Shops
A shop buys what you no longer need and sells what other adventurers have sold. Every town has shops, and each one has a sign on the wall that lists its commands.
Commands
| Command | What it does |
|---|---|
list |
What the shop has for sale, numbered, with prices in silver. |
list <word> |
Only goods whose name contains the word. |
list slot <slot> |
Armour for one part of the body: list slot head.
|
list type <kind> |
Weapons of one kind, by the skill they use: list type axe.
|
view <number> |
Take a closer look at an item. |
identify <number> |
The shopkeeper tells you what they know about it. |
buy <number> or buy <item> |
Buy it. |
buy <item> with credit |
Your bank pays what your purse lacks, and the price is 10% higher. |
value <item> |
What the shop would pay you. value all and value noeq price everything at once.
|
sell <item> |
Sell it. |
psell <item> |
The same as sell, but asks about each item first.
|
sell takes the same words as get, drop and put: sell all, sell noeq (everything you are not wearing or wielding), sell all no <kind>, sell all not <item>, sell <item> from <container>. Anything on your keep list stays with you. See help object handling in the game for every form.
Prices
- Selling. A shop pays according to what the item is worth, and very valuable items fetch less than their full worth. A shop that has bought a great deal in the last couple of hours pays less until trade calms down.
valuetells you the price before you sell. - Buying. A shop sells for about three times what it pays. A high charisma, the bargaining skill, coming from the shop's town and good standing there all bring the price down; the shopkeeper tells you when your good name takes something off.
- Your reputation in the shop's town also raises what you are paid. A bad name there, or a home town that town is hostile to, makes buying dearer and selling poorer.
- Forged arms. Weapons and armour that a smith forged count as worth half as much again, both when you sell them and when you buy them.
Members of the Guild of merchants have skills of their own for getting a better price.
What a shop will not buy
- Goods outside its trade. An armour shop buys armour, a weapon shop weapons and a general store everyday goods, and food, fur, gem, paint and medical traders keep to their own wares. The shopkeeper says what they do not buy.
- Rare items from prestigious monsters.
- Rotten food.
- A container that is locked or still has something in it.
- An item engraved or embroidered with an owner's mark.
- A piece with the Vaerlon outfitter's brass tag.
- Anything worth nothing, and a few items no shop wants at all.
A shop whose storeroom is full buys nothing until some of its stock has gone.
Where sold goods go
The better things players sell go on the shelves for others to buy: anything worth over 1,000 silver, named items, crafted pieces with magic in them, and good furs. Cheaper goods are not kept. Old stock slowly clears out.
Shopkeepers will not let you drop junk on the floor. Every shop has a trashcan for that.
Other ways to trade
- Merchant booths. Members of the Guild of merchants set out wares at booths, and anyone can buy from them.
booth search <word>finds wares in every booth from anywhere, and a runner can bring you what you order. Seehelp boothin the game. - The Vaerlon outfitter sells crafters' gear to newcomers and buys the weapons, armour and carpentry tools crafters made themselves. See
help outfitterin the game.