||Merchants can scour the ground near shopkeepers
and cabbies on the off chance that they will find some credits on
the ground. |
||Merchants learn information about how
a shop, be it a specshop or otherwise, does buisiness. Information
you might receive: how much money is left in the shop, who the shop
will or won't sell to, who the shop is partnered with, etc. If a shop
has no real unusual business practices, you probably won't see much
||Merchants can attempt to determine the
value of a specified item, an approximate amount of what they will
receive for the item if sold at a shop. Smuggler appraisals are slightly
different, so players who are both Merchant and Smuggler will see
both sets of information.
||Merchants may put up advertisements
that all players on the MUD can read from anywhere. The advertisements
will be stored over reboots, but they can only be read while the merchant
||Discounts - Specshop
||Merchants will be given a 10% discount
on any items purchased from specshops whose stock levels are a little
on the low side. This discount is compatable with wholesale.
||Merchants can buy more than one item
at a time from a general store, up to a maximum quantity of 20. The
more items bought at one time, the higher the wholesale
discount the merchant receives.
||Merchants can attempt to escape a pursuer by flinging credits and running while the pursuer is distracted. The amount of money flung is determined by the monster's level.
||Merchants can use part of a toolbox to
repair things. Primary merchants
can repair anything. Secondary merchants can repair certain items,
based upon their primary guild.
||Merchants can sell items to monsters.
The monster will spend money from its carried stash, or withdraw some
of its banked funds if broke. The sold item becomes worthless after
vending. After a monster has made its purchase, it will stop buying.
||Merchants can use part of a toolbox to
combine a number of items in order to form
a more useful version of those items. The difficulty of a combination
determines the delay before a merchant may begin the next combination.
Some items may not be combined for various reasons.
||Merchants can haggle
for better prices in shops. Those with little proficiency at haggling
have been known to come out on the worse end of the deal, though.
||Merchants can attempt to meddle with specshop vendors, so that more items can be bought or at a lower cost. In cases of failure, the opposite has been known to happen.
||Merchants can reinforce a weapon's components to last longer so that, instead of breaking from use, it only loses its reinforcement and remains in good condition.
||Merchants can use a toolbox to resize
any piece of armor to be smaller
or larger than it was.
||Discounts - Sluissi contracts
||Merchants will now also receive a significant discount when purchasing
Sluissi ship contracts.
||Merchants can attempt to swindle a shopkeeper
and thus sell an item for considerably more than the merchant would
otherwise receive. The merchant can also attempt to receive credits
for worthless and very low-cost items. This skill cannot be used with
vehicles, animals, or ships, and does not work in conjunction with
||Merchants can buy
players condos and later sell them to a new owner. Merchants cannot
access these condos themselves. Merchants can store a maximum of five
condos per condo selling office.
||Merchants can use a toolbox to alter
the weight or value of an item so that it either weighs less than
before or increases in value. This can only be done once per item.
Some items cannot be altered for various reasons.
||Merchants have access
to the warehouses that supply the specshops of the galaxy. In
order to make purchases from the warehouses, merchants must obtain
a merchants' datapad to list the items available, and their cost and
||Merchant Stock Exchange
||Merchants can buy
and sell stock in various corporations. Stocks will increase or
decrease in price according to demand as well as the occasional market
fluctuation. (BEETS replaces the now defunct MIIF.)
||Merchants can pay a fee to rent an available storefront to stock items for purchase, from which they can collect the credits from the register. Storefronts are rentable on a first-come, first-serve basis.
||Higher Carry Capacity
||HM merchants achieve a higher maximum
carry capacity, which increases slightly by level. ('Carry capacity'
is how much weight your character can carry.)
||HM merchants are more advanced at combining, making even lighter and more valuable items through combination.
||HM merchants can now perform stronger
reinforcements upon a weapon.
||HM merchants can gain very good information
about items that they have on their person, or in the same room as
them. ID uses the appraise skill percentage.
||HM merchants can improve
upon the protection of armor with the use of a full toolbox. However,
failing an improve has been known to damage armor, sometimes beyond
||HM merchants can ship
items to a player or a player's condo. A shipping fee does apply
unless the merchant also has diplomat
||HM merchants can quest
to obtain an autoloading container specially designed for them that
is nearly weightless but fits many items inside it. Somewhere on Bimmisaari
is a secret entrance to a special area. Only HM Merchants of sufficient
level are able to find the entrance, and the quest may only be tried
once per reboot.
This quest is in
balance currently and is not yet open.
||HM merchants can open their own shop. The shop can be located nearly anywhere in the galaxy as long as it is a logical place and the planet's caretaker approves. The shop will come with an assistant that will deal with all the transactions.
||HM merchants can personalize
an armor or weapon once to either themselves or another player.
||HM merchants gain an add-on to their existing shop that acts as a specshop. The merchant is capable of stocking the shop with items from the same warehouse as accessed by the specshop connections skill. NOTE: A number of player skills such as wholesale, diplomatic discounts, tamper, and advanced haggle will not work on stocked shops.
||HM merchants can alter the name of an
item to be a non-descript general name for that type of item. They
can also increase the carry capacity of a container.
||Improved Stock Store
||HM merchants can choose from a wider selection of stock.
||HM merchants have learned enough information
about their competitors to use it against those who engage in illegal
activities. Merchants can force a smuggler cabbie to deposit a portion
of his profits into the merchant's bank account. The smuggler will
only deposit funds while the merchant is online. This skill is usable
once every 10 minutes.
||At level 45, a merchant is capable of
branching out into inter-planetary real estate investments. A merchant
at this level may obtain a new HM home adjacent to his HM shop or,
if he already has a home there, can get another home somewhere else.
To shuttle to the new home, the merchant can 'signal merchant' with
||Ultimate HM merchants can devote all
their financial assets toward taking over another business. Once the
business has been acquired, the merchant will gain a portion of its
profits every time he enters his acquisition. Failed attempts to acquire
another business have been known to result in lengthy legal battles.
This skill may only be used every 12 hours. NOTE:
At this time, it can only be used on shuttles. More things will be
added in the future.