Draft:Village merchant

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Omega 0.90.4
@ Village merchant
FormVillage horse seller
Attacks1 attack, 1 defensive action; physical roll 0, but a landed non-immune hit still inflicts 1 HP
Special abilitiesVillage-wide alarm when hostile; horse sale when peaceful
Base level0
HP16
Hit6
Defense6
Action interval6 ticks; lower is faster
Kill experience6, when death is in sight
GenerationFour villages
Carried itemsNo fixed item or random starting treasure
ImmunitiesNone innate
RemainsDead merchant; 50% on normal death
Remains useNo alchemy; eating is cannibalism
Traits
  • Initially peaceful
  • Stationary in the village encounter
Referenceminit.h in Omega 0.90.4, line 18[1]

A village merchant is the red @ who offers horses in four villages. This is a stationary horse seller, distinct from the travelling itinerant merchant.[2]

Locations and trade

One merchant is placed in each of Star View, Woodmere, Stormwatch and Skorch. Thaumaris and Whorfen have none in their fixed layouts. Re-entering a village from the countryside recreates its fixed population.[3]

A peaceful merchant asks 250 Au for a horse. Accepting without enough money changes nothing; paying removes the money and makes the merchant vanish. The seller tells you to choose a horse and warns that its food is not included. Outside a village, this merchant's conversation only directs you to the stables.[4]

The payment does not tame a horse or create a riding permission checked later. Give a horse grain, then talk to the peaceful, fed horse to mount it; the horse interaction does not test whether you paid.[5]

Hostility

The merchant starts without hostility or a fixed carried item. The template has normal melee, no ordinary movement routine, no ranged strike and no innate immunities. These ratings do not make attacking him safe.[6]

A hostile merchant refuses conversation and, when his special action runs in a village, awakens and turns hostile every creature in the village's monster list, not just its guards. This alarm runs once for that merchant. The ordinary monster scheduler controls when that action is attempted; it is not a guaranteed immediate response on the same input as an attack.[7]

The merchant's damage rating of one produces a zero physical roll, but ordinary damage still inflicts at least one HP after absorption unless prevented by immunity or another applicable defense. His normal death has a 50% chance to leave a corpse. Eating it counts as cannibalism and shifts alignment ten points toward Chaos; it has no alchemical transformation.[8]

Strategy

The seller's low HP hides the cost of provoking the entire settlement. Feeding and speaking to a horse is the interaction that actually secures a mount. Ordinary food buckets do not replace grain, and giving money to the seller does not remove the horse's hunger.

References