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Loot

Hydra keeps what the game says of loot, one row an event in the ledger: a creature searched, with its silver and every item it had; a creature mugged, with the silver rifled; a box opened, with what it held, and the coins gathered out of it; an item appraised at a shop, with what was said and offered; an item sold, with what it fetched. Nothing is ever sent to the game to learn this.

An item is one thing throughout. The game names it by an id that lasts one session, so Hydra keeps the item as its own row and the ids it has worn, and the ruby found on a berserker, appraised at the jeweler’s and sold there is one item with three events. Items are shared across your characters by those ids: the game names one thing by one id for everyone in the room, so what Zoleta found and Nisugi sold is one item, found by her and sold by him.

Ask for it on the command line:

  • .loot shows today for this character: searches, mugs and boxes, the silver and items found, what was sold, and the last ten items with their paths (found on what, appraised for how much, sold for how much where, and by whom when it was another of your characters).
  • .loot all shows every character today: items found and sold, and for each seller, how many of the items were found by someone else and what those fetched.
  • .loot creatures shows this month’s creatures by what they carried: searches, silver, items, and what the items sold for.
  • .loot cap shows this month’s items as appraised against what they sold for.
  • .loot types shows this month’s items by type: gem, wand, jewelry, skin, box and the rest, each with how many were found, what the shops said they were worth, how many sold and for how much. The type is one word from the item’s name and noun, by rules Hydra carries; an item no rule knows is other.
  • .loot boxes shows the last twenty boxes you found: what they came off, who opened them, what was inside, the coins, what the contents fetched, and the locksmith pool’s fee and tip. .loot box <number> opens one.
  • .loot cap shows this month’s loot cap for your account. The game thins loot per account by who searches, whoever sells, so every item is credited to its finder and counted with every character played on the finder’s account. The account is never named in a report: it goes by its characters. It shows what the month’s finds are worth before any bonus (estimated) against what they sold for (realised), by type and day by day. An item’s own value is its loresong, the gem shop’s word, a refusal as too valuable (the pawn cap, 25,000), or an appraisal or sale with your bonus divided out; an item with none of those takes the price book’s figure for its name, and a box not yet opened the book’s figure for boxes of its noun. .loot cap last is the month before, .loot cap all every account.
  • .loot book shows the price book: what each name has been worth before the bonus, on average, learned from every appraisal, sale, loresong and opened box in the household. .loot book wand, or any words, narrows it. A skin’s figure is rough: the furrier’s price falls with your cap and with the sell pressure on that creature’s skin.
  • .loot pace shows this week’s yield by searches into the week, a looter at a time, so you can tell when the juice is no longer worth the squeeze and swap looters. It reads a signal a window of a hundred searches: silver a search (the default), the share of searches that found nothing (.loot pace empty), or silver and the items’ estimated value a search (.loot pace value). Each looter is set against their own week’s start, so every looter is on one axis and the knee, the first window under half the start, is marked. .loot pace last is the week before. The last eight weeks’ totals a looter are drawn beside it.
  • .loot gems shows your ascension gemstones against the searches it took: this week’s and this month’s searches and finds, the searches since the last gemstone, the average a gemstone, whether you may still find one (the game allows one a week and three a month; the week turns Sunday midnight Eastern, the month on the first), everyone’s standing, and the last ten found, each with the creature it came off and the searches before it.
  • .loot dust shows gemstone dust the same way.
  • .loot keys shows keys and locks found, and .loot legendary legendary treasures, each against every creature searched.

For gemstones and dust only a creature of the ascension hunting grounds counts as a search, by the list Hydra carries; the Empyrean Onslaught’s invaders are counted beside it, (+12 onslaught), since whether they count is not settled. A creature sent fleeing by an evil eye counts as searched. A gemstone at a companion’s feet is recorded as seen, not found; it is theirs, and their own Hydra records it as found.

The game’s day and month are Eastern. All of these are in Menu → Reports, under Loot.

Beside every event Hydra keeps the room it happened in, and beside a sale or an appraisal the town, the kind of shop (pawn, gem, furrier) and the trading and racial bonus you sold under: a twelfth of your influence and trading bonuses together, at most 28 percent, and 5 percent more in a town that favours your race. The bonus is kept with the sale so what an item was worth before it can always be told from what it fetched, whatever your skills are later. Your account, level, race, profession and trading figures are kept as a row of their own whenever they change: the loot cap is an account’s, counted by who searches, so every find is credited to its finder and grouped by the finder’s account, whoever sells it.

An item that comes back from the locksmith pool, or that you carry through a logout, is a new id to the game and the same item to Hydra. A box handed back is the box dropped, by its name and the order the boxes went in. For the logout, Hydra asks the game for your whole inventory once you are in and again when you type quit or exit, quietly, and matches the two: the same thing in the same container keeps its history. A session that ends without a quit keeps the inventory from its login, so what you found in it starts afresh next time.

The value lines only some characters produce are read the same way, with nothing asked of the characters who never produce them: a loresong’s worth and quality for the gem in hand; a purify song’s outcome (improved, perfect, or shattered); a skin or a bundle appraised by hand; a skin made into a bundle or added to one; the furrier’s sale; the gem shop refusing an item as too valuable today (the pawn cap applies); the pawnbroker calling one worthless; a whole bag sold at once; a wand duplicated; and a ring given up to the Chronomage’s agent for a discount. A shop is known by the shape of its line: the pawnbroker glances, the jeweler examines, the furrier appraises and pays. A skinning that failed is kept too, with what it ruined.

Not yet read: what a mug scatters to the ground beyond its silver.