Trader Guild Powers
Trader Guild Powers power list
- Level 1: Make Torch, Vault, House Marker
- Level 2: Dye Cast, Parchment, Anvil
- Level 3: Cigar, Hawkwares
- Level 4: Vial, Fletch Bolt, Encourage
- Level 5: Piercing, Munitions, Order Number
- Level 6: Cook Basic, Pouch, Tattoo
- Level 7: Brewery, Tailor, Forge Knife
- Level 8: Beautician, Hire Servant, Sign
- Level 9: Cook Advance, Scabbard Small
- Level 10: Auction, Ship Weapons, Contract
- Level 11: Lighten Food, Repair, Backpack
- Level 12: Cook Grill, Hire Porter, Engrave
- Level 13: Crossbow Light, Caravan Darmahk, Persuade
- Level 14: Build Ship Small, Scabbard Large, Message
- Level 15: Spike Helm, Wood Crafting, Modify House
- Level 16: Hire Cur, Caravan Jempek, Hawkwares Globally
- Level 17: Crossbow Heavy, Build Ship Medium
- Level 18: Densify Armour, Modify Clan
- Level 19: Build House
- Level 20: Hire Guard, Caravan Gahlen
- Level 21: Build Clan
- Level 22: Hire Thug, Build Ship Trade
- Level 23: Fire Torch, Force Protection
- Level 24: Build Ship Large, Command All
- Level 25: Hire Soldier, Wagon
- Level 26: Crossbow Triple
- Level 27: Tent
- Level 28: Fire Bomb, Build Ship War
- Level 29: Alchemy
- Level 30: Hutt
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 dependent 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 dependent 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 dependent 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.
Examples:
- dyecast swatch joe
- dyecast shirt aqua
- dyecast ring yellow
Note: You must be at the 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, 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.
- 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 information similar to the following:
- Owner
- Andrew
- Original Armour
- chainmail
- Original Type
- bodyarmour
- Material
- metal
- New Armour Name
- chainmail of the link pin
- New Alias 1
- chainmail
- New Alias 2
- 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.
Anvil-forging standards
These are the OOC rules on forging from anvils. “Item” in the rules designates armour or weapon.
- All items must be in the genre of the game and must have a reasonably sized name of fewer than six words.
- The descriptions should be well written and proper and not contain a different material than what is shown in the anvil information.
- The armour must be of the same type as the original. Do not allow forged gloves or shields for bodyarmour.
- 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.
Note: You must be at the forge to do this.
Technique Name: Cigar
SP Cost: 25
Coin Cost: 100
Syntax: cigar <name>
Skills used: Merchant Forge, Merchant Organize, Merchant Repair
Description:
Creating cigars is a trade going back generations for the people of Darmahk. It takes skill and style to create a quality cigar with the proper look, taste, and smell.
After creating the name of the cigar, you are given the options to add a description, taste, and smell. Your name can be no longer than three words, and the tag “cigar” is added to your name, so you need not use that in the name.
Examples:
- cigar summer smoke = summer smoke cigar
- cigar fire = fire cigar
Technique Name: Hawk Wares
SP Cost: 50
Syntax: hawkwares <description>
Skills used: merchant leader, merchant organize
Description:
The ability to notify Darmahk that you have some items for sale, need guards for a caravan, or have another trader-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 need. 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 trader 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.
Examples:
- vial perfume You smell the scent of the ocean
- vial perfume You smell nothing special
When someone smells the vial, they will know what perfume is contained within it. You can even create a vial of perfume that negates any previous smell by making the perfume bland.
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: Fletch Bolt
SP Cost: 30
Coin Cost: 10 Coppers
Syntax: fletchbolt
Skills used: combat weapons, merchant forge
Description:
The Traders are experts at crossbow creation, and part of that is the ability to create the standard bolt that can be loaded into a crossbow.
The bolt's size, weight, and sharpness are dependent upon the Trader's skills.
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: Piercing
SP Cost: 50
Coin Cost: 50 Coppers for materials
Syntax: piercing <target> <location> <description>
piercing <target> <location> remove
Skills used: merchant forge, mental discipline, merchant repair
Description:
A body piercing can be done by a trader skilled in this area. Any part of the body can be pierced, and the location should be significantly different than a previous location. Example locations are navel, ears, nose, and eyebrow.
Piercings are individual and a good way to earn coins from those who enjoy such things. The piercing can be anything and be in the location you choose. The frequency that you can perform the piercing and your success in completing it are based on your skills.
Examples:
- piercing jill ears Two gold earrings dangle from her ears.
- piercing john nose A circular loop is pierced to his nose.
- piercing john nose remove — removes the previous nose piercing.
Note: You must be at the beauty salon to do this. Locations need to be within character, reasonable to roleplay, and one word.
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 <number> <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 supersede the default location of the clothing or jewelry.
| Number | Position or example item |
|---|---|
| 1 | Hat |
| 2 | Mask |
| 3 | Scarf or tie |
| 4 | Coat |
| 5 | Jacket |
| 6 | Shirt |
| 7 | Blouse |
| 8 | Default |
| 9 | Belt |
| 10 | Shorts |
| 11 | Pants |
| 12 | Skirt |
| 13 | Socks |
| 14 | Boots |
| 15 | Shoes |
Examples:
- ordernumber 3 necklace
- ordernumber 5 ring
- ordernumber 10 leather pants
Note for blind players: You may also use the INF file command inf ordernumbertable (order number table written as 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 cookery is set up specifically for traders to provide easy food to the residents of Darmahk. The quality, difficulty, and value of the item cooked are based on your skills and the food. While cooking is much easier and faster than farming, the results are far less producing.
The cookery is located on Trader Way Street, and you must be in the cookery to create and cook food. This process is rather quick in comparison to the more in-depth process of farming. A sign in the cookery will give you the costs of ingredients as well as the types of items you can bake.
The following table gives the commands, costs, and syntax for cooking. Cooking food properly will give it the most value. Poorly cooked food will have less value. Burnt food or food removed too soon will be destroyed.
| Command | Coin cost | SP cost | Description |
|---|---|---|---|
| prepfood <food> | -- | 20 | Prepares your food that you have purchased. |
| grill | -- | 25 | Begins the cooking process. |
| checkgrill | -- | 15 | Checks the food to see its progress. |
| finishgrill | -- | 10 | Completes the cooking process. The amount of food you receive will depend on the type of food you purchased. |
Special Note: Cooked food 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 tailor shoppe to do this. A person is only allowed to carry two pouches. You should warn customers that carrying more than two will be detrimental.
Technique Name: Tattoo
SP Cost: 40
Coin Cost: 50 Coppers for materials
Syntax: tattoo <target> <color> <description>
tattoo <target> nocolor remove
Skills used: merchant forge, mental discipline, merchant repair
Description:
Placing a tattoo on an individual can be a way to earn coins from those who like to feel a stronger identity to something with a tattoo. The tattoo can be anything and be in the colors offered below. The frequency that you can perform the tattoo is based on your skills.
Available colors:
- Blue and bright blue
- Green and bright green
- Red and bright red
- Brown and yellow
- White, black, and grey
- Teal and aqua
- Purple and pink
Examples:
- tattoo john black A sleek panther is drawn onto his left bicep
- tattoo jill pink tattooed on her left ankle is a small bunny
- tattoo john nocolor remove — removes all tattoos from the target.
Note: You must be at the trader beauty salon to do this.
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 is set up specifically for traders to provide some of the finest beverages to Darmahk. The quality, difficulty, and value of the beverages are based on the skills of the trader and the hops prepared.
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 trader and contributes greatly to the morale of the citizens.
The following table gives the commands, costs, and syntax for brewing. 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 | Coin cost | SP cost | 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: 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 tailor shoppe to do this. After you are done, you will be able to add one identifier. If you do not want one, just press Enter. An identifier is one word that can be used to identify the clothing.
The identifier determines where the clothing lists itself in your inventory. Using an identifier not listed below will make the clothing list in the middle.
Identifier options:
- Hat, mask, scarf, or tie
- Coat, jacket, shirt, or blouse
- Lingerie, swimwear, or dress
- Belt, shorts, pants, or skirt
- Socks, boots, or 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 in the Trader's career. It is the precursor to creating crossbows 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 are dependent 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 modify the following styles on a person: appearance, hair, and eyes.
Examples:
- 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 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 by 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 are dependent 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.
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.
Normal servant orders
order <name> to follow me— orders the hire to follow you.order <name> to get <item>— orders 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 servant orders
order <name> to protect me— orders the hire to protect you.order <name> to unprotect me— orders the hire to stop protecting you.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
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 cost for materials to create a sign and a 50 Copper cost 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: Auction
Coin Cost: 15000 Coppers
Syntax: (see below)
Skills used: --
Description:
Auctioning items can be one of the most exciting and rewarding experiences for the trader with valuable items for sale.
There are several requirements to auction items. The most important is that you are in the Auction Tent. The cost of becoming an auctioneer is 15 Crowns.
All proceeds from an auction go to the auctioneer minus a 7 percent service fee.
The following commands may be used at the Auction Tent and are viewed by looking at the slate:
| Command | Description |
|---|---|
| auctioneer | Assigns you as an auctioneer. |
| auction init <number> | Starts a new auction at phase 1, 2, or 3. Phase 1 is for bidders with wealth under 1,000 Crowns. Phase 2 is for bidders with wealth under 10,000 Crowns. Phase 3 allows all bidders. |
| auction init close | Closes the auction. |
| auction init begin | Starts the bidding. |
| auction phase <number> | 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 | Warns that the item is almost sold. |
| auction going twice | Provides a second warning that the item is almost sold. |
| auction going sold | Sells the item to the last bidder. |
| auction price <amount> | Corrects the current item price. |
| pay <name> | Allows you to pay donors or pay someone back without using the bank. This is logged, and abuse will result in heavy punishment. |
| boot <name> | Removes the named person from the area and blocks re-entry. |
| allow <name> | Allows a person back in after being booted. |
Special Note: The Auction Tent is set up to limit the amount of talking, some emotes, and looking at things such as the post, bid list, and slate. If someone is disruptive, you can boot them from the tent.
Technique Name: Ship Weapons
SP Cost: Varies
Coin Cost: Varies
Syntax: Varies
Skills used: --
Description:
This is handled at shipyards. See the post at the shipyards for more information on ship weapons.
Technique Name: Contract
SP Cost: 25
Syntax: contract
Skills used: None
Description:
As a trader, 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 where 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 dependent 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 that an item can only be repaired a set number of times depending on the item or weapon; after that, it will be destroyed. repair cost will tell you whether the item can be repaired successfully.
The cost of repair and how much better you make the item are dependent on the weapon and your skills.
Technique Name: Backpack
SP Cost: 100
Coin Cost: 500 Coppers
Syntax: backpack
Skills used: none
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. A person is only allowed to carry one backpack. You should warn customers that carrying more than one will be detrimental.
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 Porter's attributes are based on your level and skills. Like 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 dependent 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.
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.
Normal porter orders
order <name> to follow me— orders the hire to follow you.order <name> to get <item>— orders 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 porter orders
order <name> to protect me— orders the hire to protect you.order <name> to unprotect me— orders the hire to stop protecting you.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
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 craftsmen of legendary artistry, often had their weapons engraved, whether it was a coat of arms, a crafter's trademark, or even signs of ownership.
The intricacy of the engraving—the time and effort required 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 engraver's level and skills in combat weapons, combat armor, merchant forge, and merchant repair.
Note: The engraving process takes you into an editor that allows 25 lines of engraving. Remember that the original description of the item will appear above your engraving.
Technique Name: Crossbow Light
SP Cost: 100
Coin Cost: 5000 Coppers
Syntax: crossbowlight
Skills used: combat weapons, merchant forge
Description:
The light crossbow is a valued weapon for firing at a distance. More powerful and multi-use, the crossbow can fire a bolt up to two locations away as long as it is fired in a direct line of sight.
The crafting of crossbows has been a skill of traders for generations, having been initially invented for the ancient warrior to guard against raids and for the art of hunting.
The crossbow can be loaded with a sharp bolt and, with skill, fired at a target. While also a standard weapon, it is more effective as a ranged weapon. The accuracy of a crossbow is based on the distance of the target and the skills of the user and target.
Note: Firing a ranged weapon at an NPC will result in fighting the NPC.
Technique Name: Caravan – Darmahk
This short trip leads from the caravansery to the city state of Darmahk. It is the most simple, quick, and safe route of all caravans.
For commands, read the INF file using inf caravan.
Technique Name: Persuade
SP Cost: 50
Syntax: persuade <target>
Skills used: merchant leader, merchant negotiate, mental discipline
Description:
Using your skills as a trader, 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.
Technique Name: 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 seagoing vessels, they are good for short trips.
Read the INF file using inf buildships.
Build Ships general information
SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Related help: help housedesign
Description:
Building ships is handled at a shipyard, and most of the commands to build a ship are found at the dock. The main consideration is that any ship you sell to a player will destroy any existing ship of the same type. Attaching weapons and buying ammunition are also handled at the dock.
Assigning a ship a unique name or title, modifying the main deck, or modifying other rooms within the ship must be handled at the Artisan Dock.
The commands below will guide you in modifying a ship's rooms. This is very similar to clan-room modifications.
Important: Never use any special characters when creating rooms, items, or senses in rooms. Quotation marks, parentheses, and similar characters are forbidden.
The costs of these commands are shown on the sign at the dock.
list <name>- Lists the ships in drydock owned by the name provided. Example:
list andrew. rename <owner> <ship> <new name>- Renames a ship to the name you provide. A name cannot be longer than 25 characters; longer names will be clipped. Example:
rename andrew sloop The Grand Dolphin. modify <owner> <ship> <room> <type>- Modifies a room aboard a ship. Not all ships have more than a deck, so verify that the room exists before using this command. Example:
modify andrew sloop deck description.
Possible rooms:
- Deck
- Hold
- Captain
- Crew
- Galley
- Lounge
Possible modification types:
- Description
- Item
- Sound
- Taste
- Smell
- Feel
Modifying the description will send you to the editor for typing the new room description. Any words that go beyond the line length will be truncated.
Modifying items, sounds, tastes, smells, and feelings will send you to a submenu for creation, modification, and deletion. When you create an item or sense in a room, use a one- or two-word name for it, such as bed, gold post, painting, or wood chair. Choose names carefully because a person who uses look chair will not see an item defined as wood chair.
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 deliver the message in the form of a small scroll directly to the target. On failure, the message may be dropped at the feet of the target or not delivered at all.
Success or failure is based on your skills.
Technique Name: Spike Helm
SP Cost: 100
Coin Cost: 10,000 Coppers
Syntax: spikehelm <helm>
Skills used: merchant forge, combat armor
Description:
Using a sharp spike, you can forge the spike onto a helm and make the helm an item of offense in combat. This ability costs 10,000 Coppers to perform, and you must have a spike.
The damage a spiked helm can deliver is based on your skills and the spike that you use. Known spikes are iron and steel; however, there are rumors of more powerful and dangerous spikes in the world.
There is a chance of failure, and this can destroy the helm.
Technique Name: Wood Crafting
SP Cost: 100
Coin Cost: 250 Coppers
Syntax: woodcrafting <name>
Skills used: --
Description:
Wood Crafting is the ability to make an item out of wood. This can be a chair, a walking stick, a basket, or something else. What you make from the wood is entirely up to you; however, it must be realistic and fall within the genre of New Worlds. The name should not be more than two words and is automatically prefixed with “wood.”
Examples:
- woodcrafting chair — becomes wood chair
- woodcrafting elm cane — becomes wood elm cane
- woodcrafting walking stick — becomes wood walking stick
Note: You must be at the trader forge to do this. After you are done, you will be able to add one identifier. If you do not want one, just press Enter. An identifier is one word that can be used to identify the wood item. For instance, if you wood craft a high-backed chair, you might add “chair” as the identifier.
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 using inf buildhouse.
Technique Name: Hire Cur
SP Cost: 150
Coin Cost: 1000
Syntax: hirecur <name> <gender>
Skills used: merchant leader, combat attack, merchant organize, mental discipline
Description:
The cur is a type of animal and is the first combative hire that you can call to your protection. The cur is a mix of leopard and wolf. It is very tough and can be vicious, making a foe think twice about assaulting you or taking your valuables.
The cur has special abilities beyond those of the porter or servant. The cur can sniff out persons hiding around you and can even attack those who 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 are dependent 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.
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.
Normal cur orders
order <name> to follow <target>— orders the hire to follow the target.order <name> to unfollow <target>— orders the hire to stop following the target.order <name> to emote <emote>— uses 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 cur orders
order <name> to protect <target>— orders the hire to protect the target.order <name> to unprotect <target>— orders the hire to stop protecting the target.order <name> to attack <target>— orders the hire to attack the target.order <name> to tear <target>— orders the cur to tear the target. This costs the cur 25 energy.order <name> to sniff area— when successful, the cur will find hidden people. This costs the cur 10 energy per attempt.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
Technique Name: Caravan – Jempek
The skill necessary to bring the caravan to the slave town of Jempek is important, as this is a dangerous path fraught with hazards.
For commands, read the INF file using inf caravan.
Technique Name: Hawk Wares Globally
SP Cost: 100
Syntax: hawkwaresglobally <description>
Skills used: merchant leader, merchant organize
Description:
The ability to notify the entire world that you have some items for sale, need guards for a caravan, or have another trader-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 need. 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: Crossbow Heavy
SP Cost: 200
Coin Cost: 10000 Coppers
Syntax: crossbowheavy
Skills used: combat weapons, merchant forge
Description:
The heavy crossbow fires with more power and force than the light crossbow and can send a bolt barreling into the target, packing a powerful punch. Because of the size and force of the heavy crossbow, it can fire up to three locations away.
The crafting of crossbows has been a skill of traders for generations, having been initially invented for the ancient warrior to guard against raids and for the art of hunting.
The crossbow can be loaded with a sharp bolt and, with skill, fired at a target. While also a standard weapon, it is more effective as a ranged weapon. The accuracy of a crossbow is based on the distance of the target and the skills of the user and target.
Note: Firing a ranged weapon at an NPC will result in fighting the NPC.
Technique Name: 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 with almost any seafaring mate.
Read the INF file using 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 both merchants and traders for decades and can result in very high-quality armour. Densify is only possible on body armour made of metal, and the method requires extreme concentration and some time.
Success and the quality of the density are based on your level and 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 are described in the INF file using inf buildclan.
Technique Name: Build House
SP Cost: --
Coin Cost: --
Syntax: (see below)
Skills used: --
Related help: help housedesign
Description:
Building houses is the way to create an estate for a character in the world. “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 request of a merchant or trader of the proper rank.
The merchant or trader modifies the house after it is initially created, builds additional rooms, and modifies those rooms as described below.
The location of every house must be approved and secured by the builder, who acts as the buyer's agent to obtain building rights in the area or town. The location and difficulty of obtaining building rights can increase the build cost and are based on the builder's 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. The builder may charge the buyer for the time required to obtain approval and for extra fees or fines. The base cost is charged directly to the buyer when the house is initially created and should not be charged by the builder.
| House type | Cost in Coppers | Description |
|---|---|---|
| Cottage | 1,000,000 | A basic structure limited to five rooms beyond the initial three rooms built at creation. It has no extra features and must be built within a town's residential area. |
| House | 5,000,000 | A larger structure with up to 15 rooms and a guard dog in the front yard. It must normally be built inside a town, most often in a residential area. Political influence or a modest fee may allow a different location. |
| Mansion | 15,000,000 | A luxurious estate with up to 35 rooms. It normally must be built outside a town, although a fee and political influence may allow construction in a city. It includes a guard dog, guard, butler, and servant. |
| Castle | 50,000,000 | The ultimate estate, which must be built outside cities and towns. A castle marks the owner as a minor noble, can have up to 100 rooms, and includes several guards, servants, a page, and a herald. Ownership requires the blessing of royalty from the buyer's fealty. |
Modification of house rooms
Important: Never use special characters when creating rooms, items, or senses in rooms. Quotation marks, parentheses, and similar characters are forbidden.
Warning: Abusing this ability by modifying rooms or adding or deleting rooms or items without the owner's express permission will get you deleted. House and room building is an OOC event. Receive training from a skilled builder before attempting to modify a house.
The house owner must allow you into the design room before you can work. You will be allowed to work for several hours before you must be approved again.
The number of rooms, room titles, and descriptions are limited by the house type. It is up to you and your guild what you charge to develop these locations, but the standard charge is 100,000 Coppers per newly created room.
House-building commands
reset_house- Use this after making modifications to ensure the rooms have been reset.
list_rooms- Lists the current rooms in the house.
create_room <room number> <title>- Creates a new room. The number must be between 1 and 999 and will be formatted as a three-digit number. The title must not exceed five words. A new room has no exits, so exits must be created in this room and a connecting room. Examples:
create_room 1 Meeting Roomandcreate_room 25 Office. A room title can only be changed by deleting and recreating the room. delete_room <room number>- Deletes an existing room listed by
list_rooms. Examples:delete_room 1anddelete_room 25, which delete rooms 001 and 025. modify_room <name> <type>- Modifies a room description, exits, items, or senses. The room name is found using
list_roomsand is usually formatted as room_001, room_002, and so on.
Valid modification types:
- Main: Changes the main room description.
- Exit: Modifies an exit name and the room to which it leads. Use
list_roomsfirst and ensure the destination room exists. - Item: Adds or modifies objects visible in the room description, such as a chair, bed, or window. Items may also exist within another item. Do not use standard objects that people normally carry, such as a sword, backpack, or amulet.
- Sound, feel, taste, and smell: Adds a default sense or a specifically named sense, such as the smell of a plant.
When modifying items or senses, a secondary menu lets you list, add, delete, or view an item, or leave the menu. Practice with this menu to learn how house building works.
Never use plurals for room items. Plurals are assumed, so a person using either look window or look windows will see the description.
Examples:
modify_room 1 main— opens the editor for a new room description.modify_room 1 exit— opens a submenu for exit creation.modify_room 1 item— opens a submenu for item creation. One-word item names are best; for example, use “chair” for a wood chair described in the room.
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 whom they defend or attack. The guard can also 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 are dependent 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.
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.
Normal guard orders
order <name> to follow <target>— orders the hire to follow the target.order <name> to unfollow <target>— orders the hire to stop following the target.order <name> to get <item>— orders 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 guard orders
order <name> to hpall now— orders the hire to 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 the target.order <name> to attack <target>— orders the hire to attack the target.order <name> to bash <target>— orders the hire to bash the target. This costs the hire 50 energy.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
Technique Name: Caravan – Gahlen
The trip to the Kingdom is the most dangerous and difficult of the caravans. Be sure you have an adequate group of guards on this journey.
For commands, read the INF file using inf caravan.
Caravan help
Caravans are necessary for traders to bring food from ranches and farms to locations in Darmahk, Jempek, and Gahlen.
All caravan members, both the leader and guards, receive monetary compensation and experience for guiding a caravan to the proper destination. Anyone who leaves during travel is automatically dismissed and docked pay. If the leader leaves, the caravan is automatically disbanded. Only active players may guard a caravan.
Guards are restricted to a certain number of caravans per day, with the timer based on online time. Read help caravan for more information on guarding.
Caravan announcements
A caravan must be announced before you enter the farming or ranching area where you create crates of food. Use the choose command at the entrance to that area.
choose south darmahk— announces a Darmahk caravan only to citizens of Darmahk.choose world jempek— announces a Jempek caravan to everyone.
The announcement scope can be south or world, and the destination can be darmahk, jempek, or gahlen. Players can use help rumour to learn how to block these announcements.
After making your announcement, wait five minutes at the caravansery to see how many guards you will have before returning to build crates and gather food.
Leader's stationary caravan commands
setup check- Returns how many times you can travel to a destination.
setup <destination>- Creates a caravan and assigns you as leader. The destination can be Gahlen, Jempek, or Darmahk. Caravans are restricted to a certain number per day based on destination.
setguard <guard>- Assigns someone in the caravansery as a guard. This is only possible at the caravansery. Guild rules determine whom you may allow or deny.
payoff <amount>- No longer used. Payment is automatic for guards and the caravan leader.
Leader's en route caravan commands
caravan start- Begins the trek to your destination. You must have at least three guards.
caravan move- Orders your caravan to move.
caravan disband- Disbands the caravan wherever it is. This causes the full loss of food and any compensation for failing to arrive intact.
caravan unload- Unloads the caravan at the destination, pays you, and reports how much the guards are paid.
dismissguard <guard>- Dismisses a specific guard at any time.
Technique Name: Build Clans
SP Cost: (see below)
Coin Cost: (see below)
Syntax: (see below)
Skills used: --
Related help: help housedesign
Description:
All clan-building functions must be done in the Entry Hall of the clan where you are building or modifying. Clans are initially set up by Staff in a location approved by Staff. The character must also be approved to create a clan based on the criteria below.
Creating the clan abode and name
The beginning phase requires a letter to be sent to Staff for approval. After approval, you will be required to pay 10,000,000 Coppers from your bank account when the clan is created. A merchant or trader will act as your liaison and require a fee as well.
The letter must include:
- Name of Clan Leader
- Proposed Name of Clan
- Proposed Location of Clan
- Concept and Purpose of the Clan
- Trader or Merchant Building the Clan
The location needs to be a general area and can be anywhere in the game except near a quest.
Modification of clan rooms
Important: Never use special characters when creating rooms, items, or senses in rooms. Quotation marks, parentheses, and similar characters are forbidden.
Warning: Abusing this ability by modifying rooms or adding or deleting rooms or items without the owner's express permission will get you deleted. House and room building is an OOC event.
A clan member must allow you into the design room before you can work. You must remain inside the clan hall to continue working or be approved again.
The number of rooms in a clan is limited according to help clan. It is up to you and your guild what you charge to develop a clan, but the standard charge is 100,000 Coppers per newly created room.
Clan-building commands
reset_clan- Use this after making modifications to ensure the rooms have been reset.
list_rooms- Lists the current rooms in the clan.
create_room <room number> <title>- Creates a new room. The number must be between 1 and 999 and will be formatted as a three-digit number. The title must not exceed five words. A new room has no exits, so exits must be created in this room and a connecting room. Examples:
create_room 1 Meeting Roomandcreate_room 25 Office. A room title can only be changed by deleting and recreating the room. delete_room <room number>- Deletes an existing room listed by
list_rooms. Examples:delete_room 1anddelete_room 25, which delete rooms 001 and 025. modify_room <name> <type>- Modifies a room description, exits, items, or senses. The room name is found using
list_roomsand is usually formatted as room_001, room_002, and so on.
Valid modification types:
- Main: Changes the main room description.
- Exit: Modifies an exit name and the room to which it leads. Use
list_roomsfirst and ensure the destination room exists. - Item: Adds or modifies objects visible in the room description, such as a chair, bed, or window. Items may also exist within another item. Do not use standard objects that people normally carry, such as a sword, backpack, or amulet.
- Sound, feel, taste, and smell: Adds a default sense or a specifically named sense, such as the smell of a plant.
When modifying items or senses, a secondary menu lets you list, add, delete, or view an item, or leave the menu. Practice with this menu to learn how clan building works.
Never use plurals for room items. Plurals are assumed, so a person using either look window or look windows will see the description.
Examples:
modify_room 1 main— opens the editor for a new room description.modify_room 1 exit— opens a submenu for exit creation.modify_room 1 item— opens a submenu for item creation. One-word item names are best; for example, use “chair” for a wood chair described in the room.
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 who cause you problems. Thugs are very tough and have special powers to cause problems for your enemies. Like a guard, the thug can 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 are dependent 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.
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.
Normal thug orders
order <name> to follow <target>— orders the hire to follow the target.order <name> to unfollow <target>— orders the hire to stop following the target.order <name> to get <item>— orders 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 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 the hire to say something.order <name> to dismiss now— dismisses the hire from your employ.
Combat thug orders
order <name> to hpall now— orders the hire to 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 the target.order <name> to attack <target>— orders the hire to attack the target.order <name> to bash <target>— bashes the target and costs the hire 60 energy.order <name> to hold <target>— holds the target and costs the hire 75 energy.order <name> to smash <target>— smashes the target and costs the hire 100 energy.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
Technique Name: Build Ship – Trade
Trade ships are important because they are multi-room heavy vessels with cargo holds that can sail deep waters for long periods of time.
The trade ships are the mariner and yacht. Used for both trade and entertainment, these ships are heavily laden and can hold many guests.
Read the INF file using 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, battles for goods and services occurred more often than exchanges of coins. Because of the combative nature of the people, 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: 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 aggressor 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.
Examples:
- forceprotection orc me
- forceprotection dragon john
- forceprotection john andrew
Technique Name: 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 INF file using 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 command must use the syntax that the selected hire group can normally be ordered to follow.
Hire groups: servant, porter, dog, guard, thug, soldier, and all.
| Hire command | Command All 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: Command All can be used for any command that your hire can perform; however, you must use the syntax shown in 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 are dependent 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.
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.
Normal soldier orders
order <name> to follow <target>— orders the hire to follow the target.order <name> to unfollow <target>— orders the hire to stop following the target.order <name> to get <item>— orders 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 soldier orders
order <name> to hpall now— orders the hire to 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 the target.order <name> to attack <target>— orders the hire to attack the target.order <name> to bash <target>— bashes the target and costs the soldier 60 energy.order <name> to assault <target>— unleashes a powerful assault and costs the soldier 150 energy.order <name> to slice <target>— slices into the target and costs the soldier 80 energy.order <name> to frenzy all— frenzies into all enemies and costs the soldier 200 energy.
Note: Some combat orders cost the hire energy as shown. Sometimes if you disconnect, you will lose your hire and may become restricted on the number. If this happens, wait an hour or two and the restriction will reset.
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 traders. 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, not including the owner.
The wagon is stationary and cannot move around, but it can be entered and exited similarly to a ship at sea. How long the wagon lasts depends on your skills, but it will last several hours at a minimum. The wagon also has a guard you can call who will protect you. The wagon guard is extremely skilled, but only one may be called per wagon.
To set up the wagon, you must be outside and in an established city or town. Several commands are available once the wagon is set up. You can see these commands by entering the wagon and looking at the control.
Examples:
wagon setup— sets up your wagon.wagon dismantle— tears down your wagon.
Technique Name: Crossbow Triple
SP Cost: 400
Coin Cost: 25000 Coppers
Syntax: crossbowtriple
Skills used: combat weapons, merchant forge
Description:
The triple crossbow is a creation of power and fear, as it holds three bolts that fire simultaneously into a target. Difficult and costly to create, it is the most damaging of the crossbows. The triple crossbow has a range of three locations.
The crafting of crossbows has been a skill of traders for generations, having been initially invented for the ancient warrior to guard against raids and for the art of hunting.
The size of the weapon and difficulty in aiming three bolts make it one of the slowest ranged weapons.
The triple crossbow must be loaded with three bolts and can then be fired at a target. While also a standard weapon, it is more effective as a ranged weapon. The accuracy of a crossbow is based on the distance of the target and the skills of the user and target.
Note: Firing a ranged weapon at an NPC will result in fighting the NPC.
Technique Name: Tent
SP Cost: 350
Coin Cost: 5000
Syntax: tent setup, tent 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 on the number of people who can enter. It can also be set up in most locations as long as they are outside. Festival tents, like wagons, are stationary and cannot move.
The festival tent is difficult to create and can only be made infrequently. However, the length of time it remains standing is much longer than the wagon and is also based on your skills and level.
The festival tent has several commands that can be used once it is set up. It has two skilled guards who will protect you. These guards can be called one time after you set up the tent.
Examples:
tent setup— creates your festival tent.tent dismantle— takes down your festival tent.
Technique Name: Fire Bomb
SP Cost: 250
Coin Cost: leather pouch and fire torch
Syntax: firebomb
Skills used: combat weapons, combat attack, merchant forge, merchant organize, strength, dexterity
Description:
The creation of the fire bomb is a secret of the master trader. Using the skills of the alchemist the you can use an alchemic mixture of chemicals to create a potion sealed into a leather satchel. The satchel is created connecting a leather pouch and sewn together to hold in the mixture. The satchel is then coated with oil and a fire torch is crushed into the satchel and sealed. Then the fire bomb can thrown at an enemy to unleash the explosion and fire upon them.
The creation of the fire bomb is a dangerous endeavor as there is the risk of poor mixture causing an explosion that can harm those around you. This is especially tricky as the only place stable enough for the creation is in the Tavern in Gahlen or Den in Darmahk.
The explosive power of the fire bomb is dependent on your skills and level. Note that the damage to monsters is far greater than than adventurers. The accuracy of the fire bomb is based on the dexterity and luck of the one throwing it.
Fire bombs can only be thrown at a victim once. If a second fire bomb is thrown after the victim has been hit by one, it will always miss as the victim is too aware of the process.
Technique Name: Build Ship – War
Only buildable by the most skilled hands, the large warships are virtual fortresses on the sea. They have several rooms and can hold massive amounts of weapons within heavily armoured hulls.
These are the Galleon-class ships known as the galleon and war galleon.
Read the INF file using inf buildships.
Technique Name: Alchemy
SP Cost: 300
Coin Cost: 750 Coppers
Syntax: alchemy
Skills used: All
Description:
Alchemy has been around for centuries, with modest but important inventions such as making fuel for torches and lanterns. The use of chemicals found throughout the land and their mixture into various potions was first learned by the elves of Quolinara and furthered by the Shaman of the Darmahkia. Discovering the secrets of mixture and completion was fraught with mistakes and is even said to have caused the Anoroc disaster. Many merchants and traders have had to underwrite the search for chemicals to assist in successfully making potions.
The potions created hold properties of health, energy, and endurance. The power and focus of these potions result from the creator's skills, level, and guild.
For Merchants, the focus is more in line with the Waylumi faith, and many discussions were held to learn from their healing prayers. Because of this, the potion created will have more healing effect than anything else.
For Traders, the focus is more aligned with mysticism and power. Therefore, the potion created will have a focused energy effect above health and endurance.
Once completed, a potion can be drunk by the holder to enhance them with the focused properties. A potion can also be thrown at someone to enhance them to a lesser extent. While a potion cannot be used in combat, it can be thrown at someone to grant them a small augmentation in battle.
The alchemist must be in the tavern or den to create the potion using Alchemy. As previously mentioned, the potency of the potion is based on your skills and level. Failure is also possible, but without the danger found in creating fire bombs.
Technique Name: Hutt
SP Cost: 400
Coin Cost: Four logs
Syntax: hutt setup, hutt dismantle
Skills used: merchant organize, merchant repair, merchant forge, merchant leader, merchant negotiate
Description:
The Hutt is an ancient term coined by southern marauders thousands of years ago. It is likely a derivative of the hutterbolt, an escape route from rudimentary fortresses built by gnomes for their masters of old.
Today, it defines the manufacture of a small defensive enclosure to protect the merchant or trader from aggressive monsters or enemies. The Hutt can be built almost anywhere—in towns, forests, caves, or mountains—but it cannot be built in water locations.
You must have four logs to create the cornerstones and build the Hutt. The logs need to be on the ground to complete construction.
The Hutt can hold up to eight people, not including the builder, and can be locked by the builder to stop others from entering. It does not last very long, usually only long enough to offer protection in a difficult situation, which means a few hours.
Examples:
hutt setup— sets up the Hutt.hutt dismantle— tears down the Hutt.