Draft:Knight's Pawn Shop: Difference between revisions

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补充 Rampart 地点与 Justiciar 草稿,核实服务、成长及文化引用
 
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Sell surplus gear before a long trip to reduce carried weight. Keep quest items and promising unidentified finds out of routine sales: a poor offer may reflect ignorance of an item's properties, and subsequent sales or daily turnover can remove an item you intended to reclaim.
Sell surplus gear before a long trip to reduce carried weight. Keep quest items and promising unidentified finds out of routine sales: a poor offer may reflect ignorance of an item's properties, and subsequent sales or daily turnover can remove an item you intended to reclaim.
At night, the [[Draft:Thieves' Guild|Thieves' Guild]] offers identification even to nonmembers. Its members can also fence uncursed items for two thirds of the assessed value, compared with the pawn shop's half. Fencing pays more but disposes of the goods; the pawn shop lets you buy them back while they remain on display.


== Trivia ==
== Trivia ==
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[[Category:Locations]]
[[Category:Locations]]
[[Category:Omega 0.90.4]]
[[Category:Omega 0.90.4]]
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Revision as of 18:30, 8 September 2026

Omega 0.90.4

Knight's Pawn Shop is a shop in Rampart where adventurers can sell unwanted items and buy a changing selection of fully identified goods. It provides a way to turn dungeon finds into spending money without joining a guild.

Location City travel name Opening hours
Random shop site in Rampart pawn shop 07:00-20:59

Stock

Read the shop's sign to discover its city-travel destination. The shop has twenty stock slots. Visiting on a later date rolls the stock forward once per elapsed day, up to five times per visit, discarding the oldest entries and filling empty slots. Returning repeatedly on the same date does not replenish purchases. Newly generated stock excludes cash, artifacts and items with no positive resale value; items sold by the player can also enter the display.

Stock is identified, but identification does not make an item uncursed. Inspect its actual condition. A selection can contain useful enchanted equipment, while a visit on the game's initial date zero can find an empty display until the date changes or something is sold.

Buying and selling

Choose b to buy a displayed entry. The price covers the whole displayed stack and reflects its actual enchantment, blessing and charges where applicable. An ordinary +0 weapon costs half its price at Julie's, when that weapon happens to be available.

Choose s to sell an item from your carried inventory, or p to review the contents of your pack. The pack option asks about individual entries; it does not immediately sell everything. Accepted goods go onto the shelf fully identified and can be bought back while they remain in stock.

Fully identified goods sell for approximately half their actual value, with integer rounding. Unidentified goods receive much worse offers; partially identified goods are not necessarily priced using their actual enchantment. Identifying a valuable find before selling can therefore matter substantially. Selling and buying it back is not free identification: the repurchase price uses its full actual value.

The carried-item menu refuses cursed equipment that is in use. The pack-sale menu skips cursed items altogether. Do not assume that every sale route treats an unused cursed object in the same way.

Strategy

Check the display before making a large ordinary-equipment purchase, but keep enough money and time for a visit to Julie's if the item you need is absent. For basic supplies, a guaranteed shop is easier to plan around than a lucky pawn-shop find.

Sell surplus gear before a long trip to reduce carried weight. Keep quest items and promising unidentified finds out of routine sales: a poor offer may reflect ignorance of an item's properties, and subsequent sales or daily turnover can remove an item you intended to reclaim.

At night, the Thieves' Guild offers identification even to nonmembers. Its members can also fence uncursed items for two thirds of the assessed value, compared with the pawn shop's half. Fencing pays more but disposes of the goods; the pawn shop lets you buy them back while they remain on display.

Trivia

The name combines "knight" and "pawn", both chess pieces. The closing message continues the wordplay with "Have a Nice (K)Night".