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Patch Notes: Professions - The Market

The Market (online)

  • Every Notice Board has a Market tab beside Notices and Work. Stand at any board in a town to use it.
  • Everything on the market is priced in Marks.
  • There are five views: Materials, Crafted, My listings, Orders and History.

Selling

  • List anything in your Stores (1 to 5,000 units), at a price of 1 to 1,000,000 Marks each, the whole listing worth no more than 10,000,000 Marks. The units leave your Stores at once. Units you bought go first, so your own stay for Court writs.
  • List a crafted piece from your pack, or crafted furniture from your home that isn't set down, at one price for the piece. It leaves your pack while it is listed. Only its owner can list it, and only once at a time. Its wear goes with it. Pieces you are wearing, locked or bound pieces, pieces enchanted since they were made, arrows and pieces still on their way to you can't be listed.
  • A listing stands for 72 hours on every board of the region you listed it in. You can have 30 up at once.
  • Listing costs a fee of 1% of the listing's worth, at least 1 Mark. The fee isn't returned if you cancel.
  • When something sells, you are paid at once, wherever you are: the price less a 5% sales tax. The tax is reckoned on everything the listing has sold, so a listing bought in parts pays the same as one bought whole.
  • Cancel a listing whenever you like: a piece comes back to your pack, and materials to your Stores - if your Stores can't take them back, the cancel is refused until there's room. Goods that don't sell within 72 hours come back the next time you open the market (materials once your Stores have room).

Buying

  • Buy materials in part or whole, and crafted pieces whole.
  • Something listed in your board's region is yours at once: materials go into your Stores, and a piece goes into your pack (or your home, for furniture).
  • Something listed in another region comes by courier. You pay a courier fee on top, by the load and the distance between the two regions' main towns, and it arrives after the courier's time: 15 minutes, plus a minute for every 10 map pixels. On the road, at the top of the tab, shows what is on its way. Materials go into your Stores when they arrive (if your Stores are full, they wait until there's room). Pieces are handed to you when you open the market, or as they arrive while it is open.
  • A signature material is cheap at home and dear abroad, so hauling is a trade.

Buy orders

  • Post a standing order for any material (up to 5,000 units, at your price each, no more than 10,000,000 Marks in all) at a board. The Marks are held when you post it. Materials nothing yields yet - Daedric and Warforged ingots, Bear Hide - can't be ordered.
  • Anyone at a board in that region can fill it from their Stores, in whole or in part. They are paid the price less 5% (reckoned on everything the order has bought), and the units go into your Stores at once.
  • An order stands for 7 days. Withdraw it whenever you like, and whatever wasn't filled comes back. You can have 20 up at once.

History

  • Every material traded this week, on the market or through a buy order, shows its 7-day median price and a small line of the week's days. The Materials view shows them too, and the Orders view the median.
  • Your trades lists your last 20 sales and purchases, and the buy orders you filled or had filled.

The Weavers' counter

  • On the Materials view: Linen Bolt 2 Marks and Wool Bolt 3 Marks a bolt, straight into your Stores. Bolts stay there until their craft is practised.

Auctions (Masterworks)

  • A new Auctions view sits beside Crafted. Only a Masterwork can be auctioned: choose An auction (Masterworks) under List on the market, and set an opening bid of 1 to 1,000,000 Marks. The fee is 1% of the opening bid (at least 1 Mark), and it isn't returned if you cancel.
  • An auction stands for 24 hours in the region you posted it in, and every board shows it with its courier fee. It counts among your 30 listings until it ends.
  • Each bid must beat the one standing by 5%, rounded up, and by at least 1 Mark. The first bid can be the opening bid itself. Bid fills in the lowest bid it will take.
  • A bid with less than 2 minutes left adds 2 minutes to the auction, every time.
  • Your bid is held from your Marks while it stands, with the courier fee if the auction is in another region. "Your Marks" shows how much your bids hold. If you're outbid, the Marks come back the next time you open the market.
  • You can't bid on your own auction, or bid again while yours leads. If another bid gets in first, you're told, and the auction is shown again with its new lowest bid. A bid can be up to 10,000,000 Marks.
  • When an auction ends, the highest bid wins. The seller is paid the winning bid less the 5% sales tax. The piece comes to the winner like any bought piece: at once from a board in the auction's region, otherwise after the courier's time. The auction is closed the next time anyone opens the market.
  • If the seller already holds the most Marks an account can, the sale waits for them to have room. After 7 days it's called off: the winner's Marks come back and the piece goes back to the seller.
  • If nobody bids, your piece comes back the next time you open the market. You can cancel an auction until the first bid.
  • My listings shows your auctions and your bids: leading, outbid, won or void, and whether their Marks are back yet. Your trades counts auctions you won or sold.

Moderation

  • Report a listing and a moderator will look at it. A moderator can remove a listing, and its goods go back to their seller.
  • An auction can be reported the same way. A moderator can remove it, and the piece goes back to its seller and the standing bid's Marks to its bidder.

Fixes

  • A craft whose answer was lost waited to be settled until you also withdrew something. It now settles on its own.
  • Buying from the smith's or the furnisher's stock now updates the Marks shown at the Bank.
  • The workbench's plane now draws its board properly: the grain as a line and your stroke visible (it drew as a black shape before).

Rollout

  • The market opens to the developers first. Everyone else's game is unchanged until it is switched on for all.
  • Offline, nothing changes. A piece bought on the market is an ordinary item in your pack anywhere.

Patch Notes: Professions - Guild Writs, the Guild Stores and Commissions

Guild writs (online)

  • A guild can post its own writs on the Work tab of a Notice Board, beside the Court's. A guild writ asks for a material from anyone's Stores and pays for it in Marks from the guild's Marks treasury.
  • The Guildmaster can post guild writs. Officers can post them too, up to the writ budget the Guildmaster sets on the Guild tab: one amount that applies to every week until it's changed. The budget starts at 0, and it counts the Marks Officers put up in the week, withdrawn writs included. The week runs from Sunday 18:00 UTC.
  • A writ asks for 1 to 5,000 units of any material the market trades. It pays a whole number of Marks per unit, up to half again the material's worth (so a tier-1 material pays at most 1 Mark). A guild can only post a writ its guild Stores have room for, counting what its other writs for that material still need.
  • All of a writ's pay is held from the treasury when it is posted. A writ stands for 7 days on the boards of the region it was posted in. A guild can have 20 writs up at once (writs that have run out don't count).
  • Anyone can deliver to a guild writ, in the guild or not, except the guild's own Officers and Guildmaster (on any of their characters): they can take the guild Stores back out, so they could sell the guild the same units again and again. Deliver any number of units up to what it still needs and the guild Stores can still hold, from your Stores, at a board in its region. Units you bought go first.
  • You're paid for what you deliver as you deliver it, less the market's 5% sales tax (a guild writ is the guild's buy order). Guild writs give no Renown and no profession XP; those come from the Court's writs.
  • The Guildmaster can withdraw any of the guild's writs, and an Officer can withdraw their own. Whatever pay is left goes back to the treasury. A writ that runs out returns what's left the next time anyone opens a Work tab.
  • Every board's Work tab shows that region's guild writs under the guild's seal. Yours lists your guild's writs in every region.

The guild Stores (online)

  • Each guild now has its own Guild Stores, on the Guild tab. A guild writ's deliveries go there.
  • Any member can put materials in from their own Stores, up to 5,000 at a time. Any member can take back what they put in of their own gathering. Officers and the Guildmaster can take out anything.
  • What you gathered yourself and put in stays yours: take it back out and it's still your own harvest. Anything else that comes out of the guild Stores counts as bought. When you take materials out, your own deposit goes first, then the guild's, then other members' deposits.
  • The guild Stores hold up to 50,000 of each material. The last 20 movements in and out are listed on the Guild tab. If a member leaves the guild, their deposit stays in the guild Stores, and it's theirs to take back if they rejoin.
  • A guild can't be disbanded while its guild Stores hold anything, while one of its writs stands, or while a withdrawn writ's Marks are still waiting to go back to a full treasury. Empty them first.

Commissions (online)

  • Commission a piece on the Work tab: name a crafter by their username, choose the piece (a weapon, armour, a staff, a bow, a tool, a Repair Kit or furniture) and the lowest quality you'll take, and set the pay (1 to 1,000,000 Marks).
  • The pay is held from your Marks for 7 days. You can have 5 commissions up at once, and a crafter can have at most 20 waiting (ones that have run out don't count). Daedric and Warforged pieces can't be commissioned yet: nothing yields their metal.
  • Only the named crafter can fill it, at a board in its region, with a piece they made themselves: unworn, at least the quality you asked, and not listed or set down in a home. The Work tab offers the crafter only the pieces that would fill it, lowest quality first. The piece goes from their pack to yours with its maker's record. You collect it on the Market tab.
  • The crafter is paid your pay less the 5% sales tax. Arrows and siege works can't be commissioned.
  • You can withdraw a commission while it stands, and the crafter can decline it (Decline asks you to press it twice). Either way, and if it runs out, your Marks come back.
  • A note can carry a "Commission a piece" button: a crafter's advertisement. Press it and the Work tab opens the commission form with the author already named.

Fixes

  • Filling a Court writ for metal, stone or wood said you'd gained Herbalism XP. It now names the profession that actually gained it.
  • The weekly Marks report (for the developers) now counts every Mark held in escrow: buy orders, auction bids, guild writs and commissions. Auction bids were missing.

Fixes from the audit

  • On the Notice Board's Work and Market tabs, a number you were typing kept losing focus, and the list jumped back to the top, whenever the board refreshed. Both now stay put.
  • Every field on the Work tab's forms is labelled, and a button you can't press says why.
  • Closing the board by accident no longer throws away a half-written writ or commission, and Escape closes an open form before the board.
  • Listing, auctioning or filling a commission with a piece while not signed in no longer takes the piece out of your pack.
  • A piece that's still being listed can't be handed to a commission at the same time, and the other way round.
  • On the Guild tab, the guild Stores are read again each time you look, and a failed read offers Try again.

Rollout

  • These open wherever the professions and the Marks are, to the developers first. Everyone else's game is unchanged until they are switched on for all.
  • Offline, nothing changes.

Patch Notes: Audit 30 - Smithing, Carpentry and the Market

An audit of Smithing, Logging, Carpentry and the Market, with every problem it found fixed.

The Market

  • Marks can no longer be lost or made out of nothing by reusing a request: every purchase, fee, tax and held order now keeps its own record, and a request that was already spent is refused.
  • The 5% sales tax is taken on everything a listing (or a buy order) has sold, so buying in small lots pays the same tax as buying all at once.
  • Searching the Materials view now finds every listing of what you typed, not only among the hundred cheapest listings on the boards. A family and a tier filter work the same way.
  • Listings run cheapest first counting the courier: a nearby seller can beat a cheaper one far away. A row's courier fee is for the amount you'd buy.
  • Your Stores, the List form, the Fill button, the Work tab and the anvil update as soon as the market moves your goods, not the next day.
  • Pieces that arrive while the Market tab is open are collected at once.
  • Typing a number no longer redraws the whole tab, so your next click lands and the field keeps its cursor.
  • If something you tried to buy has just sold or its price moved, the tab reads the market again straight away.
  • Your trades now shows the Marks each trade actually moved: what you paid including the courier, or what you got after the tax.
  • Your own buy orders show on the Orders view, with Withdraw.
  • List, Post, the Weavers' counter and the stations' Craft buttons are greyed out, with the reason, when they would be refused: too few Marks or gold, 30 listings or 20 orders already up.
  • While the market is busy with one of your actions, another press says so instead of pretending it worked.
  • A listing or purchase waiting on a slow connection is kept through a sign-in or a busy minute, and is never put back in your pack while it is still listed.
  • The Market tab comes back on its own if the market was closed for a while, and reads well on a phone.
  • Pieces that can't be listed: arrows, pieces still on their way to you, furniture standing in a home, and pieces enchanted since they were made (the market would lose the enchantment). Buy orders for materials nothing yields yet are refused.
  • A listing can be worth at most 10,000,000 Marks.
  • "1 Mark", "1 hour left": one is one now.

Smithing and Carpentry

  • A craft whose answer was slow still pays the smith or furnisher when it lands, even a day later. A workbench's slow craft says so in its own words.
  • The plane is drawn, not flicked: a quick flick across the board is no longer a clean pass, a pass only moves while you hold the button, and turning on Gentle acts sets the plane down.
  • You can't pick another recipe while the heat or the plane is under way, and the act always makes the recipe you started.
  • A station's fee your purse can't cover is shown, and the station waits until you can pay.
  • Space and Enter typed in a field or on a button no longer strike the ingot.
  • A maker's mark is part of the piece's signed record, and a name is only shown as a mark when it is one.
  • The Repair Kit says "Silverthorn's Longsword is mended", not "The Silverthorn's".
  • The Professions page lists the Spade at Smithing 10, where it opens.

Logging

  • A Lumberjack's prompt shows the reduced number of chops.
  • A tree felled yesterday stands again the next day even while the professions are closed.
  • A tree that falls just as its map square reloads no longer causes an error.
  • A felled tree no longer leaves its shadow behind under a nearby lantern.

Rollout

  • The professions and the market stay open to the developers first. Offline, nothing changes.

Patch Notes: Professions - Logging, Carpentry and Furniture

Logging (online)

  • The trees of the wilderness can be felled. Carry a Wood-Axe, look at a tree and press E: a ring closes on the notch. Attack to chop; a chop while the ring is on the notch is a Clean Cut and counts as two.
  • A tree takes 5 chops (Pine, Oak), 6 (Cherry, Teak) or 8 (Mahogany, Ironwood, Ghostwood). Better Intelligence and Strength widen the notch's band, and it widens as your rank rises.
  • The tree tips over away from you and is gone. In the woodlands, the wooded hills, the haunted woods and the mountains it leaves a stump, and in the woodlands and the haunted woods a pile of logs at its foot, gone when you walk over it. The logs go to your Stores wherever you fell it. A felled tree stands again the next day.
  • A tree gives 15 Logging XP a tier, and half as much again if every chop was a Clean Cut. Each wood needs your Logging rank for its tier.
  • Resin comes from one tree in four. Heartwood comes from 2% of Clean Cuts, only in places someone has vouched for.

The woods

  • Pine (tier 1), Oak (2), Cherry (3), Teak (4), Mahogany (5), Ironwood and Ghostwood (6).
  • Each climate grows its own. Woodlands grow Oak and Cherry; the mountains Pine and Oak; the swamps Oak; the subtropics Cherry and Teak; the rainforest Teak and Mahogany. The deserts grow no trees.
  • One tree in twenty is Ironwood in the rainforest or Ghostwood in the haunted woodlands, but only in places someone has vouched for. Ground nobody has vouched for grows nothing above tier 2.
  • The Court's writs now ask for logs too.

Burning and sawing

  • At a forge a log burns to a Charcoal, which Steel needs.
  • At a workbench a log saws to two planks.
  • Neither gives XP.

Carpentry (online)

  • The Stores page has a Workbench section. Stand inside a Furniture Store (50 gold a craft or a saw), or in your own home with a Workbench station (DECOR, 50,000 gold), and make things from your planks.
  • Staves, short bows and long bows come in every wood. The wood decides the bow's material: Pine is Iron, Oak Steel, Cherry Silver, Teak Elven, Mahogany Mithril, Ironwood Adamantium and Ghostwood Ebony. Bows want a Resin.
  • Arrows: 20 from a Pine Plank, an Iron Ingot and 4 Twigs (northern or southern). Arrows have no quality.
  • Furniture: large and small tables and chairs in Oak, Cherry, Teak and Mahogany, and four beds - Plain Single (Pine), Plain Double (Oak), Fancy Single (Cherry) and Fancy Double (Teak). Beds want 2 Linen, which the Furniture Store sells for 2 Marks. Linen stays in your Stores.
  • Foraging's Basket is made here, from 2 Pine Planks.
  • Each recipe needs your Carpentry rank for its wood.
  • The Ram Kit is listed for the sieges. It cannot be made yet.
  • Quality works as it does for Smithing. A Heartwood replaces one plank and adds a quality step (not in arrows), but it doesn't stack with a Warforged ingot's step.
  • Craft starts the plane: press at the head of the board and draw along the grain to its foot. Stay close to the grain and take between 1.2 and 4 seconds. A clean pass is one quality step better. Agility and Willpower widen the tolerance, and it is wider again at Master. Quick craft skips the plane.
  • A craft gives 20 Carpentry XP a tier of its wood, and 500 more the first time you make that recipe.

Furniture in your home

  • A crafted table, chair or bed goes to your home's things, not your pack. DECOR sets it down like the furniture you buy.
  • Furniture is worth more the better its quality. It never comes enchanted.
  • A Masterwork piece, or any furniture a Master Joiner makes, carries its maker's name: "Silverthorn's Oak Table". Visitors see the name, which the server writes from its own record.

Specialisations

  • Lumberjack (Logging 50): two chops fewer a tree, three at least.
  • Forester (Logging 50): Heartwood twice as likely.
  • Charcoal Burner (Logging 100): a log burns to 2 Charcoal.
  • Timberwright (Logging 100): a log saws to 3 planks.
  • Bowyer (Carpentry 50): bows one quality step better.
  • Joiner (Carpentry 50): furniture takes half the planks.
  • Master Joiner (Carpentry 100): all the furniture you make carries your name.
  • Siegewright (Carpentry 100) comes with the sieges.

Fixes

  • Smithing's specialisations could not be chosen on the Professions page. Smithing, Logging and Carpentry can now be practised and specialised.

Rollout

  • The professions open to the developers first. Everyone else's game is unchanged until they are switched on for all.
  • Offline, nothing changes. Anything made online is an ordinary item in your pack or home, anywhere.

Patch Notes: Professions - Smithing, Quality and the Anvil

Smithing (online)

  • The Stores page (on the Enhanced pause menu) has an Anvil section beside the Forge. Stand inside a Weaponsmith's or an Armorer's (50 gold a craft), or your own home with a Forge station, and make arms and armour from your Stores' ingots.
  • Weapons (Dagger to Dai-katana, Mace, Flail, Warhammer and the axes), plate (Cuirass, Greaves, Helm, Pauldrons, Gauntlets, Boots) and shields (Buckler to Tower Shield) can be made in every metal: Iron, Steel, Silver, Moonstone (Elven), Dwarven, Mithril, Adamantium, Ebony, Orichalcum (Orcish), Daedric and Warforged Steel. Each needs your Smithing rank for its metal.
  • Chain armour is made from Steel, for three quarters of plate's ingots.
  • Tools - the Wood-Axe, Pick-Axe, Sickle and Spade - are made from Iron.
  • Repair Kits are made in every metal but Warforged Steel.
  • Some recipes also want Cured Leather or Oak or Pine planks. A smith sells these and Charcoal from their stock for Marks (Leather and Oak 4, Pine and Charcoal 2), so they can be had before Hunting and Logging yield them. They go into your Stores and are used there. The planks and Charcoal can be withdrawn to your pack (Logging made them items); Cured Leather stays in your Stores until Hunting comes.

The heat

  • Craft puts the ingot in the fire. Its glow rises and falls; strike (the Strike button, Space or Enter) three times while it is inside the band. Better Strength and Agility widen the band.
  • Three strikes in the band is a clean craft, one quality step better. Quick craft skips the heat. Let it cool and nothing is lost.

Quality

  • Every piece is Crude, Standard, Fine, Superior or Masterwork. The further your rank is above the recipe's, the better the odds.
  • A clean heat, your specialisation (Weaponsmith for weapons, Armoursmith for armour) and a Warforged Steel ingot each add a step. Nothing goes past Masterwork.
  • Crude pieces wear out sooner. Fine pieces last longer and are lighter. Superior and Masterwork pieces last longer still, are lighter again, and come with an enchantment as loot does - Superior a Magic one, Masterwork a Rare one.
  • A Masterwork carries its maker's name: "Aldric's Mithril Longsword".
  • A tool's quality is its life: 37 uses Crude, up to 65 for Superior and Masterwork.
  • Every piece shows its quality and its maker, and has a provenance record kept by the server.

Repair Kits

  • Use a Repair Kit from your pack and it mends the most-worn weapon or armour of its metal by a quarter of its condition, never past whole. A Steel kit mends chain too. The kit is used up; if nothing of its metal needs mending, it is kept.

Specialisations

  • Weaponsmith and Armoursmith (rank 50) now add their quality step.
  • Masterwright (rank 100): Masterwork is 5% more likely.
  • Quartermaster (rank 100): each unit smelted makes two ingots, and each Repair Kit craft makes two kits.

Experience

  • A craft gives 20 Smithing XP a tier of its metal, and 500 more the first time you make that recipe. Recipes well below your rank give a quarter.

Fixes

  • A Quartermaster's smelting gave one ingot a unit; it now gives two.

Rollout

  • The professions open to the developers first. Everyone else's game is unchanged until they are switched on for all.
  • Offline, nothing changes. A piece made online is an ordinary item in your pack anywhere.

Patch Notes: Bounty Boards

Town bounty boards

  • In every town with two or more notice boards, half of them are now Bounty Boards. Two boards give one, four give two, spread around the town. The other boards keep their rumours.
  • Hovering one reads "Bounty Board". Pressing it opens the board window in the Enhanced Plus style (stone and brass), whichever UI you use.
  • Every bounty board in a town posts the same four hunts, and every player sees the same four. The notices change each in-game day.

The hunts

  • Each open-ground notice sends you to a spot 4 to 10 map pixels from the town, always on land, never on another location.
  • The spot is marked on your map with a black circle (green is already used for party members), on both the Enhanced Plus map and the classic map.
  • When you walk onto that spot outdoors, a pack of 4 to 8 monsters appears 60 to 110 metres away. A message tells you how far and in which direction.
  • The monsters depend on your level:
Level Monsters
1–3 Rats, Giant Bats, Spiders
4–5 Grizzly Bears, Sabretooth Tigers, Orcs
6–10 Centaurs, Orc Sergeants, Harpies, Skeletal Warriors, Zombies
11–14 Giants, Mummies, Giant Scorpions, Orc Shamans
15+ Gargoyles, Wraiths, Orc Warlords, Daedroths
  • Dungeon bounties: when a real dungeon lies 4 to 10 pixels from the town, one of the day's notices sends you into it ("the Orcs nesting in Castle Wightmoor"). With two dungeons in reach, two notices do. The dungeon gets the black circle, and the pack of 2 to 4 lairs deeper inside, where one of the dungeon's own monsters stands 25 to 90 metres from you. A message tells you roughly how far. Towns with no dungeon nearby keep all four hunts in the open.
  • Farmsteads: a notice about a farm (an overrun granary, stripped orchards, stolen cattle, missing shepherds) puts a farm on its spot. The farm is a real Daggerfall farmstead, copied from one of the 8 nearest farms in the game (each notice picks its own, so neighbouring hunts get different layouts) and dressed for the local climate, with solid walls. The farm is placed on the flattest ground available on its pixel, and each building and fence sits on the ground under itself, so a hillside no longer swallows it. The pack waits in the farmyard, 10 to 18 metres from the farmhouse, and appears once you're within 150 metres. From farther away, a message tells you which way the farmstead lies.
    • Who sees it: you, and everyone in your party (they may come and help). Players outside your party see the monsters but no farm.
    • When it disappears: it's never saved. It comes down when its pixel unloads and is rebuilt if you come back while the bounty is still active. Once the bounty ends (paid, given up or lapsed), it stays until you're 200 metres away, so it never vanishes in front of you. Fast travel, entering a dungeon or building, and loading a save also clear it.
  • In your quest log: held bounties appear under Side Quests in both the pause menu's Quests tab and the Chronicle (L). Each shows the notice, how many you've slain, where it is, the reward and a live timer.
    • Abandon bounty gives it up; click it twice to confirm, so a stray click doesn't cost you the hunt.
    • In a party, Share with party is there too.
  • Two groups: an open-ground pack of 6 to 8 is hunted in two groups: first half the pack (rounded up), then the rest. When the first group falls you're told how many got away, and a clue names the way: "You find tracks leading away from the bodies: the rest of the Orcs fled 230 metres to the north." The second group waits at its own spot on the pixel (the same spot for every party member holding the bounty) and appears when you get within 150 metres. The clue is kept in the quest log. Packs of 4 or 5, and dungeon packs, are one group.
  • Tiers on every notice: each notice shows its tier and the levels in it, like "Tier 2 (levels 4–5)". This appears in the board's list, on the notice itself, in your held bounties and in the quest log.
  • You can hold up to 4 bounties at a time. Each one lasts 24 in-game hours from when you take it.
  • A bounty you've claimed isn't offered to you again that day.
  • If you walk away from a pack and it despawns, your kills are kept. Only the survivors come back when you return.

Rewards

  • Killing the last monster completes the bounty immediately. A reward notice appears and pauses the game until you close it.
  • The notice tells a short story (a mysterious rider, a courier, a boy from town...) and then lists exactly what you received.
  • Gold depends on the monster tier and how many monsters you had to kill. A full pack of 8 pays the tier's full purse, and each monster fewer takes 10% off, so a pack of 4 pays 60%:
Tier (levels) 4 5 6 7 8
1 (1–3) 30 35 40 45 50
2 (4–5) 45 53 60 68 75
3 (6–10) 54 63 72 81 90
4 (11–14) 60 70 80 90 100
5 (15+) 150–160 160–170 170–180 180–190 190–200

At level 15+ each monster past four adds 10, and up to 10 more is added for how strong the monster type is. A dungeon pack of 2, 3 or 4 pays like an open-ground pack of 4, 6 or 8, because dungeon fights are closer and harder.

  • Item: one random weapon or armour piece.
    • Levels 1–3: white, at half condition.
    • Levels 4–5: three-quarter condition, with a 50/50 chance of white or blue (Magic).
    • Level 6 and up: full condition, with a 50/50 chance of white or blue (Magic).
    • Never higher than blue.

Parties (online)

  • What each player sees on the board: the same notices in the same places for everyone. The monster tier and the reward come from your own level: a level 2 player reads "Rats" where a level 12 reads "Giants" on the same notice.
  • Sharing works within a tier only. Share with party gives the bounty to every party member in the same monster tier (1–3, 4–5, 6–10, 11–14, 15+) who has a free slot. Party members in another tier aren't given it and are told why. The sharer is told too, for example: "Bran (level 3) is too low level to take this bounty, but can still help you hunt." This also shows in the board window when you press Share. The same applies to Join the hunt on the board: it only offers hunts in your own tier.
  • Anyone can help. A party member in another tier can still fight alongside the holder. They see the monsters (shared as always) and the farmstead, but they get no reward for a bounty they can't hold.
  • One hunt per notice per tier. Party members in the same tier holding the same notice share one pack, share its kill count, and are all paid when it's cleared, as long as they took the bounty before it was cleared. Each is paid at their own level. On the same notice in two different tiers, each tier's holders get their own monsters and their own pay.
  • One farm per notice. Everyone sees the same farmstead in the same place. The second group of a split hunt waits at the same spot for everyone in that hunt.

Server

  • The relay moves to world125 (world123 on the branch; main's Overworld update took the numbers between): party updates carry a small list of the bounties each member holds (with the hunt's kills), and each member's level (so a sharer can be told who's in the wrong tier). The relay updates itself when this reaches the main build.
  • Until then, bounties work solo, but sharing and shared rewards do nothing.

Death penalty (online)

  • Dying online now costs a quarter of the gold in your purse, rounded down (three coins or fewer lose nothing). Gold in the bank and letters of credit are safe.
  • The death screen tells you how much before you rise, and exactly that is taken (never more than you carry). If a party member resurrects you, you lose nothing.
  • Offline nothing changes: a death still ends the run.

Patch Notes: Audit 29 - the Professions

An audit of Herbalism, Mining, the Stores, the Forge and Court writs, with every problem it found fixed.

Gathering

  • E goes to a herb patch or a vein only when you are looking right at it, it is within reach, and nothing stands between you. A door, a chest or a body beside a node now gets your press.
  • A node you cannot work yet (the wrong rank, no tool) no longer takes E: the prompt still says what it needs, and the press goes on to what you meant.
  • In a dungeon, only E starts mining a vein. A click or a tap no longer starts it by accident, and your weapon is never held back because of it.
  • Escape ends a gathering act underground without also opening the pause menu.
  • Holding the attack button into an act no longer keeps swinging afterwards, and a readied spell is no longer cast by a strike.
  • Walking over a map square's edge while mining no longer ends the act.
  • The Basket's search can no longer be done by mashing the attack button: a press before a glint shows misses it.
  • Veins in dungeons no longer stand in doorways, and never float over a pit.
  • Herb patches keep off camps, shrines and ruins, as the trees and grass do.
  • A vein never stands inside a rock.

The Stores and the Forge

  • The Professions and Stores pages no longer re-ask the server in a loop when it cannot be reached (this could freeze the game).
  • Signing into another account shows that account's Stores at once.
  • A withdrawal whose answer was lost is sent again when you open the Stores page, and is never minted twice with two tabs open.
  • The smith is paid for a smelt whose first answer was lost.
  • The Forge home station is offered only where it works: online, while the professions are open to you, on the Enhanced interface. A Forge that cannot work says so.
  • Motherlode Sense can no longer be chosen before the Motherlodes exist.
  • Changing a specialisation you thought was free (because it was chosen on another device) is refused instead of charging 1,000 Marks.

Mining and Court writs

  • On confirmed land, each kingdom's own ore stands beside the usual veins instead of replacing them, so every rank still finds ore there.
  • The XP shown after a harvest or a smelt is the XP you actually gained.
  • Smelting low-tier metal at a high Smithing rank gives a quarter of the XP, as gathering does.
  • The day's first Court writ always asks for the highest tier on offer.
  • A writ you already filled, taken again after a reload, now says it is yours.

Rollout

  • The professions stay open to the developers first. Offline, nothing changes.

Patch Notes: Professions - Herbalism, the Stores and Court Writs

Herbalism (online)

  • Online, herb patches now grow in the wilderness: small clusters of the plant itself, on open ground away from towns, water and cliffs. Every player sees the same patches, and they change each day.
  • Walk up to a patch and the prompt at the bottom of the screen tells you what it is and what E will do.
  • A common herb comes up by hand in under a second.
  • An uncommon or rare herb needs a Sickle (Foraging's) and enough Herbalism: uncommon at 10, rare at 25. Rare herbs grow only where players have confirmed the land. Hold E for two and a half seconds and keep your hand steady. Turn your view more than a few degrees, or step away, and the herb is bruised: one fewer comes up. If it is not bruised, it is a clean pick, worth half as much XP again. Let go of E early, or press Escape, and nothing is lost.
  • A patch also holds food. Press ; at a patch to switch to searching with a Basket: three glints show one after another, and attacking while each one shows finds it. The more you find, the more you gather.
  • Each patch gives its herbs once and its food once a day. You can gather 60 times a day, and only in daylight (7:00 to 17:59).
  • The herbs follow the seasons: winter bares the flowers, roses, poppies and berries. Spring's blooms and autumn's berries give half as much again.
  • A completed act wears its tool by 1, as Foraging's own uses do.

The Stores

  • What you gather goes to your character's Stores, not your pack. The Stores hold up to 5,000 of each material.
  • The Stores page (on the Enhanced pause menu's Stats rail) lists everything, with filters, a search and sorting. Withdraw to pack takes up to 200 at a time.
  • A withdrawn herb is Daggerfall's own ingredient, northern or southern by the region you picked it in. It works in the potion maker like any other. Nothing goes back into the Stores from the pack.

Professions

  • The Professions page (also on the Enhanced pause menu's Stats rail - the Classic interface's pause menu has no pages yet) shows all thirteen professions. Herbalism is the first you can train: ranks 0 to 100, from Novice to Master, with XP to the next rank and today's harvests.
  • At ranks 50 and 100 you choose a specialisation. The first choice is free. Changing it later costs 1,000 Marks and takes a week, and the old one keeps working until then.
  • Gentle acts (a checkbox on the Professions page): every act completes plainly - no bruising, and no clean bonus.
  • A toast says what each harvest brought, and a banner marks ranks 25, 50, 75 and 100.

Court Writs

  • The Notice Board has a new Work tab: the region's Court writs, under the Court's seal. Each asks for a number of one herb and pays Marks and Renown.
  • Take fills a writ from your Stores. A writ is filled whole, by the first player to take it. You can fill 3 a day.
  • A region's Court posts writs once a player registered for a week has gathered there. The more players are active on the server, the more writs are posted.

Foraging

  • Online, the shops stock Foraging's six tools even with the Foraging mod switched off, because the professions need them. The foods still follow the switch.

Rollout

  • The professions open to the developers first. Everyone else's game is unchanged until they are switched on for all.
  • Offline, nothing changes.

Patch Notes: Professions - Mining, Quarrying and the Forge

Mining (online)

  • Online, ore veins now stand in the wilderness, at the foot of the rocks in rock fields. Where a place has no rocks, a vein sits on bare stone nearby. Every player sees the same veins, and they change each day.
  • Walk up to a vein and the prompt tells you what it holds and what E will do. You need a Pick-Axe (Foraging's) and enough Mining for the metal.
  • Press E to start mining. Five points on the rock take turns to glint. Attack to strike: one strike per swing, and a strike aimed at the glinting point counts double. The glint moves after every strike, and on its own after a moment (longer at Master rank, and longer with good Intelligence and Agility).
  • A vein takes 4, 5 or 7 strikes by its tier. If every strike lands on the glint, it is a clean finish, worth half as much XP again. Press Escape at any time and nothing is lost.
  • Each strike on the glint has a small chance to turn up a gem beside the ore: Amber, Jade, Turquoise, Malachite, or a Ruby, Sapphire or Emerald in the mountains. At most one a vein.
  • Boulders in rock fields can be quarried for Rough Stone. A clean finish cuts it at the rock into Cut Stone, two for one.
  • Dungeons hold one to four veins a day on their walls, deeper metals than the surface: Silver, Gold, Dwarven Scrap, Platinum, Adamantium, and Moonstone in woodland dungeons. A dungeon vein can give a Diamond. Mining underground works at any hour. Dungeons the game generates for a quest hold none, and a dungeon nobody has confirmed gives you four veins a day.
  • You can mine 60 times a day, a count of its own apart from Herbalism's, and on the surface only in daylight.

The kingdoms' signatures

  • Where players have confirmed the land, each map square holds its kingdom's own ore beside its usual veins: Daggerfall's Moonstone (two veins), Wayrest's Mithril, Sentinel's Ebony. The Orsinium Area and the Wrothgarian Mountains give Orichalcum, and the Isle of Balfiera Adamantium.
  • Land and dungeons are confirmed when three players who have been registered for a week have worked them. Until then they give only their lower tiers, and no gems.

The Forge

  • The Stores page (on the Enhanced pause menu) has a Forge section. Stand inside a Weaponsmith's or an Armorer's (50 gold a smelt) or your own home with a Forge station, and smelt from your Stores:
    • two of a raw metal or ore make one ingot (Iron, Silver, Moonstone, Dwarven, Mithril, Adamantium, Ebony, Orichalcum);
    • one Copper and one Tin make Brass;
    • one Iron Ingot and one Charcoal make Steel (Charcoal comes with Logging, later).
  • Up to 100 at a time. Smelting trains Smithing.
  • In a home, a placed piece can be made a Forge for 50,000 gold, like the other crafting stations - offered only online, while the professions are open to you, on the Enhanced interface.

Items

  • Withdrawn metals and gems are Daggerfall's own items. The new ores, the ingots and the stone are new items drawn with Daggerfall's own pictures; the ores and ingots are coloured by their metal the way Daggerfall colours an Ebony blade.

Specialisations

  • Prospector (rank 50): surface veins within 200 m show on the compass, and gems come a little more often.
  • Deep Delver (rank 50): dungeon veins give half as much again.
  • Stonebreaker (rank 100): quarrying always gives Cut Stone.
  • Motherlode Sense (rank 100) is shown but cannot be chosen yet - it comes with the Motherlodes.

Court Writs

  • Court writs now ask for metal and stone as well as herbs.

Fixes

  • Escape now ends a gathering act in a dungeon too.
  • A harvest's message could appear twice when the server was slow; it now appears once.

Rollout

  • The professions open to the developers first. Everyone else's game is unchanged until they are switched on for all.
  • Offline, nothing changes.

Patch Notes: Fixes for Marks, Notice Boards, Bounties and Foraging

Marks

  • Selling Marks at a slow bank can no longer pay you twice.
  • If a sale's reply is lost, your Marks are no longer lost when you sign out. The sale waits for your account and pays when it completes.
  • One character's pending sale no longer blocks selling for your other characters.
  • When a guild disbands, or its last member leaves, any Marks in its treasury go to the guildmaster. Before, leaving could destroy them.
  • Closing an Oblivion Gate can no longer record the gate without paying its Marks.
  • The bank's "counting" box gives up after 15 seconds instead of trapping you.
  • "Sold today" updates as you sell.

Notice Boards

  • "Ask to join" and letter answers now open your letters. Before, the board closed and nothing opened.
  • Brand-new or muted accounts can no longer hide notes by reporting them.
  • A note hidden by reports stays visible to its author, who can take it down.
  • A recruitment note stops recruiting if its author leaves the guild or can no longer invite.
  • A note you are writing survives closing the board.
  • Double-clicking Report or Take down no longer sends it twice.

Bounties

  • You can't take a bounty your party has already cleared today, and a clear only pays party members who took it first.
  • Giving up a bounty and taking it again keeps your kills. It no longer summons a fresh pack.
  • A party now gets one pack per hunt, whoever arrives first, and shares its kill count.
  • Shared bounties pay rewards at your own level.
  • A quickload inside a dungeon no longer doubles a bounty pack.
  • A reward notice is never lost behind another window or a death.

Death penalty

  • You lose exactly what the death screen shows. A resurrection by a party member costs nothing.

Foraging (online)

  • Several tool uses in a row now wait their full time (they were capped at about a minute).
  • Bonus finds and rewards held behind a wait survive a reload.
  • Escape leaves a search again, and Enter works on buttons in the new windows.

Patch Notes: Marks

Online only. Marks open in stages. Developers get them first, then everyone. When your account has them, you'll see a Marks line on your account card.

New currency: Marks

  • Marks are the online world's own currency, kept by the account service. Nothing on your computer can make them, so they're worth the same for everyone.
  • Earn them by closing Oblivion Gates. Each gate counted on your record strikes 50 Marks to your account, up to two gates a day. Your chat says how many you got.
  • Sell them at any Bank of the Empire. Open the Bank and use Sell Marks. The Bank pays 8 gold a Mark, up to 300 Marks a day. The gold goes into your account at that bank, so it never weighs you down. You can't buy Marks with gold.
  • Guild treasuries hold Marks too. On the Guild tab, any member can put Marks in. Only the guildmaster can take them out. A guild can't be disbanded while its treasury holds gold. Any Marks it holds go to the guildmaster when it disbands.
  • Marks belong to your account, so all your characters share them. They can only be held on a registered account.
  • Selling Marks at the Bank uses the Enhanced Plus UI.

Marks are what the coming professions, the Notice Board and the market will trade in.

Patch Notes: The Notice Board

The Notice Board (online)

  • Online, a town's rumour boards (every board that is not a Bounty Board) now open the Notice Board: a corkboard of pinned notes in the Enhanced Plus style.
  • It shows, in order: the town's own news (the same words the classic board gives), a line pointing to the town's Bounty Board if it has one, the server's notices under a red seal (while an Oblivion Gate stands, and announcements from the developers), then players' notes, newest first.
  • A board belongs to its town: every rumour board in a town shows the same notes.
  • When a town's board has notes or server notices you have not read yet, "N new" floats over it as you approach.

Pinning a note

  • Registered players can pin a note: a subject and up to 800 characters, standing for 1, 3 or 7 days. You can have 3 notes up at a time, across every board.
  • A note can carry one button for its readers:
    • Ask to join the party or Ask to join the guild: the reader gets a letter to you, already addressed and begun, and you invite them as usual.
    • Challenge to a duel: if you are standing near the reader outdoors, it challenges you on the spot; otherwise it becomes a letter.
  • Only a Guildmaster or an Officer (a rank that can invite) can pin a guild recruitment note, and the note names the guild.
  • You can take your own note down at any time.

Keeping it clean

  • Any registered player can report a note. You stop seeing it immediately; after three different reports it is hidden from everyone until a moderator looks at it.
  • Moderators can remove any note from the board or with /note remove . A muted player cannot pin notes, and their notes leave every board while the mute lasts.

Rollout

  • The Notice Board opens to the developers first. Everyone else's rumour boards stay exactly as before until it is switched on for all.
  • Offline, nothing changes: a rumour board is Daggerfall's own.

Patch Notes: Foraging

New mod: Foraging (Harbinger451)

  • Work for a living in the wilderness. Buy a tool at a General Store or Pawn Shop, then "use" it from your inventory out in the wild:
    • a Wood-Axe to chop Wood Bundles;
    • a Pick-Axe to mine gems and metals;
    • a Sickle to cut plants for alchemy;
    • a Fishing-Net to catch fish - stand in the water, or cast from a boat or pier at sea;
    • a Basket to gather apples, oranges, mushrooms and eggs;
    • a Spade to rob graves in a cemetery - and maybe disturb the dead.
  • Tools also turn up as loot: now and then in a General Store's stock or a house's cupboard, in dungeon treasure (most often in prisons and mines), and on the bodies of warrior-type foes, orcs and giants.
  • Most foraging takes an hour or two of game time and tires you. It only works by day (the Spade works at night too), away from towns, with no enemies near and while you're not fully loaded.
  • Your attributes, the climate and the season decide what you find. Luck can turn up something extra.
  • Each tool lasts 50 uses.
  • Eat the fish, fruit, mushrooms and eggs for a little fatigue, health or magicka. With Climates & Calories on, your fish and fruit are C&C's own, to cook and eat as usual.
  • Commoners and nobles may ask you to fetch firewood. Bundles in your wagon count too.
  • The console command Foraging_Tools gives you one of each tool (not online).
  • Foraging is on by default. You can turn it off on the Features screen.
  • Online, nobody can move the shared clock, so a foraging job's game time becomes a short wait instead: 8 seconds for each game hour, so 12 seconds for an hour and a half of chopping. The wait starts once you close your inventory. Any bonus find is shown when the wait ends. An enemy coming near ends the wait early, and the rest of it is forgiven. Logging out mid-wait keeps what was left for next time.

Fixed from the original mod

  • The four firewood quests are now offered. Before, nobody ever gave them out.
  • They can also be turned in now. Before, they could never be completed.
  • Mining in deserts and mountains no longer costs eight hours and all your fatigue for one swing.
  • A fifth and sixth plant found in summer no longer vanish when you finish.
  • With Climates & Calories on, the Basket no longer misses two kinds of egg find.
  • Handing over firewood from your wagon now takes it from the wagon.

Also fixed

  • Roleplay & Realism: Items' worn-condition loot now applies to every dungeon's treasure, not just some. Covens, laboratories, harpy nests, giant strongholds and dragon's dens were missed before.

Credits

  • Foraging 1.7 is by Harbinger451. Its quests use four actions from Jagget's Quest Actions Extension, rebuilt here with thanks.

What's Changed

  • Professions branch → main: Foraging, Marks, Notice Board, Bounty Boards, the professions and the Market (MERGE 2) by @Lattymoy in #445

Full Changelog: app-v0.1.4804...app-v0.1.4838

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