Draft:Itinerant merchant

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Omega 0.90.4
@ Itinerant merchant
FormOrdinary creature
AttacksNo ordinary attacks; 1 defense
Special abilitiesOne-item sale; lawful discount when underfunded; vanishes if hostile
Base level0
HP15
Hit0
Defense0
Action interval7 ticks; lower is faster
Kill experience5, on normal death in sight
GenerationGeneration and encounters
Carried itemsNo fixed item; 0–2 random possessions
ImmunitiesNone innate
RemainsDead itinerant merchant; 50% on normal death
Remains useCannibalism; no alchemy
Traits
  • Initially peaceful
  • follows the player
Referenceminit.h in Omega 0.90.4, line 10[1]

An itinerant merchant is a travelling seller who offers one carried item and then leaves. This is a different creature from the village merchant who sells access to horses.[2]

Generation

Itinerant merchants appear in ordinary random pools, initially peaceful and following the player. They carry zero through two random items, with no fixed stock. A merchant with no possessions has nothing to sell.[3]

Trading

Conversation fully identifies the first item in the merchant's carried list and offers it for four times its true value, with a minimum price of 10 Au. This price accounts for the item's enchantment, blessing and charges. The identified item is the one being offered, not a general identification service for the player's inventory.[4]

If the player accepts but lacks the quoted amount, alignment greater than 10 makes the merchant accept all remaining cash instead, even if that amount is zero. Other underfunded buyers are refused. A stocked merchant leaves after the answer regardless of purchase, refusal or insufficient funds. Only the offered item is transferred; any other stock cannot be bought in a later conversation. An empty merchant remains after saying there is nothing to sell.[5]

Combat and remains

The merchant has one defense, no ordinary attack and no innate immunity. If made hostile, its nearby special action makes it vanish. Vanishing provides no death experience or ordinary drops.[6]

Normal death instead drops possessions and has a 50% chance to leave a corpse. Eating it lowers alignment by ten and adds eight food, with food first set to 25 if the player was lawful. It has no alchemical use.[7]

Strategy

Evaluate the identified item before answering: declining does not preserve a stocked merchant for later. Four times true value can be expensive, but the lawful-player discount can make a useful item affordable when cash is low. Attacking a merchant risks losing the trading opportunity through its escape response.

References