Catalog / The market: how to

The market: how to

A trade in steps. Live beta: subject to change.

Join

  1. Stand at a market broker (trade where broker names them) or a trade hall: the Heliopolis warehouse, New Thalos, ThunderDelve, Sundhaven, Darkwood Forest.
  2. trade join <trade>. One trade at a time. trade leave confirm keeps your satchel and your standing.
TradeDoes
Smithore and charcoal to iron, iron to tools, weapons and armor; starmetal at the top
Leatherworkerhides and pelts to leather, leather to goods, furs for the cold
Clothierwool, flax, cotton and silk to yarn and cloth, cloth to clothing
Woodwrighttimber to lumber, lumber to furniture, arrows, bows and boats
Alchemistherbs and reagents to remedies, potions, essence and wands
Scribeflax and hide to paper and vellum, ink, scrolls and maps
Jewellergems and precious ore to cut stones, bullion and jewelry
Provisionergrain, produce, milk and fish to bread, meals, cheese, ale and wine
Artisanstone, clay, sand, bone and tallow to stonework, pottery, glass, carvings and lights
Traderbuys where goods are cheap, ships and sells where they are dear; makes nothing

Gather

  1. trade here: what this room gives your trade.
  2. gather. Stops if you move or fight. 24 units a MUD hour from a room.
  3. stow <item>: a carried raw good or part becomes units. Not a finished piece, not a bound one.
  4. trade goods: the satchel. 40 units at Apprentice. No weight, never in your corpse. Meat, milk and fish spoil.

Sell

  1. At the square, trade prices: the board. Pays 75% of worth, asks 110%.
  2. 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.
  3. appraise <good>: the price at every market.

Make

  1. recipes: open now and the next rank. recipes all: the book.
  2. 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.
  3. work <recipe> [batches]. Parts go to the satchel; a ware is an object in your hands. A botch loses half the materials.
  4. From Journeyman, a ware can come out fine and better, with your name on it. It lasts one sitting.

Ship

  1. At a broker, consign <good> <n> to <market>. Freight 10% of worth, paid now.
  2. 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.

RankWorthUnits a pickBatches a jobSatchel
Apprentice01140
Journeyman3,0002260
Craftsman15,0003390
Master50,00054120
Grandmaster150,00086160

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

tradestatus, list, join, leave confirm, goods, prices, sell, buy, where, here, loads, errands, hire, order, score
tradescorethe trade's score sheet
gather · stow · recipes · work · consignthe work
appraiseprices across the markets
help craftingthe walkthrough in game; help trades, help ranks, help broker

The economy · Fine goods · The enchanter · The class weapon