
====== The Town ======

     You begin your adventures in the town.  It consists of eight buildings,
each with a shop entranceway, and is well populated.  The first time you are in
town it will be daytime, but the sun rises and sets as time passes.

Townspeople:
     Most townsfolk are fairly harmless.  However, there are slippery-fingered
thieves and armed killers that you need to avoid.  Fights will break out,
though, so be prepared.  Since your character grew up in this world of intrigue,
no experience is awarded for killing the town inhabitants, though you may
acquire treasure.


--- Stores ---

     You enter buildings by walking onto their entranceways, which (in text
mode) are represented by numbers from 1 to 9.
     A new display then replaces the old.  You see the name and race of the
store owner, the name of the store, and the maximum number of gold pieces that
the store owner will pay for any one item.  Below it is displayed the inventory;
if it is numerous, you may display another page by typing space.  Near the
bottom of the screen is displayed a list of commonly-used commands.
     - ESC:  leave the store.
     - 'g' or 'p': get/purchase an item.
     - 'd' or 's': drop/sell an item.
     - 'l': look at an item (display any special properties, read spellbooks)
     - 'v': Toggle between store inventory and services

The General Store ("1"):
     Sells foods, drinks, cloaks, torches, lamps, oil, shovels, picks, spikes,
and ammunition for missile launchers.  Buys items of these types and some
others.

The Armoury ("2"):
     Buys and sells every kind of armour.
     Offers service to enchant armor up to +20 with no chance of failure.

The Weaponsmith's Shop ("3"):
     Buys and sells melee weapons, missile launchers, and ammunition.
     Offers a service to enchant weapon to hit up to +20 with no chance of failure.
     Offers a service to enchant weapon to damage up to +20 with no chance of failure.
     Offers a service to brand a weapon with either flame or frost brand.
     Offers a service to brand ammunition with either flame, frost, or poison brand.

The Temple ("4"):
     Buys and sells blunt weapons, healing and restoration supplies, prayer
books, and various other holy items.
     Offers a service to cure critical wounds.
     Offers a service to restore life levels (restore current exp to maximum exp).
     Offers a service to remove light curses from all weapons and armor.
     Offers a service to remove heavy curses from all weapons and armor.
     Offers a service to create a potion of healing.
     Offers a service to create a potion of life.
     Offers a service to create a dungeon prayer book.
     Offers a service to make a prayer book fireproof.
     

The Alchemy Shop ("5"):
     Buys and sells potions and scrolls.
     Offers a service to restore any player stat.
     Offers a service to increase any player stat up to 18/100.

The Magic Shop ("6"):
     Buys and sells magic books, rings, amulets, wands, rods, and staffs.  Also
buys potions and scrolls.
     Offers a service to recharge a wand, staff, or rod with no chance of failure.
     Offers a service to identify any item.
     Offers a service to *identify* any item.
     Offers a service to create a dungeon magic book.
     Offers a service to make a spell book fireproof.

The Black Market ("7"):
     The Black Market will buy and sell anything at extortionate prices.
However, it occasionally has VERY good items in it.  The shopkeepers are not
known for their tolerance...

Your Home ("8"):
     Here you may store objects that you cannot carry on your travels or will
need later.

The Adventurer's Guild ("9"):
     Here you may take on quests and recieve rewards when you have completed
a quest.
     Offers a service to create a random artifact for the player.
     Offers a service to give information about a quest monster.
     Offers a service to abandon (automatically fail) a quest.

--- Buying and Selling ---

The Price of Items:
     The price of items that change hands depends on their base cost, how well
your and the store owner's races get along*, your Charisma, and the innate
greediness of the store owner.  If you have the "auto_haggle" option set, you
pay an extra 10% when buying, and get 10% less when selling.

     * Everyone likes their own race best
     * Nobody else likes Half-Orcs and Half-Trolls; the feeling is mutual.
     * Elves and Dwarves are not very fond of each other; elves have better
       relations with humans than do dwarves

     If you have the "auto_haggle" option set, you simply pay the going rate.
Otherwise, you haggle for everything that isn't marked as being fixed price.

Haggling:
Note: Most players choose to play with haggling off.

     If you are selling something, a typical haggling session starts with the
shopkeeper assuring you that a good price is maybe 1-25% of what the item is
really worth.  You demand many times this, and the bargaining begins.  You bring
your price closer to the shopkeeper's offer, and he then does the same for you.
The best way to change a price is to enter "-20" or "+20", instead of retyping a
new figure.  After some rounds, you and the shopkeeper will meet somewhere in
the middle.
     The key to success is to change your price neither too little (which will
insult the shopkeeper) nor too much (which is a sign of inexperience, and will
be taken advantage of).  Some shopkeepers like to haggle more, other are
impatient and demand good offers, but you have always have enough leeway to
succeed.
     Just be careful not to antagonize the shopkeepers too much; if you do, you
might be thrown out of the store, which will stay locked for maybe three or four
days.  Fortunately, shopkeepers are forgiving souls:  as time passes, they will
forget any unhappiness you've caused them.  Shopkeepers also forget an insult
every time you buy or sell anything.

Store Stocks:
     Stores never have everything in stock; as time passes, their inventory
slowly changes (but only when you are in the dungeon).  The store owner fully
identifies, but does not *identify* everything you sell him; you also become
aware of objects of that type. 

Shopkeepers can retire and be replaced:
     Shopkeepers do retire, but only rarely.  The new shopkeeper has no
knowledge of your previous reputation, and no memory of any past insults.  He
puts everything in the store on sale.



