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Introduction ...

Conducting business in Dragon's Gate includes purchasing items from a local shop, attending merchant peddles, buying items from other players, selling your own items, receiving training from a guild and requesting favors from a god or goddess. This section should give you hints on dealing with the various merchants, teachers and others you may do business with. For specific information on commands, see the Commands Section

The Guide to Custom Items ...

The Basic Dgate Item Format:

[Article] [Size] [Modifier] [Color] [Composition] [Name] {No more than 23 characters in the name}

  • Article - This is the basic article for the item. A, an, or some.
  • Size - Mostly, this pertains to weapons and armor. This determines the size of the item: light/heavy/giant for armor or short/two-handed for weapons. 1.5 weapons don't have a special size setting. You'll see some items with this setting, but not many.
  • Modifier - This is one adjective. These can any from a huge list of colors and adjectives that can be used to describe the item. Compositions can also be used as adjectives.
  • Color - This is another adjective slot. It does not have to be a color, however the recoloring shops around the Game will change this adjective. Mostly, however, it works just like Modifier.
  • Composition - This is what the item is made out of. It can be anything from Drathian to Copper. However, some items do not have compositions at all, just like some do not have adjectives either.
  • Name - This is the "keyword" for the item. It is composed of 23 characters, including spaces. So you can have something named a "hooded cloak" and the "keyword" for it would be hooded (LOOK IN hooded).
  • Special Adjectives: There are a few adjectives that are more than one word, but only take up one adjective slot. For example "opal inlaid" only takes one adjective and so does "Dragon and Secian." A few adjectives work almost identically to inlaid in that you can combine most compositions with them and be fine. They include adjectives like stringed and threaded to come up with items like "gold threaded" or "silver stringed." Both of those examples take up only one adjective slot, and there are others like them.

    Shops ...

  • The Dragon's Gate shopkeepers are generally easy to get along with. Some of them, however, may have an inborn bias toward a member of a particular race or class that may become noticeable as you become more familiar with the world. Additionally, some shopkeepers are known to have a long memory and may hold a grudge toward someone for some real or imagined slight suffered at that person's hands. On the other hand, a shopkeeper may remember your generosity and treat you as a valued customer and friend. Be forewarned, not all shopkeepers are consistent and honest--don't be surprised if that overly friendly merchant overcharges you for that used dagger. However, once the deal is done there is no room for dishonesty. You never have to worry about getting short-changed or receiving an item other than the one you thought you were ordering.

  • Shops come in all shapes and sizes, and may not be limited to the shopping districts, or any permanent location. To deal with the merchants in the various shops, simply type SHOP for the list of shopping options. The merchant will then be happy to explain how business is done in his or her shop.

  • Weapons, Armor and Other Possessions ...

  • Many kinds of items, including weapons, armor, clothing, jewels, potions and herbs, can be purchased at various shops throughout the Spur. If you want to buy or sell a used weapon or piece of armor, you can visit one of the merchants in the Bazaar or Merchants' Circle, or deal with traders or other adventurers you might meet in your travels.

  • There are many different types of material that objects could be made from, ranging from cloth to steel to even more exotic substances. Items come in different sizes, allowing you to purchase the size that best fits you and your pocketbook. Weapons can be one-handed, one-and-a-half-handed, or two-handed. Armor can be made from something as simple as leather to the more costly metals. Damage of weapons and the weight and protection of armor are determined by the size and material. Clothing and role-play items can be made of a variety of compositions and are usually weighted by your size and the material. If you want a two-handed intricately engraved steel sword, and can find one from a trader, or order one from a merchant, it's yours; all you have to is to be able to pay for and carry it.

  • Note: When referring to an item in Dragon's Gate with one of the game commands, the item usually follows the format of: [Article] [Size] [Modifier] [Color] [Composition] [Name] {No more than 23 characters in the name}. Thus, you can have a 'sharp red steel rapier' or a 'mauve silk shirt'. In some cases though, the will not be immediately apparent; such as with a 'steel bastard-sword' or a 'giant quiver of arrows'. In the first case (hyphenated), you can refer to the item by using the first letters of the first word (BAS for bastard-sword -- like GET BAS). In the case of arrows and crossbow bolts, you refer to the item by the ARROW or the BOLT. In most all other cases, use the first word after the material composition (crystal bottle of Elven wine, use BOTTLE.)

  • The material of the weapon or armor will, in part, determine how much damage it can sustain before it wears out, and also influences the amount of damage a weapon inflicts. The price of the item doesn't necessarily indicate its strength or effectiveness. For example, gold is very expensive, but too soft to make good weapons or armor. Use common sense in selecting materials for items. When purchasing weapons and armor, it is wise to make sure beforehand that you are able to use the item. (SHOP EXAMINE #) will give you the information needed. You may also ask a peddler if you are strong enough or dexterous enough to use an item.

  • Pets ...

  • If you have some money you have no other use for, and have sufficient willpower to control another being, you can purchase a pet, or companion, to aid you in your travels and battles. These pets can range from small pets to fighting companions to beasts of burden. Depending on the type of pet and your ability to control it, you can send it out to scout the terrain, or have it engage in battle for you, or make it speak if it is capable, i.e., a raven. Of course, you won't improve your own fighting skills much if you have your pet do all the fighting for you.

  • Common sense and your pocketbook should be your guide in choosing which type of pet you wish to purchase. If you choose a particularly ferocious and deadly pet, at some point you may go to serve it dinner and find that you are the main course. (For those of you who follow scholarly pursuits, you can actually learn quite a bit about the digestive process in this fashion, but reporting on your findings is something of a problem.)

  • Located in various major cities are small pet shops that offer a collection of commonly held familiars. Additionally, peddlers sometimes bring exotic pets to Spur to sell, and some class types can create or summon various pets and familiars for short periods of time.

  • Guilds ...

  • Guilds provide many services to their members. These services vary and are dependent upon each guild. Various guilds may be found throughout Dragon's Gate. Each is dedicated to a specific class of adventurer. Some guilds house shops that cater to members of the guild, giving preferred prices on items found elsewhere in the Spur, and also providing some items that cannot be found elsewhere at any price.

  • Your adventurer is automatically a member of the guild that sponsors his or her class. The guilds are not merely business and political associations. Your guild is where you can receive training in the arts practiced by your class, and where you can find support, acceptance and aid from your peers. Many Guilds have their own special language and are able to communicate to each other with it. Training in various skills can be received in the guilds or occasionally from independent trainers you may come across in your travels, and prices vary. Common sense will help you determine which skills will be most useful to you in your adventures.

  • Each trainer charges according to their level, the level of the student, and the type of skill being taught. If you do not have the necessary fee, you can sometimes get a loan from other members of your guild, or another friendly citizen of the Spur.

  • Banking and Finances ...

  • Banks - First things first: The Academy (Training Grounds) has a bank of the city of Spur located within it, the money deposited into the banks in Training Grounds transfers to your account in Spur upon arrival. Additionally, the banks within each geographical region of Dragon's Gate are interlinked, so money placed in one bank can be withdrawn from any of the other banks in that same area. You are welcome to open an account in any bank. Banks in other areas have their own accounts. Some of the various services carry a service fee, since even bankers have to eat.

  • Deposit Boxes. As a special service to their customers, the Bank of Spur, the Bank of Rathan, the Bank of Treehaven, the Bank of Aerhauven and the Bank of Emjedah also offers, at no extra charge, the use of a deposit box as a personal storage locker. This locker can hold up to 20 items. Unless you choose to delete or re-roll the character, these objects will be safe and sound from any harm or loss. To make use of your personal locker, just enter the branch office of the Bank, and you will see the option to access your deposit box listed among the other Bank options.

  • NOTE: Items such as pouches and backpacks, if containing other items within them, will count as multiple items. A backpack with 5 items will count as 6 items in your bank box. Be aware of that when you are storing items.

  • Locksmith ...

  • Occasionally you may come upon a chest or other item that you are unable to open because it is locked. Locksmith shops will be happy to unlock these items, for a fee of course. But then, without the service you wouldn't be able to open it at all unless you can locate certain players who also have the ability to pick locks. It is customary to pay these lock pickers a small fee for performing their service.

  • Traveling ...

  • Most places in Dragon's Gate can be reached easily on foot, but there are several options for longer journeys. Some players have the ability to translocate you. You will need to have adventured to your location before and visualized it within your memory. (INFO VIS) Some select Mages are able to "gate" a group to a predetermined location of their choice, this can be a good way to visit far off hunting areas or locations.

  • You may also travel by raft, boat, carriage, etc. to various locations within Spur and it's surrounding areas. Travel by these modes of transportation are explained by signs outside their establishments, or at the boat dock.

  • A warning to all travelers, the lands outside of civilized cities within the world of Dragon’s Gate are both wild and dangerous. The further one travels from the heart of civilization, the greater the danger and risk in doing so. However, the greater the rewards as well, as much of the darkest corners of the world harbor its most amazing secrets.

  • Quests ...

  • During your travels you may encounter various NPC’s who are in need of a specific item, a group of items, or want you to accomplish some sort of task. Typically to find this sort of information out, you will need to speak with the NPC and gather the information required to help you figure out what it is they wish you to accomplish or find. These NPC’s typically respond to specific keywords that garner their attention and inform you about what they need. Often focusing your questions based on information you gain by looking at the NPC, hearing what they may have to say, or simply asking their name or saying hello will get you started. The rewards for solving quests can often be extremely valuable, ranging from magick potions, powerful weapons, or even magickal artifacts which once bound at the rune shop can cast rare and powerful spells


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