Merchant
Trading, services, shops and property, with progression through guild time and paid customer calls.
Merchants earn their living through services and trade. A customer might need a blade repaired, a garment made, a parcel delivered or a house deeded. Larger transactions include ships, farms and hired staff. The guild records the work, handles the agreed payments and pays the merchant's commission where applicable. A merchant earns no experience from fighting, so the class levels through time in the guild and paid work instead.
Joining#
Merchant is a base class for Explorers who have reached level 10. The guild
does not take walk-in members. Go to the Merchant's Guild on Merchant Way in
Aurin, find Hollis Pell at the Registrar's desk in the Lobby and
ask hollis about joining. Once she has written your name on the roll, type
join merchant there. join merchants and join the merchant's guild work
too. Joining starts the class at level 1.
A guild is chosen once. A character who already belongs to another base guild
cannot join the Merchant's Guild; that route is remorting at level 100
(remort merchant shows the terms).
Hollis is also the guild's trainer. Advance at her desk, and ask her about your kit if you lose the guild's satchel, ledger, seal ring or sash.
Progression#
Merchant learning comes from connected time, repeatable work board jobs, paid customer services and completed calls. Quests and roleplay bonuses also pay; kills, fishing and healing do not. Idle connected time counts, while offline and link-dead time do not. All 24 hours of a day can count. The clock pays in five-minute batches and keeps fractional XP.
Rank follows trained level: Peddler to level 19, Trader from 20, Broker from 45 and Magnate from 70. Guildmaster is appointed. Each rank learns at its own rate.
| Rank | Learning rate |
|---|---|
| Peddler | 100% |
| Trader | 105% |
| Broker | 110% |
| Magnate | 115% |
| Guildmaster | 150% |
At the Peddler rate alone, level 100 takes 8,760 connected hours from level 1;
at the Guildmaster rate it takes 5,840. Promotions and the other rewards below
shorten that. The online bonus adds one hour of rank-based learning for every
24 connected hours. These are connected hours, not calendar days: a merchant
online eight hours a day takes three times as many calendar days as one who
stays connected throughout. Banked XP counts when setting the reward rate, so
putting off advance neither gains nor loses time.
Joan Carter keeps the work board in the Aurin Post Office. For a merchant its jobs repeat with no daily limit, but you carry one at a time and must choose a different job before taking the same one again. Each assignment gets its own quota, and patrol stops must be visited in the order printed on the slip. Short, standard and long jobs need at least 4, 8 and 15 connected minutes before hand-in and pay the equivalent of 40, 80 and 140 learning minutes. Dropping and re-taking a job never resets or recovers its work. Other classes keep the limit of five jobs a day and a 24-hour wait before repeating one. First-completion gear is still awarded only once per job.
Customers on Merchant Way ring for a merchant with callmerchant. Use calls
to see waiting requests, your learning rate, today's trade XP by source,
connected time and your ratings. Take a request with answer; answering alone
pays nothing. The call is served when you do paid work for that customer, who
can then rate it. A good rating pays 45 learning minutes, fair pays 30 and poor
pays none. An unrated served call becomes fair after ten minutes. Up to twelve
calls pay each day, one per customer account. A customer needs two hours of
play before they can ring, and calls from your own account never reach you.
Paid work also pays ten learning minutes for each of up to eight different established customer accounts a day. Unpaid and self-service work pays no service XP. A served call can earn both its service reward and its call reward. XP events and boosts do not multiply trade learning; a leading guild's standing benefit still applies.
Chapters#
Hollis Pell hands out the merchant's chapters: 23 tasks from level 1 to level
58, each opening when the skill it teaches does. They walk a new member round
the desks, from appraising the seal ring and crying goods to a caravan on the
Olympus Road, setting a rune and ringing a market day. Every step can be done
alone. Where a chapter asks for a service, you perform it for yourself with
for me, which charges no fee.
Costs and premises#
Active services spend SP. Some also need payment, consent, supplies or a
particular workplace. Use tariff for current prices and help <command> for
each service's requirements. supplies shows what is in the guild satchel;
restock it at the Supply Counter in the guild. The table costs below are the
first tier of each skill. A later property, animal or ship tier may cost more
and take longer to reuse. Stocking and managing a shop do not repeat the SP
cost of opening it.
The ten guild desks are the Counting House, Stall, Criers, Auction House, Notary, Land Office, Stables and Mews, Harbor, Registry of Service and Workshops. They group related services along Merchant Way. Commerce covers appraisal, shops and workshop trades; Barter covers transactions and lending; Logistics covers property, animals, ships, transport and supplies; Influence covers publicity, favors, hired help and staff.
Trade Buyer, Trade Terms and Trade Empire apply automatically from their required levels. They do not occupy passive slots.
Talent points work differently for a merchant, whose skills strike nothing. Each point in a tree raises the merchant's cut of sales made with that tree's skills by 2%, taken from the realm's share, and raises the most they may ask for that tree's services by 2%. Buyers never pay more than they agree to, and the skills are still ready 2% sooner.
Skills#
Commerce#
| Level | Command | SP | Cooldown | Service |
|---|---|---|---|---|
| 1 | appraise |
3 | None | Examine an item: its make, state and value. Unknown goods open at 10, whole containers at 20, counterfeits at 32 and signed appraisals at 45. |
| 4 | mend |
3 | 30s | Repair worn equipment at the mender's bench. |
| 5 | socket |
6 | 30s | Set a client's rune into an open socket, where it stays for good. From level 90, have the guild's gem-cutters open one more socket in a weapon or armor, once a piece. Only a merchant sets runes. |
| 6 | tailor |
6 | 20s | Make or alter clothing for a client. |
| 7 | ink |
5 | 20s | Apply or remove a tattoo with the client's consent. |
| 8 | spike |
8 | 1m | Rivet spikes to a shield, so a block hurts whoever struck it. |
| 9 | stylist |
4 | 15s | Dye or dress a client's hair, pierce them, or set a feature. |
| 15 | tradebuyer |
0 | None | Shops pay you three times the usual rate for found goods, up to a daily limit. |
| 16 | tradeterms |
0 | None | A 10% discount on shop purchases. |
| 16 | jewel |
6 | 20s | Make jewelry for a client in one of five metals, with an optional stone. |
| 24 | market |
10 | 1m | Read what goods sell for at auction and in each town's shops. |
| 30 | engrave |
6 | 30s | Add an inscription to an item. |
| 32 | shopfront |
20 | 1m | Rent and stock a shop that trades while its owner is away. |
| 37 | seal |
30 | 5m | Apply the guild seal to a genuine item. |
| 45 | stall |
5 | 30s | Raise, stock, price and pack a temporary market stall. |
| 48 | perfume |
6 | 30s | Blend a client a scent of their own, bottled under the name they choose. |
| 52 | workorder |
10 | 30s | Order a crafted piece for a client; any crafter who delivers one is paid. |
| 57 | reforge |
20 | 2m | Send a world-drop piece to the forge once; it keeps the better of its old and new make. |
| 59 | retail |
8 | 30s | Sell a client's goods on your stall or shopfront, and pay them when they sell. |
Barter#
| Level | Command | SP | Cooldown | Service |
|---|---|---|---|---|
| 14 | courier |
5 | 30s | Send an item to another player's post office box. |
| 17 | contract |
10 | 1m | Record terms signed by two parties. |
| 22 | gavel |
10 | 15s | Conduct a live auction. |
| 27 | escrow |
12 | 1m | Hold goods or money until the parties release them. |
| 28 | broker |
15 | 1m | List a client's goods on the Auction House with consent; earn 10% of the final sale price. |
| 29 | catch |
5 | 30s | Supply the fish the markets want today. |
| 34 | loan |
20 | 5m | Lend money at an agreed interest rate and repayment date. |
| 35 | transfer |
25 | 1m | Notarize the sale of a home, farm, ship, animal or servant between players. |
| 36 | letter |
30 | 5m | Issue a letter of credit redeemable through a banker. |
| 38 | pawn |
20 | 1m | Make a loan secured by an item held in the guild vault. |
| 39 | underwrite |
40 | 5m | Insure a ship or a caravan; a claim pays the real loss, never more than the cover. |
| 47 | haggle |
6 | 1m | Talk a town's shopkeepers round, so a client pays less in every shop there for half an hour. |
| 50 | exchange |
10 | 30s | Post standing orders to buy or sell gathered resources; anyone fills them while you are away. |
| 51 | raffle |
15 | 5m | Run a ticketed draw for a prize, sold to the whole realm and drawn at the hour you set. |
Logistics#
| Level | Command | SP | Cooldown | Service |
|---|---|---|---|---|
| 5 | sellpet |
5 | 30s | Sell an animal from the guild pens; later tiers add other species. |
| 10 | sellship |
5 | 30s | Sell a ship; larger hulls open at later levels. |
| 11 | provision |
8 | 30m | Provision a group: for six hours its members recover 50% more while resting. |
| 13 | tackle |
6 | 20s | Make fishing poles, lines, lures and bait; fine work opens at 33 and master work at 53. |
| 15 | tend |
6 | 30s | Groom an animal; veterinary treatment opens at level 35. |
| 18 | buildhome |
25 | 2m | Deed a home to a buyer; larger homes open at later levels. |
| 21 | innsupply |
4 | 30s | Buy supply crates at the docks and deliver them to inns. |
| 23 | buildfarm |
20 | 2m | Deed a farm or sell additional plots. |
| 26 | selldeed |
20 | 1m | Sell a one-use deed for a special room or animal pen. |
| 31 | fitship |
25 | 2m | Fit guns to a docked ship within its available mounts. |
| 40 | caravan |
60 | 10m | Charter a caravan between towns and trade on the difference in prices. |
| 43 | lease |
20 | 1m | Let a home you own to another player for a term, at a daily rent. |
| 44 | renovate |
0 | None | Do the building in a client's home or clan abode, once they engage you. |
| 49 | feast |
15 | 5m | Lay out an inn's feast for a party: an hour of faster recovery and 5% more experience from kills. |
| 53 | warehouse |
12 | 1m | Let a client a bay in the guild's dockside warehouse for things they cannot carry. |
Influence#
| Level | Command | SP | Cooldown | Service |
|---|---|---|---|---|
| 2 | hawk |
5 | 30s | Advertise through the town; realm-wide calls open at level 40. |
| 3 | sellhenchman |
20 | 1m | Sell a day's contract with hired help, drilled to the rank you choose, Seasoned to Master. |
| 12 | advertise |
4 | 30s | Place a paid notice in the Times. |
| 19 | bail |
8 | 1m | Post bail for a prisoner. |
| 20 | hirestaff |
15 | 1m | Hire household staff and, at later tiers, specialists, guards and crew. |
| 25 | bribe |
10 | 2m | Pay a guard, a harbormaster or the magistrate for a favor or leniency. |
| 33 | protection |
12 | 1m | Buy a client a week of the thieves' guild's protection. |
| 41 | headline |
80 | 1 day | Buy the Times front-page headline for a day. |
| 46 | patron |
20 | 5m | Sponsor a newcomer; the guild pays you once when they reach level 20. |
| 54 | intel |
10 | 1m | Hear what the guild's network hears, or sell the report to a client. |
| 55 | bounty |
15 | 2m | Post a client's coin on a creature's head, paid to whoever hunts it. |
| 58 | marketday |
60 | 1 day | Pay a town's levy for an hour-long market day: every shop there 5% cheaper for everyone. |
| 60 | festival |
50 | 1h | Take pledges toward a realm festival: two hours of faster recovery and 10% more kill experience for everyone. |
| 99 | tradeempire |
0 | None | Receive royalties from upkeep paid on homes and farms deeded to clients. |
| 100 | charter |
100 | 1h | Found a trading company with a shared ledger. |
Tiers#
Several commands open new goods as the merchant rises. Each later tier costs
more SP and most take longer to reuse; help <command> shows the full ladder.
| Command | Tiers by level |
|---|---|
sellpet |
Hearth pets 5, working animals 15, messengers and hunters 28, war mounts 45, wild bonds 62, rare beasts 80, legends 96 |
sellship |
Rowboat 10, sloop 25, cutter 35, clipper 48, schooner 58, brigantine 68, caravel 76, frigate 84, galleon 90, war galleon 97 |
buildhome |
Cottage 18, townhouse 35, villa 50, manor 65, estate 80, palace 95 |
buildfarm |
Smallholding 23, croft 38, small farm 52, working farm 66, estate farm 78, manor estate 88, baronial lands 98 |
selldeed |
Common rooms and small pens 26, fine rooms and large pens 48, grand rooms 68, wonders 88 |
hirestaff |
Household 20, estate hands 32, specialists 45, steward 55, guards and veterans 65, crew 75, mercenary captain 85, champion 95 |
sellhenchman |
Seasoned 3, veteran 60, elite 75, master 90 |
Stalls and shopfronts#
A level 45 merchant can raise a stall at an eligible pitch on Merchant Way, the Aurin docks, the Dawnhollow market or the Warfleet docks. One stall is permitted per merchant and per pitch. It trades while its owner stays within the same market. About fifteen seconds after the owner leaves that market, the stall packs up and returns its stock and takings.
Use stall raise <name>, then stall stock <item> <price>. Include a coin
unit in the price, such as 5 gold. Customers use list, inspect and buy.
stall pack closes the stall and returns its contents. Raising a stall costs
5,000 copper from the merchant bank. The guild takes 25 percent of completed
stall sales at the default rate, and the owner keeps the rest. tariff shows
the current figures.
Shopfront opens at level 32. Shopfront Row, east off Merchant Way, has four
shops. Stand in an empty one and use shopfront rent <name>. Unlike a stall,
the shop keeps trading when its owner leaves or logs out. Rent is due weekly
from the bank, or from the shop's takings when the owner is away. If it stays
unpaid for three days past due, the lease ends and the stock and remaining
money are held for the owner's return.
Use shopfront stock, shopfront price and shopfront take to manage stock;
shopfront collect withdraws the takings. shopfront close ends the lease.
Check tariff shops before renting.
Property and later trade#
Build Home and Build Farm deed property to a buyer. Sell Deed supplies an additional room or pen, and Hire Staff provides workers. Each command has its own level tiers, prices and requirements. Use its help page to check the buyer's choice before arranging a sale. Transfer handles an agreed resale between players through the Notary.
Merchants also build clan halls with buildhall. A clan member who can sign
for the treasury stands with the merchant, and the clan pays. Hall rooms can be
sold from level 20; a Lodge needs a level 35 merchant, a Hall 50, a Keep 65, a
Stronghold 80 and a Citadel 95, and each also needs the clan's rank.
help buildhall has the details.
At level 99, Trade Empire pays the merchant 10% of the upkeep actually paid
on homes and farms they deeded to other people. The payment is taken from that
upkeep. It arrives at once when online or is held until the merchant next logs
in. Self-deeded property earns no royalty, and leaving the Merchant's Guild
ends eligibility. tradeempire shows the current entitlement and recent
payments.
Charter, at level 100, allows merchants to form a trading company with a name,
sign, livery and shared ledger. Its commands include invitations and a company
ledger; help charter explains membership and management.
Work that goes on while you are away#
Several merchant services keep working after the merchant logs out. Exchange
orders are filled by anyone who has the resource or wants it. Work orders are
filled by any crafter who brings the piece. Raffles sell tickets realm-wide
and draw at their hour, bounties pay whoever hunts the creature, consigned
goods sell on a stall or shopfront, and warehouse bays hold a client's things
until the rent runs out. The merchant's cut arrives by itself, in hand or at
the next login, and clients who are away are paid into their bank or their
post office box. Anyone can read the open work with exchange, workorders,
raffle, bounties and consignments.
Related guides#
- Economy for currency, banks and shops.
- Housing for property and building.
- Progression for advancement and other classes.
- Remorting for joining from another class at level 100.