office and a copy of the contract for each party is then created.
When you use the command contract, you are entered into an editor and you can describe the contract.

Technique Name: Lighten Food

SP Cost: 10 per item
Syntax: lightenfood <food>
Skills used: merchant repair, mental discipline
Description:
Using your knowledge of the creation of food and the methods of working with various foods, you can make some food significantly lighter than it currently is. This method of reducing the bulk of the food in no way reduces the quality or value of the food. However, making food lighter, will allow a person to carry a great deal more food.
The amount that you can lighten the food is dependant on your level and your skills.

Technique Name: Repair

SP Cost: 50
Coin Cost: Varies
Syntax: repair cost <item>
repair <item>
Skills used: merchant forge, merchant repair, combat armor, combat weapons
Description:
Weapons and armour wear out after a long period of use and the only way to fix them is to repair them at the forge. As a blacksmith you have the ability to repair weapons and armour. Keep in mind, an item can only be repaired a set number of times depending on the item or weapon, then it will just be destroyed. Repair cost will tell you whether the item can be repaired or not successfully.
The cost of repair and how much better you make the item is dependant on the weapon and your skills.

Technique Name: Backpack

SP Cost: 100
Coin Cost: 500 Coppers
Syntax: backpack
Skills used: --
Description:
Similar to the pouch, the backpack allows someone to carry heavier items with them in a large pack. This can be of tremendous help on those long trips or adventures far from home.
The backpack requires materials to make and getting those materials costs you 500 coppers.
Note: You must be at the merchant forge to do this.

Technique Name: Cook Grill

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: merchant leader, merchant organize, merchant negotiate
Description:
The most profitable of the cooking skills, grilling allows you an even better style of cooking and better results than basic or advanced cooking. Use the same instructions found in cook basic for syntax.

Technique Name: Hire Porter

SP Cost: 150
Coin Cost: 1500
Syntax: hireporter <name> <gender>
Skills used: merchant leader, merchant organize, mental discipline
Description:
Like the Servant, the Porter is a much more stout servant that will carry more than the standard servant and is also tough enough to keep beggars and riff raff away from you. The Porters attributes are also based on your level and skills. Like the servants, porters cannot wear armor or wield weapons. They also cannot initiate combat but can defend and protect you.
The number of hires you can have around you at one time is directly related to your level, while the power of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow me - orders the hire to follow you.
order <name> to get <item> - orders order the hire to get something.
order <name> to drop <item> - orders the hire to drop something.
order <name> to wear/unwear <item> - orders the hire to wear or unwear the item.
order <name> to emote <emote> - orders the hire to use a true emote.
order <name> to semote <text> - orders the hire to special emote.
order <name> to say <text> - orders the hire to say something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to protect me - orders the hire to protect the target.
order <name> to unprotect me - orders the hire to stop protecting you.

Technique Name: Engraving

SP Cost: 100
Coin Cost: 1000
Syntax: engrave <item>
Skills used: merchant repair, merchant forge,
combat weapons, combat armor
Description:
Nobility and heroes of legend, skilled craftsman of legendary artistry, often had their weapons engraved, whether it was a coat of arms, a crafters trademark, or even signs of ownership.
The intricacy of the engraving, the time and effort to mark armaments without destroying them, is one left only to masters of their craft. The chance of a successful engraving is based on the engravers level and skills in either combat weapons, combat armor, merchant forge and merchant repair.
NOTE: The process of engraving takes you into an editor that will allow you 25 lines of engraving. Remember the original description of the item will appear ABOVE your engraving.

Technique Name: Craft Bow Small

SP Cost: 100
Coin Cost: 5000 Coppers
Syntax: craftbowsmall
Skills used: combat weapons, merchant forge
Description:
The bow is a weapon only made by merchants of the Kingdom and the elves of Quolinara. The art of crafting a bow became notable several hundred years ago when the Kingdom and Quolinara became allies against an invasion from the south. During that time the garrisons needed longer ranged weapons and the elves taught the merchants of the Kingdom the art of bow crafting.
In modern times the art has been magnified into three styles of crafting. The small bow, the medium bow, and the long bow.
The small bow was the first learned and is a is known as the short shooter in some circles. It is a nice, light weapon for firing at a distance and packs a hard punch.
An arrow is needed for using any bow weapon and the bow can be notched and fired.
Note: Firing a range weapon at an NPC will result in fighting the NPC.
Help on Caravans
----------------
Caravans are necessary for merchants to bring food from ranches and farms to locations in Gahlen, the Jempek, and Darmahk.
All members of the caravan, both the leader (merchant) and the guards will receive monetary compensation as well as experience for guiding a caravan to the proper destination.
If anyone leaves the caravan during the travel to the destination they will automatically be dismissed and docked pay. If the leader leaves the caravan it will be automatically disbanded. Only active players may actually guard a caravan.
--Leader's Stationary Commands--
setup ranch <destination>:
This will create a caravan and assign you as the leader. Destination can be gahlen, jempek, or darmahk.
setguard <guard>: This will assign someone in the caravansery as a guard to your caravan. This is only possible at the caravansery.
payoff <amount>: This will set the amount (in coppers) of how much you will pay each guard at the end of the caravan. This can be set anytime during the trip.
--Leader's En Route Commands--
caravan start: This will begin the trek to your destination. You must have a minimum of three guards to start your caravan.
caravan move: This will order your caravan to move.
caravan disband: This command will disband the caravan no matter where it is at. Disbanding the caravan will cause a full loss of food and any compensation for not arriving at the destination intact.
caravan unload: Once you are at the destination you can unload the caravan and you will receive the compensation. Keep in mind that you should be prudent about paying your guards as everyone will see how much you get paid.
dismissguard <guard>: This will specifically dismiss a guard at any time.

Technique Name: Persuade

SP Cost: 50
Syntax: persuade <target>
Skills used: merchant leader, merchant negotiate, mental discipline
Description:
Using your skills as a merchant you can persuade a person into agreeing with you. This can be important during negotiations. Failure will result in your victim not trusting you, however, success will make them think that you are just and fair in your offer or what you have stated.
Note: This power is for roleplay reasons and should be used as such. It is only effective with players.
Build Ship - Small
------------------
The first arena of building ships starts with the smaller dinghy and skiff. Building these two small boats takes craftsmanship and skill. While not great sea going vessels they are good for short trips.
Read the file: inf buildships.

Technique Name: Large Scabbard

SP Cost: 150
Coin Cost: 150 Coppers
Syntax: scabbardlarge
Skills used: None
Description:
The large scabbard is a weapon holder for a primary weapon. This scabbard is similar to clothing except it is able to carry any weapon.
There is a 150 copper cost for materials to create the scabbard.
Note: You must be at the forge to do this. Because of how scabbards work if you dye them it will not last.

Technique Name: Message

SP Cost: 25
Syntax: message <target> <message>
Skills used: merchant leader, merchant organize, mental discipline
Description:
This ability allows you to send a trained pigeon with a message to an individual. When successful the pigeon will drop the message at the feet of the target or not. On failure the message will not be delivered.
Success or failure is based on your skills.

Technique Name: Auction

Coin Cost: 10000 Coppers
Syntax: (see below)
Skills used: --
Description:
Auctioning items can be one of the most exciting and rewarding experiences for the merchant with valuable items to auction. There are several requirements to auction items, the most important is that you are in the Auction Hall. The cost of becoming an auctioneer is 10 crowns.
All proceeds from an auction go to the auctioneer minus a 5 percent service fee.
The following commands may be used at the auction hall and are viewed by looking at the slate:
auctioneer - This will assign you as an auctioneer.
auction init # - This starts a new auction at phase 1, 2 or 3.
Phases are set based wealth of bidders..
Phase 1: Bidders of wealth under 100 crowns.
Phase 2: Bidders of wealth under 1000 crowns.
Phase 3: All bidders.
auction init close - Closes the auction.
auction init begin - Starts the bidding.
auction phase # - This changes the auction phase to 1, 2, or 3.
auction text <text> - Allows you to make an announcement to bidders.
auction item <name> - Sets the current item name.
auction desc <text> - Sets the item's description for the block.
auction going once - Warning that the item is almost sold.
auction going twice - 2nd warning that the item is almost sold.
auction going sold - Sells the item to the last bidder.
auction price <amt> - Sets the current item price if messed up.
boot <name> - Boots the named person out of the area and blocks them from re-entry.
allow <name> - Allows a person back in after being booted.
Special Note: The auction hall is setup to limit the amount of talking, some emotes and looking at things like the post, bidlist, and slate. If someone is disruptive you can boot them from the hall.

Technique Name: Spike Shield

SP Cost: 100
Coin Cost: 10,000 Coppers
Syntax: spikeshield <shield>
Skills used: merchant forge, combat armor
Description:
Using a sharp spike, you can forge the spike onto a shield and make the shield dangerous in combat. This ability costs 10,000 coppers to perform and you must have a spike.
The damage a spiked shield can deliver is based on your skills and the spike that you use. Known spikes are iron and steel, however there is rumors of more powerful and dangerous spikes in the world.
There is a chance of failure and this can destroy the shield.

Technique Name: jewelry

SP Cost: 100
Coin Cost: None
Syntax: jewelry <metal> <name>
Skills used: Merchant Forge, Merchant Organize, Merchant Repair
Description:
Making jewelry is different than creating clothing in that, you must forge and create jewelry with care. The value of the jewelry will be based on your skills and level.
The metal types can be: gold, silver, or copper.
The type of jewelry is limited only by your imagination, however, the name of the jewelry should not be longer than two or three words.:
example: jewelry gold wedding ring = gold wedding ring
jewelry silver etched bracelet = silver etched bracelet
jewelry copper small earring = copper small earring
Note: You must be at the merchant forge 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 jewelry.

Technique Name: Modify House

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Description:
Building and modification of houses is described in the inf file: buildhouse.

Technique Name: Hire Guard Dog

SP Cost: 150
Coin Cost: 1000
Syntax: hiredog <name> <gender>
Skills used: merchant leader, combat attack, merchant organize, mental discipline
Description:
The guard dog is the first combative hire that you can call to your protection. The guard dog is tough and can be vicious, making a foe think twice about assaulting you or taking your valuables. The guard dog has special abilities beyond that of the porter or the servant. The guard dog can sniff out persons hiding around you and can even attack those that are hiding from you, flushing them out.
The number of hires you can have around you at one time is directly related to your level, while the attributes of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow <target> - orders the hire to follow target.
order <name> to unfollow <target> - orders the hire to stop following target.
order <name> to emote <emote> - Use any appropriate roleplay text.
order <name> to drop <item> - orders the hire to drop something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to protect <target> - orders the hire to protect the target.
order <name> to unprotect <target> - orders the hire to stop protecting target.
order <name> to attack <target> - orders the hire to attack the target.
order <name> to bite <target> - orders the dog to bite the target.
(costs the dog 25 energy to bite).
order <name> to sniff area - when successful the dog will find hidden people.
(costs the dog 10 energy per attempt).
Note: Some combat orders cost the hire energy as shown.
Caravan Jempek
See: Caravan

Technique Name: Hawk Wares

SP Cost: 50
Syntax: hawkwares <description>
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.

Technique Name: Craft Bow Medium

SP Cost: 200
Coin Cost: 10000 Coppers
Syntax: craftbowmedium
Skills used: combat weapons, merchant forge
Description:
The bow is a weapon only made by merchants of the Kingdom and the elves of Quolinara. The art of crafting a bow became notable several hundred years ago when the Kingdom and Quolinara became allies against an invasion from the south. During that time the garrisons needed longer ranged weapons and the elves taught the merchants of the Kingdom the art of bow crafting.
In modern times the art has been magnified into three styles of crafting. The small bow, the medium bow, and the long bow.
Years after learning the art of bow crafting, the more industrious merchants wanted something with more range and power. They ushered in the creation of the medium bow. A stout wood bow it has a longer range and swifter shot than the small bow.
An arrow is needed for using any bow weapon and the bow can be notched and fired.
Note: Firing a range weapon at an NPC will result in fighting the NPC.
Build Ship - Medium
-------------------
The medium vessels buildable by the trained merchant or trader are the cutter and sloop. Fast and able to hold weapons, these ships are popular to most any sea faring mate.
Read the file: inf buildships.

Technique Name: Densify Armour

SP Cost: 150
Syntax: densifyarmour <armour>
Skills used: merchant forge, merchant repair, combat armor
Description:
Making armour denser will enhance the strength and protection of the armour. The practice of densifying armour has been an art form of merchants for decades and can result in very high quality armour. Densify is only possible on body armour that is made of metal and the method does require extreme concentration and some time.
Success and the quality of the density is based on your level and your skills. Failure can result in the destruction of the item.

Technique Name: Modify Clan

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Description:
Building and modification of clan rooms is described in the inf file: buildclan.
Caravan Darmahk
See caravan

Technique Name: Hire Guard

SP Cost: 200
Coin Cost: 2500
Syntax: hireguard <name> <gender>
Skills used: merchant leader, merchant organize, mental discipline, combat attack, combat defense
Description:
The guard is a powerful ally to your cause and a great defensive as well as offensive companion. After hiring one, you have the ability to control who they defend or attack. The Guard also has the ability to wear armour and wield weapons, making this hire something to be feared.
The number of hires you can have around you at one time is directly related to your level, while the attributes of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow <target> - orders the hire to follow target.
order <name> to unfollow <target> - orders the hire to stop following target.
order <name> to get <item> - orders order the hire to get something.
order <name> to drop <item> - orders the hire to drop something.
order <name> to wear/unwear <item> - wears or unwears the item.
order <name> to emote <emote> - orders the hire to use a true emote.
order <name> to semote <text> - orders the hire to special emote.
order <name> to say <text> - orders order the hire to say something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to protect <target> - orders the hire to protect the target.
order <name> to unprotect <target> - stops protecting the target.
order <name> to attack <target> - orders the hire to attack the target.
order <name> to bash <target> - bashes the target (costs hire 50 energy).
Note: Some combat orders cost the hire energy as shown.

Technique Name: Build House

SP Cost: ----
Coin Cost: ----
Syntax: (see below)
Skills used: ----
Description:
Building houses is the way to create an estate for a character in the world. A house is the generic term for four different types of estate that can be built. The actual creation of a house is done by the administration, but only at the behest of a merchant or trader of the proper rank.
The functionality of the merchant/trader is that of modifying the house after it is initially created and building additional rooms and modifying those rooms as shown below.
The four houses and initial build costs associated are listed. The location of all houses are approved and secured by the builder who works as an agent to the buyer to obtain the building rights in the area or town where the house is built. The location and the difficulty of obtaining building rights can and WILL increase the cost of the build and is entirely arbitrary based on the builder and buyer's political status.
Key Note: This is always done through roleplay and the builder MUST
mail the ambassador (an INPC) to initiate the request.
How long it takes to obtain the approval, extra fees, and
fines may be charged to the buyer by the builder.
The base cost is charged directly to the buyer at time
of initial house creation and should not be charged by
the builder (trader or merchant).
***** TYPES OF HOUSES *****
House Type Cost Description
-------------------------------------------------------------------
Cottage 1,000,000 The cottage is a basic structure and is
limited to five rooms beyond the initial
3 rooms built on creation. It has no extra
features and must be built within the
residential area of a town.
House 5,000,000 The house is a larger structure that can
have up to 15 rooms. It has a guard dog
in the front yard. It also must be built
inside a town and most often within the
residential area of the town. Sometimes
with political clout or a modest fee the
leadership of the town might allow a house
elsewhere.
Mansion 15,000,000 A mansion is a luxurious and beautiful
estate with up to 35 rooms. In most cases
it must be built outside of a town, but
with a fee and political sway might be built
in a city. The mansion has a guard dog, a
guard, a butler, and a servant.
Castle 50,000,000 The castle is the ultimate in estates and
must be built outside of cities and towns.
A castle is the hallmark of political and
social success and the building of a castle
marks the owner as a minor noble. The castle
can have up to 100 rooms and holds several
guards, servants, a page, and a herald who
announces arrivals. Owning a castle is only
possible with the blessing of royalty from
the buyer's fealty.
----------------------------------------------------------------------
***** MODIFICATION OF ROOMS *****
IMPORTANT NOTE!
-----------------
NEVER USE ANY SPECIAL CHARACTERS WHEN CREATING ROOMS, ITEMS, OR SENSES IN ROOMS. QUOTES, PARANTHESIS, ETC. ARE FORBIDDEN!
WARNING!
---------------
Abusing this ability by modifying rooms, adding or deleting rooms or items without express permission of the owner will get you deleted. Houses and room building is an OOC event.
Make SURE you receive training from a skilled builder before you attempt to modify a house.
The owner of the house must allow you into the design room of their house in order to work on the house. You will be allowed to work for several hours before you must be approved again.
The number of rooms in a house, the room titles, and descriptions are limited by the type of house. It is up to you and your guild what you will charge to develop these locations, but the standard charge is 100,000 per new room creation.
reset_house: Use this command after you make modifications to ensure
the rooms have been reset.
list_rooms: This command will list the current rooms in the house.
create_room: This will create a new room in the house. The number must
be between 1 and 999 and will be auto modified to have a
proper 001 to 999 number. If you chose 54 for example, your
room will be numbered 054. You must also provide a room
title and the title must not exceed five words. A new
room will not have any exits, so you must create an exit
in another room and this room to link together.
syntax: create_room <room #> <title>
example: create_room 1 Meeting Room
example: create_room 25 Office
NOTE: A room title can only be changed by creating a room or
deleting an existing room and recreating it.
delete_room: This will delete an existing room. Use list_rooms, to get
the list of your rooms within the house. You will not
be able to delete rooms that are not listed from 1 to 999.
syntax: delete_room <room number>
example: delete_room 1
delete_room 25
This will delete rooms 001 and 025.
modify_room: This option allows you to modify many specifics within a room.
You can change the room description as well as any senses in
the room (eg. items, sounds, etc.). The syntax is below and is
followed by some examples and descriptions of those examples.
syntax: modify_room <name> <type>
valid types: main, exit, item, sound, feel, taste, smell.
name - This is the room name found by using the command
list_rooms, usually room_001, room_002, etc.
main - This allows you to change the main description of the
room.
exit - This allows you to modify the exit name and what room the
exit lead to. It is important to list_rooms prior so you
know the name of the rooms that will connect together.
IMPORTANT! MAKE SURE the room you are making an exit for
EXISTS prior to making that exit.
item - An item is a type of object that a person might see in
the long description of a room (like a chair, bed, window).
An item can also be within another item. Like if you have
a statue that has a gold collar on it. Do not use items
that are standard things people may carry around like a
sword, backpack, or amulet.
feel - Also sound, taste, and smell. These items have a "default"
but can also have specific names. Like if you want a
person to smell something particular if they "smell plant".
NOTE: When you are modifying items or senses, you will get a
secondary menu to guide your through what you want to do.
Within this menu you can choose to list the items, add
an item, delete and item, view an item or quit out of
the menu. This makes for simpler creation. Practice
with this to get a feel how building is done in houses.
Never use plurals for items rooms. Plurals are assumed
and if a person types look window or look windows they
see your description.
example: modify_room 1 main
This will ask you for the new description and then it will change
the description within the room.
modify_room 1 exit
This will send you to a sub menu for exit creation.
modify_room 1 item
This will send you to a sub menu for item creation. It is best to use one word item names. So if you have a wood chair in a main room description, you might create the name of the item as chair.

Technique Name: Build Clans

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Description:
All clan building functions must be done in the Entry Hall of the Clan where you are building or modifying. Clans are initially setup by the Staff in a location that has been approved by the staff and the character has been approved by the staff for creating a clan based on the criteria required below.
***** CREATING THE CLAN ABODE AND NAME *****
The beginning phase requires a letter to be sent to staff for approval. After approval a minimum payment of 10,000,000 coppers must be made to the merchant or trader who is will work on the clan, plus any additional fees they charge. The following is required in the letter:
Name of Clan Leader:
Proposed Name of Clan:
Proposed Location of Clan:
Concept and Purpose of the Clan:
Trader or Merchant Building Clan:
The location needs to be a general area, but can be anywhere in
the game except near a quest.
----------------------------------------------------------------------
----------------------------------------------------------------------
***** MODIFICATION OF ROOMS *****
IMPORTANT NOTE!
-----------------
NEVER USE ANY SPECIAL CHARACTERS WHEN CREATING ROOMS, ITEMS, OR SENSES IN ROOMS. QUOTES, PARANTHESIS, ETC. ARE FORBIDDEN!
WARNING!
---------------
Abusing this ability by modifying rooms, adding or deleting rooms or items without express permission of the owner will get you deleted. Houses and room building is an OOC event.
A member of the clan must allow you into the design room of the clan in order to work on it. You need to stay inside the clan hall to continue to work on it or be approved again.
The number of rooms in a clan is limited to help clan. It is up to you and your guild what you will charge to develop a clan, but the standard charge is 100,000 per new room creation.
reset_clan: Use this command after you make modifications to ensure
the rooms have been reset.
list_rooms: This command will list the current rooms in the house.
create_room: This will create a new room in the clan. The number must
be between 1 and 999 and will be auto modified to have a
proper 001 to 999 number. If you chose 54 for example, your
room will be numbered 054. You must also provide a room
title and the title must not exceed five words. A new
room will not have any exits, so you must create an exit
in another room and this room to link together.
syntax: create_room <room #> <title>
example: create_room 1 Meeting Room
example: create_room 25 Office
NOTE: A room title can only be changed by creating a room or
deleting an existing room and recreating it.
delete_room: This will delete an existing room. Use list_rooms, to get
the list of your rooms within the clan. You will not be
able to delete rooms that are not listed from 1 to 999.
syntax: delete_room <room number>
example: delete_room 1
delete_room 25
This will delete rooms 001 and 025.
modify_room: This option allows you to modify many specifics within a room.
You can change the room description as well as any senses in
the room (eg. items, sounds, etc.). The syntax is below and is
followed by some examples and descriptions of those examples.
syntax: modify_room <name> <type>
valid types: main, exit, item, sound, feel, taste, smell.
name - This is the room name found by using the command
list_rooms, usually room_001, room_002, etc.
main - This allows you to change the main description of the
room.
exit - This allows you to modify the exit name and what room the
exit lead to. It is important to list_rooms prior so you
know the name of the rooms that will connect together.
IMPORTANT! MAKE SURE the room you are making an exit for
EXISTS prior to making that exit.
item - An item is a type of object that a person might see in
the long description of a room (like a chair, bed, window).
An item can also be within another item. Like if you have
a statue that has a gold collar on it. Do not use items
that are standard things people may carry around like a
sword, backpack, or amulet.
feel - Also sound, taste, and smell. These items have a "default"
but can also have specific names. Like if you want a
person to smell something particular if they "smell plant".
NOTE: When you are modifying items or senses, you will get a
secondary menu to guide your through what you want to do.
Within this menu you can choose to list the items, add
an item, delete and item, view an item or quit out of
the menu. This makes for simpler creation. Practice
with this to get a feel how building is done in clans.
Never use plurals for items rooms. Plurals are assumed
and if a person types look window or look windows they
see your description.
example: modify_room 1 main
This will ask you for the new description and then it will change
the description within the room.
modify_room 1 exit
This will send you to a sub menu for exit creation.
modify_room 1 item
This will send you to a sub menu for item creation. It is best
to use one word item names. So if you have a wood chair in a main
room description, you might create the name of the item as chair.
-------------------------------------------------------------------------------

Technique Name: Hire Thug

SP Cost: 250
Coin Cost: 5000
Syntax: hirethug <name> <gender>
Skills used: merchant leader, merchant organize, mental discipline, combat attack, combat defense
Description:
The thug is the person you want to rough up those that cause you problems. Thugs are very tough and have special powers to cause problems with your enemies. Like a guard, the thug has the ability to wear armour and wield weapons.
The number of hires you can have around you at one time is directly related to your level, while the attributes of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow <target> - orders the hire to follow target.
order <name> to unfollow <target> - orders the hire to stop following target.
order <name> to get <item> - orders order the hire to get something.
order <name> to drop <item> - orders the hire to drop something.
order <name> to wear/unwear <item> - wears or unwears an item.
order <name> to emote <emote> - orders the hire to use a true emote.
order <name> to semote <text> - orders the hire to special emote.
order <name> to say <text> - orders order the hire to say something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to protect <target> - orders the hire to protect the target.
order <name> to unprotect <target> - the hire stops protecting the target.
order <name> to attack <target> - orders the hire to attack the target.
order <name> to bash <target> - bashes the target (costs 60 energy).
order <name> to hold <target> - holds the target (costs 75 energy).
order <name> to smash <target> - smashes the target (costs 100 energy).
Note: Some combat orders cost the hire energy as shown.
Build Ship - Trade
------------------
The trade ships are important in that they are the multi room heavy vessels that have cargo holds and can sail deep waters for long periods of time.
These are the mariner and yacht. Both used for trade and entertainment, these ships are heavily laden and can hold many guests.
Read the file: inf buildships.

Technique Name: Fire Torch

SP Cost: 90
Coin Cost: 100 Coppers
Syntax: firetorch
Skills used: merchant forge, merchant repair, combat weapons
Description:
In the archaic days of anarchy, the merchants and traders of the
land were known simply as sellers. In those days battle for goods
in services occurred more often than exchanging of coins. Because
of the combatative nature of the peoples a skill known as fire
torching became recognized as an all important selling point.
The sellers would take wood and coat it with a lava based resin
creating what became known as the fire torch. This torch could
then be thrown at a person and catch them on fire to the delight
of the assailant.
Making fire torches is difficult and costly and can be done
infrequently. The strength of the resin is based on your skills
and varies greatly at creation.

Technique Name: Lighten Armour

SP Cost: 90
Syntax: lightenarmour <armour>
Skills used: merchant forge, merchant repair, combat armor
Description:
Using your knowledge of how armour is forged, you can reduce heavier armour so that it weighs much less. This is a difficult task and does take some time and alot of energy. Failure will not damage the armour, but success is based on your skills and the bulk weight of the armour you seek to lighten.

Technique Name: Force Protection

SP Cost: 75
Syntax: forceprotection <protector> <victim>
Skills used: merchant negotiate, combat defense, mental discipline,
Description:
As a political and negotiating person, sometimes you may wish to make another person protect someone. The reason for this is so that the victim you attempt to get protected, receives that protection. It is not possible to force an agressor to protect the person they are fighting, however, if you are attacked by someone, you can force another person or monster to protect you from your enemy.
This is a very exciting and confusing power so wise decisions must be made when you force protection. Success is based on your skills and level and the skills and level of the target.
Example: forceprotection orc me
forceprotection dragon john
forceprotection john Andrew
Build Ship - Large
------------------
The large and sometimes fast ships built by the well skilled trader or merchant are the schooner and clipper. These ships can hold several weapons and venture into deep waters.
Read the file: inf buildships.

Technique Name: Command All

SP Cost: 50
Coin Cost: --
Syntax: commandall <hire group> <command>
Skills used: --
Description:
This all encompassing command, will order a group of hires to follow the command you instruct them. The hire groups are listed below and the command must be in the syntax that that hire group can be normally ordered to follow. Examples are listed below as well.
Hire Types: servant, porter, dog, guard, thug, soldier, all.
Command Example
---------------------------------------------------------------
follow <target> - commandall all follow me
unfollow <target> - commandall servant unfollow me
dismiss now - commandall porter dismiss now
bite <target> - commandall dog bite andrew
protect <target> - commandall guard protect andrew
unprotect <target> - commandall guard unprotect andrew
attack <target> - commandall guard attack andrew
bash <target> - commandall guard bash andrew
smash <target> - commandall thug smash andrew
assault <target> - commandall soldier assault andrew
slice <target> - commandall soldier slice andrew
frenzy all - commandall soldier frenzy all
hpall now - commandall soldier hpall now
Note: Remember that the commandall can be used for any command that your hire can do, however you must use the syntax like the examples above.

Technique Name: Hire Soldier

SP Cost: 300
Coin Cost: 8000
Syntax: hiresoldier <name> <gender>
Skills used: merchant leader, merchant organize, mental discipline, combat attack, combat defense
Description:
The most professional and dangerous of the hires is the fearsome soldier. The soldier is a killing machine of expert prowess and tactics. The soldier can unleash powerful blows on your enemies as well as guard you with more protection than others.
The number of hires you can have around you at one time is directly related to your level, while the attributes of this hire is dependant on your skills. The name you give this hire will allow you to direct them by that specific name when more than one hire of the same style is around.
Special Commands. Everyone you hire has special commands that can be used to order them about. You must be with the hire to order them to do anything. The following orders are available for this hire:
Normal:
order <name> to follow <target> - orders the hire to follow target.
order <name> to unfollow <target> - orders the hire to stop following target.
order <name> to get <item> - orders order the hire to get something.
order <name> to drop <item> - orders the hire to drop something.
order <name> to wear/unwear <item> - orders the hire to wear or unwear the item.
order <name> to emote <emote> - orders the hire to use a true emote.
order <name> to semote <text> - orders the hire to special emote.
order <name> to say <text> - orders order the hire to say something.
order <name> to dismiss now - dismisses the hire from your employ.
Combat:
order <name> to hpall now - orders the hire report status.
order <name> to protect <target> - orders the hire to protect the target.
order <name> to unprotect <target> - orders the hire to stop protecting target.
order <name> to attack <target> - orders the hire to attack the target.
order <name> to bash <target> - soldier will bash target (costs 60 energy).
order <name> to assault <target> - soldier will unleash a powerful assault(costs 150 energy).
order <name> to slice <target> - soldier will slice into target(costs 80 energy).
order <name> to frenzy all - soldier will frenzy into all enemies (costs 200 energy).
Note: Some combat orders cost the hire energy as shown.

Technique Name: Wagon

SP Cost: 250
Coin Cost: 2500
Syntax: wagon setup, wagon dismantle
Skills used: merchant organize, merchant repair, merchant forge, merchant leader, merchant negotiate
Description:
Setting up a wagon to sell your trader goods is only available to the most skilled merchants. Your wagon is basically a shop where you can enter and sell things in any established city. Because of its size only six people can enter it at a time including the merchant.
The wagon is stationary and cannot move around, but it can be entered and exited very similar to a ship at sea. How long the wagon lasts depends on your skills.
Examples: wagon setup - Sets up your wagon.
wagon dismantle - Tears down your wagon.

Technique Name: Craft Bow Long

SP Cost: 500
Coin Cost: 50000 Coppers
Syntax: craftbowlong
Skills used: combat weapons, merchant forge
Description:
The bow is a weapon only made by merchants of the Kingdom and the elves of Quolinara. The art of crafting a bow became notable several hundred years ago when the Kingdom and Quolinara became allies against an invasion from the south. During that time the garrisons needed longer ranged weapons and the elves taught the merchants of the Kingdom the art of bow crafting.
In modern times the art has been magnified into three styles of crafting. The small bow, the medium bow, and the long bow.
It is said that the long bow can punch an arrow through steel amour at a range of five furlongs. This may be boasting from merchants, but it is well known that the long bow is a far ranging, very powerful weapon.
An arrow is needed for using any bow weapon and the bow can be notched and fired.
Note: Firing a range weapon at an NPC will result in fighting the NPC.

Technique Name: Festival Tent

SP Cost: 350
Coin Cost: 5000
Syntax: festivaltent setup, festivaltent dismantle
Skills used: merchant organize, merchant repair, merchant forge, merchant leader, merchant negotiate
Description:
Similar to the wagon, the festival tent is large and has no limit to the amount of people that can enter. It can also be setup in any location, unlike the wagon. However, like the wagon it is also stationary and cannot move.
The festival tent is difficult to create and can only be done infrequently. The length of time the tent will remain standings is based on your skills.
Examples: festivaltent setup - Creates your festival tent.
festivaltent dismantle - Takes down down your festival tent.

Technique Name: Caltrops

SP Cost: 150
Coin Cost: 1000 Coppers
Syntax: caltrop
Skills used: combat weapons, merchant forge
Description:
The creation of the damaging caltrop is something learned from the gnomes in Domplin. A merchant gnome who grew up in the town brought to the Kingdom this dangerous and damaging item to be used against invading forces.
The caltrop is a wood and metal creation of spikes, shards, and spears that combined together can cause great pain and damage to someone crossing it.
While not used as a blocking mechanism, the caltrop instead is dropped on the ground and causes severe damage to anyone moving through the area.
You must be in the forge to create the caltrop. The damage it will do is based on your skills and level.
Build Ship - War
----------------
Only buildable by the most skilled of hands, the large warships are virtual fortresses on the sea. They both have several rooms and can hold massive amounts of weapons with heavy armour clad hulls.
These ships are the Galleon Class ships known as the galleon and war galleon.
Read the file: inf buildships.

Technique Name: Alchemy

SP Cost: 200
Coin Cost: 300 Coppers
Syntax: alchemy <heal||power||endurance>
Skills used: None
Description:
Creating a potion of healing, power, or endurance, is the craft of the master alchemist. This skill is quite useful in making special potions for others or yourself. Costly and utilizing the skills, you can make a potion and sell it or use it as needed.
You must be in the forge to create these special potions. The potency of the potion is based on your skills and level.

Technique Name: Merchant Wagon

SP Cost: 350
Coin Cost: 5000
Syntax: (see below)
Skills used: merchant organize, merchant repair, merchant forge, merchant leader, merchant negotiate
Description:
The most versatile and likely coveted item of the Merchant is the powerful merchant wagon. This wagon is pulled by oxen and can move around once it is created. The wagon can be built anywhere you decide and moves similar (albeit faster) than a ship at sea.
The wagon will last for quite some time as determined by your skills and level.
Commands:
merchantwagon setup here - Builds your merchant wagon.
merchantwagon dismantle here - Dismantles your merchant wagon.
merchantwagon move <direction> - Moves if possible.
inf buildhouse

Technique Name: Build House

SP Cost: ----
Coin Cost: ----
Syntax: (see below)
Skills used: ----
Description:
Building houses is the way to create an estate for a character in
the world. A house is the generic term for four different types of
estate that can be built. The actual creation of a house is done
by the administration, but only at the behest of a merchant or
trader of the proper rank.
The functionality of the merchant/trader is that of modifying the
house after it is initially created and building additional rooms
and modifying those rooms as shown below.
The four houses and initial build costs associated are listed. The
location of all houses are approved and secured by the builder who
works as an agent to the buyer to obtain the building rights in
the area or town where the house is built. The location and the
difficulty of obtaining building rights can and WILL increase
the cost of the build and is entirely arbitrary based on the
builder and buyer's political status.
Key Note: This is always done through roleplay and the builder MUST
mail the ambassador (an INPC) to initiate the request.
How long it takes to obtain the approval, extra fees, and
fines may be charged to the buyer by the builder.
The base cost is charged directly to the buyer at time
of initial house creation and should not be charged by
the builder (trader or merchant).
***** TYPES OF HOUSES *****
House Type Cost Description
-------------------------------------------------------------------
Cottage 1,000,000 The cottage is a basic structure and is
limited to five rooms beyond the initial
3 rooms built on creation. It has no extra
features and must be built within the
residential area of a town.
House 5,000,000 The house is a larger structure that can
have up to 15 rooms. It has a guard dog
in the front yard. It also must be built
inside a town and most often within the
residential area of the town. Sometimes
with political clout or a modest fee the
leadership of the town might allow a house
elsewhere.
Mansion 15,000,000 A mansion is a luxurious and beautiful
estate with up to 35 rooms. In most cases
it must be built outside of a town, but
with a fee and political sway might be built
in a city. The mansion has a guard dog, a
guard, a butler, and a servant.
Castle 50,000,000 The castle is the ultimate in estates and
must be built outside of cities and towns.
A castle is the hallmark of political and
social success and the building of a castle
marks the owner as a minor noble. The castle
can have up to 100 rooms and holds several
guards, servants, a page, and a herald who
announces arrivals. Owning a castle is only
possible with the blessing of royalty from
the buyer's fealty.
----------------------------------------------------------------------
***** MODIFICATION OF ROOMS *****
IMPORTANT NOTE!
-----------------
NEVER USE ANY SPECIAL CHARACTERS WHEN CREATING ROOMS, ITEMS,
OR SENSES IN ROOMS. QUOTES, PARANTHESIS, ETC. ARE FORBIDDEN!
WARNING!
---------------
Abusing this ability by modifying rooms, adding or deleting
rooms or items without express permission of the owner will
get you deleted. Houses and room building is an OOC event.
Make SURE you receive training from a skilled builder before
you attempt to modify a house.
The owner of the house must allow you into the design room of their
house in order to work on the house. You will be allowed to work
for several hours before you must be approved again.
The number of rooms in a house, the room titles, and descriptions
are limited by the type of house. It is up to you and your guild
what you will charge to develop these locations, but the standard
charge is 100,000 per new room creation.
reset_house: Use this command after you make modifications to ensure
the rooms have been reset.
list_rooms: This command will list the current rooms in the house.
create_room: This will create a new room in the house. The number must
be between 1 and 999 and will be auto modified to have a
proper 001 to 999 number. If you chose 54 for example, your
room will be numbered 054. You must also provide a room
title and the title must not exceed five words. A new
room will not have any exits, so you must create an exit
in another room and this room to link together.
syntax: create_room <room #> <title>
example: create_room 1 Meeting Room
example: create_room 25 Office
NOTE: A room title can only be changed by creating a room or
deleting an existing room and recreating it.
delete_room: This will delete an existing room. Use list_rooms, to get
the list of your rooms within the house. You will not
be able to delete rooms that are not listed from 1 to 999.
syntax: delete_room <room number>
example: delete_room 1
delete_room 25
This will delete rooms 001 and 025.
modify_room: This option allows you to modify many specifics within a room.
You can change the room description as well as any senses in
the room (eg. items, sounds, etc.). The syntax is below and is
followed by some examples and descriptions of those examples.
syntax: modify_room <name> <type>
valid types: main, exit, item, sound, feel, taste, smell.
name - This is the room name found by using the command
list_rooms, usually room_001, room_002, etc.
main - This allows you to change the main description of the
room.
exit - This allows you to modify the exit name and what room the
exit lead to. It is important to list_rooms prior so you
know the name of the rooms that will connect together.
IMPORTANT! MAKE SURE the room you are making an exit for
EXISTS prior to making that exit.
item - An item is a type of object that a person might see in
the long description of a room (like a chair, bed, window).
An item can also be within another item. Like if you have
a statue that has a gold collar on it. Do not use items
that are standard things people may carry around like a
sword, backpack, or amulet.
feel - Also sound, taste, and smell. These items have a "default"
but can also have specific names. Like if you want a
person to smell something particular if they "smell plant".
NOTE: When you are modifying items or senses, you will get a
secondary menu to guide your through what you want to do.
Within this menu you can choose to list the items, add
an item, delete and item, view an item or quit out of
the menu. This makes for simpler creation. Practice
with this to get a feel how building is done in houses.
Never use plurals for items rooms. Plurals are assumed
and if a person types look window or look windows they
see your description.
example: modify_room 1 main
This will ask you for the new description and then it will change
the description within the room.
modify_room 1 exit
This will send you to a sub menu for exit creation.
modify_room 1 item
This will send you to a sub menu for item creation. It is best
to use one word item names. So if you have a wood chair in a main
room description, you might create the name of the item as chair.
-------------------------------------------------------------------------------
> inf buildships

Technique Name: Build Ships

SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Description:
Building ships is handled at a shipyard and most of the commands
to build a ship are found at the dock. The only considerations
you should make is to realise that any ship you sell to a player
will destroy any existing ship of the same type. Attaching weapons
and buying ammunition is also handled at the dock.
Assigning a ship a unique name (title), modifying the main deck,
or other rooms within the ship must be handled at the Artisan Dock.
The commands listed below will guide you in modifying a ships rooms.
This is very similar to clan room modifications with the following
syntax shown below.
IMPORTANT NOTE!!!
-----------------
NEVER USE ANY SPECIAL CHARACTERS WHEN CREATING ROOMS, ITEMS,
OR SENSES IN ROOMS. QUOTES, PARANTHESIS, ETC. ARE FORBIDDEN!
-----------------
-------------------------------------------------------------------------------
--
COMMANDS: The costs of these commands are shown on the sign at the dock
list: This will list the ships in drydock owned by the name provided.
syntax: list <name>
example: list andrew
rename: This will rename a ship to the name you provide. A name cannot
be longer than 25 characters. Longer names will be clipped.
syntax: rename <owner> <ship> <new name>
example: rename andrew sloop The Grand Dolphin
modify: You may modify any room that a ship has on board. Not all ships
have more than a deck, so you need to verify the rooms exist
aboard a ship prior to using this.
Possible rooms are: deck, hold, captain, crew, galley, lounge.
Possible types are: description, item, sound, taste, smell, feel.
syntax: modify <owner> <ship> <room> <type>
example: modify andrew sloop deck description
Modifying the description will send you to the editor for typing
out the new room description. Any words that go beyond the line
length will be truncated.
Modifying items, sounds, tastes, smell, and feel will send you to
a sub menu for creation, modification, and deletion. Remember when
you create an item or sense in a room to use a one or two word name
for it (eg. bed, gold post, painting, wood chair). Be careful because
a person who may "look chair" will not see it if it is defined as
"wood chair".
-------------------------------------------------------------------------------
--

Info links

Back to top