Trade System
Silkroad caravan follows the following form: purchase special goods - use transports to move to other areas - sell which can be used by anyone with ease, and the seller gains profit from the price difference between areas.

Trade Center
The trade center of the SilkRoad is a place where specialties are bought and sold, consisting of five village trade centers and five field trade centers. The village trade centers are accessible to all merchants. However, the field trade centers have limited access depending on levels, accessible only after the quest of trade center is completed.

1. Jang-an Trade Center
selling local and general specialties
2. Secret Bandits Den Trade Center
selling field specialties and bargain-priced articles; accessible only to merchants above level 20
3. Donwhang Trade Center
selling local and general specialties
4. Hukmak-Bandits Den Trade Center
selling field specialties and bargain-priced articles; accessible only to merchants above level 30
5. Hotan Trade Center
selling local and general specialties
6. Neya Relics Trade Center
selling field specialties and bargain-priced articles; accessible only to merchants above level 60
7. Mt. Roke Trade Center (Area not available)
selling field specialties and bargain-priced articles; accessible only to merchants above level 70
8. Samarkand Trade Center
selling local and general specialties
9. Evil Order Trade Center
selling field specialties and bargain-priced articles; accessible only to merchants above level 20
10. Constantinople Trade Center
selling local and general specialties
Trade Volume
Trade volume is set on the scale of 1 to 5 depending on the amounts of trade goods carried on transport. The more the special products are, the more the trade volume and the higher the difficulty. Trade scale of 1 to 5 depends on the characters' levels.
Thief and Hunter Monsters
When merchant and thief class player carry specialties on transport and do business activities, thieves and hunter monsters may appear. The number of thief and hunter monsters depends on the trade volume.
1. Thief monsters appear to merchants.
2. Hunter monsters appear to thieves.
3. Thief and hunter monsters attack the nearest enemy.
The relationships between general characters, hunters/merchants, thieves, hunter and thief monsters are as follows:
|
General
Characters |
Merchants |
Hunters |
Thieves |
Hunter
Monsters |
Thief
Monsters |
General Characters |
- |
- |
- |
- |
x |
x |
Merchants |
- |
- |
- |
o |
x |
o |
Hunters |
- |
- |
- |
o |
x |
o |
Thieves |
- |
o |
o |
- |
o |
x |
Hunter Monsters |
x |
x |
x |
o |
x |
x |
Thief Monsters |
x |
o |
o |
x |
x |
x |
- Able to attack: o, Not able to attack: x, Forced to attack: -
Means of Transport
When carrying specialties, transport is essential. Transport is available from stabler NPC in each village, and only merchants and thieves can summon it.
1. Only merchants and thieves can summon transport.
2. Thieves are neither able to summon transport from villages nor to enter villages with transport summoned.
3. Characters who have summoned transport are not allowed to use teleports, such as dimensional door, scroll of return, scroll of
reverse-return, etc.
4. If transport vanishes or dies, the specialties being carried are dropped on the ground.
5. When the character is engaged in a battle, it is not allowed to summon transport.
|