Looking through fence.c, what it looks like is that the fence's profit (the bit that they will keep regardless of your skills) works more or less like a progressive income tax, and they take:
- 0% of the first $.50
- 5% of the next $.50
- 10% of the next $1
- 15% of the next $2
- 20% of the next $4
- 25% of the next $8
- 30% of the next $16
- 35% of the next $32
- 40% of the rest (that is, 40% of everything over $64)
Anyone want to confirm this? Think it's worth putting in the article?
--Ilde 04:52, 29 October 2009 (UTC)
- Not sure how easy this would be to test. I also believe the fencing system has received some tweaks since the dist mudlib so this may be out of date. Rehevkor ✉ 17:11, 29 October 2009 (UTC)
In the new AM Cattle Market district, in a house off the south end of The Shambles, is a retired thief NPC by the name of Bruno. Completely by accident, I discovered that 'syntax fence' became active in his presence. I confirmed by trying the 'syntax fence' command in his presence, and out of it, as well as in the room when he had left. Only worked when he was present. However, when attempted to fence various items (jewelry, clothing, weapons...didn't try armour), he refused to take any of it. Unsure if he is to be a new fence, if he is thief-specific fence, if he has a specialty, or if something else. Any thoughts? 22.214.171.124 06:36, 29 December 2011 (UTC)
Yes it's coming from him, but he refers to other fences when you say fence. I guess he might take something, not sure what. Sausages? --Frazyl 00:45, 30 December 2011 (UTC)
bugcheck command fence "fence" is defined from Bruno. If you want to report that command, use e.g. "bug object Bruno". You say: fence Bruno says: You better talk to Sol or Jim in the guild house, or to Jak in the Troll's Head.