# Trading

The **Trading** skill factors into many merchant systems, adjusting the resulting prices of goods.

To deter silver farming, there is a cap on the trading bonus to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn't count towards this cap. It is extremely difficult to reach this cap and thus applies to very few players.

Type | Square | Semi | Pure | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|

Profession | Rogue | Warrior | Monk | Bard | Paladin | Ranger | Cleric | Empath | Savant | Sorcerer | Wizard |

Max Ranks Per Level | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | - | 2 | 2 |

Training Point Cost | 0/3 | 0/3 | 0/3 | 0/2 | 0/3 | 0/3 | 0/3 | 0/3 | - | 0/3 | 0/3 |

## Trading chart

The following matrix shows the bias merchants in a given town area have towards a given race. Each entry in the matrix represents a percentage from baseline modifier.

Location | Human | Elf | Dwarf | Giantman | Halfling | Half-Elf | Dark Elf | Sylvan | Burghal Gnome | Forest Gnome | Half-Krolvin | Erithian | Aelotoi |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|

Wehnimer's Landing | 0 | 0 | 0 | +5 | +5 | +5 | +5 | 0 | 0 | +5 | 0 | 0 | 0 |

Icemule Trace | 0 | 0 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | 0 |

Solhaven | +5 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

River's Rest | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 |

Ta'Vaalor | 0 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

Ta'Illistim | 0 | +5 | 0 | 0 | 0 | 0 | 0 | +5 | +5 | 0 | 0 | +5 | +5 |

Cysaegir | 0 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | +5 | 0 | +5 | +5 |

Kharam Dzu | 0 | 0 | +5 | +5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

Zul Logoth | 0 | 0 | +5 | 0 | 0 | 0 | 0 | 0 | +5 | 0 | 0 | 0 | 0 |

Mist Harbor | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

Kraken's Fall | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |

This table provided during the Power of Currency. Corresponding communities receive the pricing of their partnering towns. |

## Trading formula

The trading formula contains a few input variables.

### Skill boost

Defined as: SkillBoost = Trunc[(TradingSkill + INFBonus)/12] where *INFBonus* is the bonus to influence.

*NB1*: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of '0' is far larger (from -11 to +11, so that's 23 possibles, instead of the usual 12).

*NB2*: You MUST have 1+*SkillBoost*ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2*SkillBoost*, but in order to enjoy a*SkillBoost*of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total*SkillBoost*of (35+15)/12 = 4.166... and yet you still get just 2%*SkillBoost*, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.

*SkillBoost* is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has SkillBoost = Trunc[(200 + 32)/12] = 232/12 = 19.33333 = 19. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).

Spells that increase INF (such as Assume Aspect (650)) will thus also increase your *SkillBoost*.

Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.
Click on [Expand] just below and to the right for the **Max Trading Chart**. Alternatively, you can also download and run `;tradingranks`

from the Lich repository to show you the various Trading rank training thresholds for your character's current INF bonus.

INF Bonus for 25 Skill Boost | INF Bonus for 26 Skill Boost | INF Bonus for 27 Skill Boost | INF Bonus for 28 Skill Boost | INF Bonus for 29 Skill Bonus | Trading Bonus | Trading Ranks |
---|---|---|---|---|---|---|

-2 | 10 | 22 | 34 | 46 | 302 | 202 |

-1 | 11 | 23 | 35 | 47 | 301 | 201 |

0 | 12 | 24 | 36 | 48 | 300 | 200 |

1 | 13 | 25 | 37 | 49 | 299 | 199 |

2 | 14 | 26 | 38 | 50 | 298 | 198 |

3 | 15 | 27 | 39 | 51 | 297 | 197 |

4 | 16 | 28 | 40 | 52 | 296 | 196 |

5 | 17 | 29 | 41 | 53 | 295 | 195 |

6 | 18 | 30 | 42 | 54 | 294 | 194 |

7 | 19 | 31 | 43 | 55 | 293 | 193 |

8 | 20 | 32 | 44 | 292 | 192 | |

9 | 21 | 33 | 45 | 291 | 191 |

### Selling gems

RawGemValue * [SkillBoost + RaceBiasFactor]

*RaceBiasFactor* reflects the opinion about your race by the shop owner. For example, an elf in the Elven Nations has a *RaceBiasFactor* of +0.05 (read: 5% bonus). So if our player with a 19% *SkillBoost* is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.

### Buying from the pawnshop

[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]

*RawItemValue* depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.

*PawnItemClassFactor* refers to how much the pawnshop you are at 'likes' the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from 'gem-like imbeds'. Each pawnshop has its own unique set of *PawnItemClassFactors*, and each item class has its own unique *PawnItemClassFactor* at each pawnshop.

### Selling to the pawnshop

[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]

### Buying from other shops

[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]

### Buying from merchant shops

The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.

### Selling skins

RawSkinValue * [SkillBoost + RaceBiasFactor]

### Appraising items

Current research suggests that RANKS + d100 > 100 for a successful appraisal, but this formula is uncertain.