Catalog / The market: how to
The market: how to
A trade in steps. Live beta: subject to change.
Join
- Stand at a market broker (trade where broker names them) or a trade hall: the Heliopolis warehouse, New Thalos, ThunderDelve, Sundhaven, Darkwood Forest.
- trade join <trade>. One trade at a time. trade leave confirm keeps your satchel and your standing.
| Trade | Does |
|---|---|
| Smith | ore and charcoal to iron, iron to tools, weapons and armor; starmetal at the top |
| Leatherworker | hides and pelts to leather, leather to goods, furs for the cold |
| Clothier | wool, flax, cotton and silk to yarn and cloth, cloth to clothing |
| Woodwright | timber to lumber, lumber to furniture, arrows, bows and boats |
| Alchemist | herbs and reagents to remedies, potions, essence and wands |
| Scribe | flax and hide to paper and vellum, ink, scrolls and maps |
| Jeweller | gems and precious ore to cut stones, bullion and jewelry |
| Provisioner | grain, produce, milk and fish to bread, meals, cheese, ale and wine |
| Artisan | stone, clay, sand, bone and tallow to stonework, pottery, glass, carvings and lights |
| Trader | buys where goods are cheap, ships and sells where they are dear; makes nothing |
Gather
- trade here: what this room gives your trade.
- gather. Stops if you move or fight. 24 units a MUD hour from a room.
- stow <item>: a carried raw good or part becomes units. Not a finished piece, not a bound one.
- trade goods: the satchel. 40 units at Apprentice. No weight, never in your corpse. Meat, milk and fish spoil.
Sell
- At the square, trade prices: the board. Pays 75% of worth, asks 110%.
- trade sell <good> <n> and trade buy <good> <n>. Raw goods and parts only. A full warehouse takes no more; the town keeps 25% of a day's need.
- appraise <good>: the price at every market.
Make
- recipes: open now and the next rank. recipes all: the book.
- Stand at a station: a worker's place, a trade hall, a shop's bench (5% of the piece's worth), or your house. A part works at any market square. trade where <good> names them.
- work <recipe> [batches]. Parts go to the satchel; a ware is an object in your hands. A botch loses half the materials.
- From Journeyman, a ware can come out fine and better, with your name on it. It lasts one sitting.
Ship
- At a broker, consign <good> <n> to <market>. Freight 10% of worth, paid now.
- Sells on arrival at that market's price, to your bank. Robbed on the road, it is gone. 5 loads at once. trade loads.
Rank
Gathered and sold counts once, made counts 3 times. tradescore.
| Rank | Worth | Units a pick | Batches a job | Satchel |
|---|---|---|---|---|
| Apprentice | 0 | 1 | 1 | 40 |
| Journeyman | 3,000 | 2 | 2 | 60 |
| Craftsman | 15,000 | 3 | 3 | 90 |
| Master | 50,000 | 5 | 4 | 120 |
| Grandmaster | 150,000 | 8 | 6 | 160 |
Errands, hands, orders
- trade errands: what a town's workers lack. The broker pays 25% over for your own units that fill one.
- trade hire at an idle worker's station: 20 units' worth for 24 MUD hours of faster, bigger jobs.
- trade order <good> <n> [at <mult>]: a Grandmaster Trader leaves goods with a broker to sell over time, paid to the bank. trade order cancel <good>.
The Trader
- Makes nothing. Consignments carry 2× the satchel at 75% of the freight.
- Journeyman: 12% better prices at every market's shops and counters.
- Craftsman: appraise shows stock, the road and how long the town keeps.
- Master: loads ride with guards.
Commands
| trade | status, list, join, leave confirm, goods, prices, sell, buy, where, here, loads, errands, hire, order, score |
| tradescore | the trade's score sheet |
| gather · stow · recipes · work · consign | the work |
| appraise | prices across the markets |
| help crafting | the walkthrough in game; help trades, help ranks, help broker |