Merchant (Skill): Difference between revisions

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The merchant skill allows a player to buy, sell, and exchange In Game goods and items with the NPC market. Upon purchasing the first rank of the skill you gain the ability to take “Merchant Actions” in game. Your first Merchant Action of each reset has no time constraints placed on it. You simply acquire a Trade Sheet at the Marshal Station, fill it out and turn it in. After turning in the Trade Sheet the Marshal will review your sheet and go through your transactions before taking/providing the goods you have bought/sold/exchanged. Please keep in mind that you may have to wait for a Marshal to be available.
Each rank of the Merchant Profession allows you to Buy, Sell, and Exchange higher tiers of goods.  
 
After your first Merchant Action in a reset additional Actions are available at the cost of 1 hour of NPC time multiplied by your number of Actions this reset. So your second Action will require 1 hour of NPC time, your third will require 2 hours and so on. You must notate this time on your sheet and have a signature from both the Marshal Station with your start time AND either a plot member or the Lead NPC at NPC camp verifying you completed the required time. Currently, we do not allow you to “stack” your Actions. You must finish your current Action to begin the next one. So you cannot turn in 4 Trade sheets then go NPC for 6 hours. You will not earn crowns for this NPC time as it is representing your character digging deeper and deeper into the markets chasing deals/buyers/sellers. While subject to change we are not capping the amount of trade actions you can do per reset aside from the limits of hours in the workday.  8PM is the cutoff for Merchant Actions during any given day. Your required NPC shift may run after 8PM but your Marshal signed Start Time must be at or before 8pm. Merchant Actions, and their related NPC time, may start when the Marshal station opens
 
For this NPC time you are not required to come completely out of your character gear, please remove as much as is convenient and make use of NPC camp garb.
 
 
The figuring and filling out of a Trade Sheet is up to the player, all of your values/calculations must be clearly listed and correct. The Marshal will check your sheet, if there are mistakes it will be rejected, and you will be asked to fill out a new Sheet
 
Each time the Merchant Action is taken you will be granted a number of Trades based on your Merchant Skill level.
{| class="wikitable"
{| class="wikitable"
|+
|Level
!Level
|Components
!Number of Trades
|Goods/Recipes
!Commission Bonus %
!Market Value discount on
Purchase Trade Action
|-
|-
|1
|1
|2
|Common
|20
|Rank 1
|0
|-
|2
|2
|40
|0
|-
|-
|3
|2
|2
|60
|Uncommon
|0
|Rank 2
|-
|4
|3
|80
|0
|-
|-
|5
|3
|3
|100
|Rare
|0
|Rank 3
|-
|-
|6
|3
|120
|5
|-
|7
|3
|140
|5
|-
|8
|4
|4
|160
|Named
|5
|Rank 4
|-
|-
|9
|4
|180
|5
|5
|
|Advanced
|-
|-
|10
|6*
|4
|
|200
|Create Wondrous Item Formula
|5
|}
|}
You may only trade one type of good per trade, following the labels at the top of the columns. This means that if you are selling Blade Potions, all you can sell with that Trade is Blade Potions.
You will receive 1 free Mechant Action per reset. By filling out a Trade Sheet at Logistics and turning it in you may buy and sell the items you qualify to move. The figuring and filling out of a Trade Sheet is up to the player, all of your values/calculations must be clearly listed and correct. The Marshal will check your sheet, if there are mistakes it will be rejected, and you will be asked to fill out a new Sheet


When it comes to purchasing Adv Items you may purchase the full item, if you want a "Tempered Unshatterable Honed Longsword" you may buy that with your "1 Adv Item" trade at Rank 1, even though that item is technically 3 adv items and a basic item. The "one item rule" will still apply to this, meaning a Rank 3 Merchant could buy 2 of the exact same TUH Longsword but not a TUH Longsword and a Cold Iron Honed Longsword with that Trade
After your first Merchant Action in a reset additional Actions are available at the cost of 1 hour of NPC time multiplied by your number of Actions this reset. So your second Action will require 1 hour of NPC time, your third will require 2 hours and so on. You must notate this time on your sheet and have a signature from both the Marshal Station with your start time AND either a plot member or the Lead NPC at NPC camp verifying you completed the required time. Currently, we do not allow you to “stack” your Actions. You must finish your current Action to begin the next one. So you cannot turn in 4 Trade sheets then go NPC for 6 hours. You will not earn crowns for this NPC time as it is representing your character digging deeper and deeper into the markets chasing deals/buyers/sellers. While subject to change we are not capping the amount of trade actions you can do per reset aside from the limits of hours in the workday.  8PM is the cutoff for Merchant Actions during any given day. Your required NPC shift may run after 8PM but your Marshal signed Start Time must be at or before 8pm. Merchant Actions, and their related NPC time, may start when the Marshal station opens
{| class="wikitable"
|+
!Level
!P/S/E
Common
!P/S/E
Uncommon
!P/S/E
Rare
!P/S/E
Named
!P/S
Basic Items
!P/S
Adv Items
!P
Basic Recipes
!P
Adv Recipes
!P
Forge Item Scroll
!P/S
Forged Items
|-
|1
|20
|10
|5
|1
|5
|1
|3
|0
|0
|0
|-
|2
|40
|15
|5
|1
|5
|1
|3
|0
|0
|0
|-
|3
|60
|20
|5
|2
|5
|2
|3
|1
|0
|0
|-
|4
|80
|25
|10
|2
|10
|2
|5
|1
|0
|0
|-
|5
|100
|30
|10
|3
|10
|3
|5
|2
|1
|0
|-
|6
|120
|35
|10
|3
|10
|3
|5
|2
|1
|1
|-
|7
|140
|40
|15
|4
|15
|4
|7
|3
|1
|1
|-
|8
|160
|45
|15
|4
|15
|4
|7
|3
|2
|2
|-
|9
|180
|50
|15
|5
|15
|5
|7
|4
|2
|2
|-
|10
|200
|55
|20
|5
|20
|5
|10
|4
|3
|3
|}
Each trade can be one of the following:


'''Purchase''': '''(P)''' You may purchase, at market value +/- any personal modifiers, items/components with in game coin
For this NPC time you are not required to come completely out of your character gear, please remove as much as is convenient and make use of NPC camp garb.  
 
'''Sell''': '''(S)''' You may sell, at market value +/- any personal modifiers, items/components for in game coin
 
'''Exchange''': '''(E)''' You may exchange one type of component you have for an equal rank. Ex: Common Ore to Common Herb. You will be required to pay the difference if the value of your components is less than the ones you are exchanging for, this also means you will receive the difference if your components are worth more. This trade may seem counter to “making money” but is here to promote turning what you (and your customers) -have- into what you -need-, can’t make that flaming longsword out of herb just as ore makes for a pretty poor potion reagent.
 
 
'''Commissions'''
 
Someone somewhere always wants something specific/esoteric/downright strange. In the real world I’ve seen it as a friend saying “no one on this planet wants your lime green Ford Pinto” but there being someone out there looking at the listing while in their completely lime green house saying “it’s perfect” while smiling like the madman they obviously are. Commissions represent this in our game.
 
At check in, characters with the Merchant Skill will have a Commission Tag in their folder, on this tag will be the name of a random item. Anything from a Blade potion to a Major Magic Forged Item. If you obtain said item (via crafting/finding/ect) you may turn its tag into the Marshal Station alongside the Commission Tag to receive the market value + your commission bonus modifier. Keep in mind you must pre register for the event to receive your Commission Tag, Tags will not be created in game or at check in.


For clarity, yes, you can use one of your Merchant Action Trades to find and buy this item then turn it in, effectively pocketing your commission value in profit with relative ease. Your margins will be considerably better if you wheel and deal to get it crafted in game with/by your fellow players
<nowiki>*</nowiki>This level of Merchant is only attainable by those with the Felis Born Trader power or Merchant Background which do not stack.

Latest revision as of 18:16, 1 October 2024

Each rank of the Merchant Profession allows you to Buy, Sell, and Exchange higher tiers of goods.

Level Components Goods/Recipes
1 Common Rank 1
2 Uncommon Rank 2
3 Rare Rank 3
4 Named Rank 4
5 Advanced
6* Create Wondrous Item Formula

You will receive 1 free Mechant Action per reset. By filling out a Trade Sheet at Logistics and turning it in you may buy and sell the items you qualify to move. The figuring and filling out of a Trade Sheet is up to the player, all of your values/calculations must be clearly listed and correct. The Marshal will check your sheet, if there are mistakes it will be rejected, and you will be asked to fill out a new Sheet

After your first Merchant Action in a reset additional Actions are available at the cost of 1 hour of NPC time multiplied by your number of Actions this reset. So your second Action will require 1 hour of NPC time, your third will require 2 hours and so on. You must notate this time on your sheet and have a signature from both the Marshal Station with your start time AND either a plot member or the Lead NPC at NPC camp verifying you completed the required time. Currently, we do not allow you to “stack” your Actions. You must finish your current Action to begin the next one. So you cannot turn in 4 Trade sheets then go NPC for 6 hours. You will not earn crowns for this NPC time as it is representing your character digging deeper and deeper into the markets chasing deals/buyers/sellers. While subject to change we are not capping the amount of trade actions you can do per reset aside from the limits of hours in the workday.  8PM is the cutoff for Merchant Actions during any given day. Your required NPC shift may run after 8PM but your Marshal signed Start Time must be at or before 8pm. Merchant Actions, and their related NPC time, may start when the Marshal station opens

For this NPC time you are not required to come completely out of your character gear, please remove as much as is convenient and make use of NPC camp garb.

*This level of Merchant is only attainable by those with the Felis Born Trader power or Merchant Background which do not stack.