Trade System Trade System
The Silkroad caravan follows this form: purchase special goods, use transports to move to another area, sell. Anyone can run a caravan with ease, and the seller gains profit from the price difference between areas.
Trade Center Trade Centers
The trade center of the Silkroad is where specialties are bought and sold, consisting of five village trade centers and five field trade centers. The village trade centers are open to all merchants; the field trade centers have limited access depending on level and can only be entered after the trade center quest is completed.
| # | Trade Center | Official description |
|---|---|---|
| 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 | selling field specialties and bargain-priced articles; accessible only to merchants above level 70 (area not available) |
| 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
Trade volume is set on a scale of 1 to 5 depending on the amount of trade goods carried on the transport. The more specialties, the higher the volume and the higher the difficulty. The 1 to 5 trade scale depends on the character's level.
Thief and Hunter Monsters Thief and Hunter Monsters
When merchant and thief class players carry specialties on a transport and do business, thief and hunter monsters may appear. Their number depends on the trade volume.
- Thief monsters appear to merchants.
- Hunter monsters appear to thieves.
- Thief and hunter monsters attack the nearest enemy.
The relationships between general characters, hunters/merchants, thieves, and 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 Means of Transport
When carrying specialties, a transport is essential. Transports are available from the stabler NPC in each village, and only merchants and thieves can summon one.
- Only merchants and thieves can summon transport.
- Thieves can neither summon transport from villages nor enter villages with a transport summoned.
- Characters who have summoned a transport are not allowed to use teleports such as the dimensional door, scroll of return, scroll of reverse return, etc.
- If the transport vanishes or dies, the specialties being carried are dropped on the ground.
- While the character is engaged in a battle, summoning a transport is not allowed.