Normally when you are buying or selling from a merchant in Neverwinter
nights, there is usually only one store associated with him with several
tabs across the top. Each tab is a different category of items that the
store has such as "Armor and Clothing", "Weapons", "Potions and Scrolls".
Any item you buy from a normal merchants is under the same static buy and
sell rate for all his items. This is normally about 65 percent of the value
when he buys from you and 100 percent when he sells to you.
The Merchants in the World of Torr are setup differently than the standard
ones that are found in Neverwinter Nights however. Different types of items
are bought and sold under different buy and sell rates depending on that
kingdoms economy (See Economy and Trade). This means that ,
for example, a merchant might be buying armor at 50 percent of its value and
selling them to you at 100 percent of its value but is buying and selling
his potions at 80 and 120 percent. Since having different buy/sell rates for
different items in one "store" on a merchant wasn't possible via the code
the merchants in The World of Torr have a different "store" for every type
of item them sell. When speaking with a merchant, they will have a small
list of the different types of items they sell (i.e. "Armor", "Weapons",
"Potions"). Choosing a category will open the appropriate store for that
category which will have its own buy/sell rates and inventory.
You will not be able to sell inappropriate item to the store you have open
on a merchant even if the merchant normally buys that kind of item. For
example, if you opened up a merchants Armor store and tried to sell it a
potion, you will be denied, you would have to click on the merchant again
and choose his Potions store (if he has one) to sell him potions. Please note that stores always
open up to the appropriate "tab" which they have items in so you should
never have to click around the tabs. If a store is dead empty the
tab will default to "Armor and Clothing" however, even if you
opened up a store for something else like Potions. Try not to let that
confuse you.
Hired Merchants
There are "In-Game" merchants scattered around the marketplaces in every kingdom which are
essentially owned by the kingdom itself, but there are also plenty of locations that players can
place their own merchants that can buy and sell items in the exact same way as the normal ones.
In the marketplaces in every kingdom, there are little signs that say "Merchant Location". These
signs represent the spots where you can hire your very own merchant. You can converse with these
objects if you are interested in hiring a merchant at that location. Hired merchants charge
salary on a regular basis as well as charging commission on everything they sell (see below). If
you set up shop and cannot make it "profitable" than you stand to lose your investment of time
and money. You can only have one merchant attached to your character at a time but it is not
uncommon or overly costly to fire your merchant and hire a different one somewhere else.
Once hired, you can "buy" and "sell"
from your own merchant at no cost, the buy/sell rate for a merchants owner
is zero. You will also see a new red option in the merchants conversation
called "Merchant Admin". This option is what you use to configure
your merchant to your liking as well as cashing out your profits! The features are explained below:
Setting up your Merchant
The Cost: Merchants charge 1000g to initially hire and then charge
10g every "payday" which is 8 hours of game time (about 15 minutes real time). They also
charge a 1% commission on anything they sell per store they control.
This means if your merchant is set up to have an Armor store only, he'll
charge 1% on sales but if you set up your merchant to run a Armor, Weapons
and Potion stores then he'll be charging 3% on everything he sells.
Merchants don't take commission on things that they buy from customers but
they can offer bonuses for items that they don't currently have in their
inventory much the same way the normal merchants do. Please note that a
merchant takes his pay from the merchant "bank" where all your profits are
held. If there is not enough money in this bank to pay his salary, he will
force sell a single item from every store he controls at the
lowest possible sell rate to support
himself (the lowest rate possible is 20%). If the merchant still cannot get paid (i.e. all inventory
in all stores has been
sold) he will abandon his location and disappear See "Merchant Bank" below.
Merchant Bank: The Merchant Bank is how much money the merchant
has access to. When the merchant sells items, the money goes to the bank
(minus his commission) and when items are bought from the public, the money from the bank is
used to pay for them. The bank is also used to pay the merchants salary.
Cashing out the bank will transfer everything to you save 10g but cashing
out the bank when there's only 10g will empty it, this is just a precaution
against cashing your bank to zero right before the merchants payday. You can also put money
into the bank in 100g or 1000g increments. Its a good idea to always keep
some money in the bank so the merchant will get paid and still have money to
buy items. Please note: Merchants are created with their banks at zero and
have no inventory in the stores you create. If
not supplied with any money and have no items to sell before their first payday (15 minutes real time) they will abandon
their position with no refund to you. Be prepared to supply your merchant
with gold and/or items so he can get to work immediately!
Min Bank Buy: This represents the minimum amount of gold the
merchant will keep in the merchant bank when considering if he should buy an
item from a customer. The merchant will refuse to buy an item if the cost
would bring his bank below this amount. It is important that your merchant
not buy himself into bankruptcy and then not have enough money to pay his
salary on his next payday or perhaps you are trying to get rid of items you
supplied him and not barter for more. This value defaults to 100g but can be
adjusted from 0g to 50,000g or set to "Never Buy Items" if you don't wish
your merchant to buy anything. It should be noted that if your merchant
cannot buy anything because the bank is empty or below the minimum and he
runs out of items to sell, he cannot really do anything and will simply
charge salary until your bank runs dry.
Merchant Appearance: When hiring a merchant you will get the
default "General Store" merchant. You are encouraged to alter the appearance
and name of your merchant using this feature. This does not dictate what kind of stores your merchant will have
in any way, it only determines his title and what he looks like so customers
can find the kind of merchant they are looking for easier. It would be wise
to choose an "Blacksmith Merchant" for example if you intend to setup your
merchant with an Armor or Weapons store, otherwise you will confuse your would be
customers! You can change your merchants appearance at any time and at no
cost.
Add/Remove Stores: Merchants by default have no stores associated
with them. You should immediately set them up with one! Your merchant can
only buy and sell items from stores he is set up to operate. Every store you
setup on your merchant will raise his commission rate he'll take on items
sold by 3%. If you select a store type which your merchant already has, he
will remove that store and dump all the items into your inventory
immediately. There is no cost to add or remove a store and a merchant can
have up to 10 stores at one time.
Adjust Buy/Sell Rates: The Buy and Sell Rates of merchants is dynamic and
is affected by several factors covered under
Economy and Trade. Your rates for a particular store will start off at the average rate for that
type of item in that kingdom. They will automatically fluctuate using the
same system as the non-player controlled merchants. You can adjust your
rates and/or lock them in place if you desire by using this feature. Please
note when buying or selling from
your own merchant, the buy and sell rates will be zero; this is how you move
inventory to and from your merchant.
Firing your Merchant: If your merchant is lazy, talks back, takes
to many lunch breaks smells funny or, most commonly, isn't producing
the profits you were expecting then you can simply fire him. This will
destroy all the stores he controls returning any items to you and cashes out
the entire merchant bank to you. The merchant will then disappear off to the
welfare line and the Merchant
Location sign will pop up in his place.
Next Section >>
|