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The Smuggler Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads. In drama, a deus ex machina is a plot device where a dilemma for the plots characters is neatly resolved by the sudden appearance of an unlikely item or person that doesnt fit with the storyline. Literally translated from Latin as god from the machine, the term comes from Greek theater. Sometimes, as the characters in a play faced death or a similar nasty fate, a god would intercede on their behalf, literally being lowered onto the stage from the heavens using a crane (sometimes called a mechane). If Dungeoneering were a play, the smuggler would be its deus ex machina. If you think about it a bit, it doesnt make a lot of sense from a game rationale standpoint that you are adventuring into these scary dungeons to fight evil demons, yet theres some guy standing around on every level dispensing advice and running a medieval pawn shop. And while he dutifully wields a sword and shield, he never seems to actually fight anything! From a practical standpoint, though, the smuggler is pretty useful. :) His shop is pretty much a necessity due to the randomly generated dungeons, because without it, youd run into problems with missing supplies and items on nearly every level. The smugglers presence thus helps prevent unfortunate outcomes in Dungeoneering, just the way the gods might in a Greek tragedy. The smuggler has two main functions: providing advice to help you tackle the dungeon, and running the smugglers shop, where you can buy and sell items. The smuggler can provide advice in two ways. First, if you find any item as a drop or on the ground, and arent sure what it is or what to do with it, simply use the item on the smuggler and hell give you a brief bit of information about it. For example, if you use a colored shape key on him, hell say: This is a key and it opens locked doors. The shape and colour of the key are a clue to the door it opens. Second, the smuggler will provide a few hints about how to defeat the floors boss. The information given is scant, and if youre reading this site you probably dont need this, but its there for everyone else. :) To get boss advice, you must wait until you have found the boss room. When you do, a new entry will appear on the smugglers chat menu: What great foes await me in this area? Select this, and hell say There are a number of terrible foes known to lurk at this depth of Daemonheim. I have seen one such foe lurking about this floor. Then hell provide some specific advice for your boss. For example, for the unholy cursebearer, he says: The unholy cursebearer is a powerful user of magic. It will constantly drain your strength while you are close to it. You can restore this strength by worshipping the cursebearer, but this will only make it stronger. The smuggler shop allows you to sell items you receive in the starting room, harvest from resource sites, or obtain as monster drops. You can then use the cash you get to buy items you do need but have been unable to get yourself. Most of the items in the shop are skill raw materials and tools; there is not much in the way of finished products, ready to use. Thus, the smuggler sells ores, hides, seeds and branches, not platemail, ranging armor, potions and staves. This is consistent with the DIY theme of this skill. The price of every item is fixed, no matter how many you buy, and the smuggler magically has infinite stock of everything, so help yourself. :) The variety of items in the shop is a function of the complexity level of the floor. For complexity level 1 there is no shop at all, because you start out with a full complement of gear and there are no skills that you can use to make anything. As skills are added to the mix when complexity increases, more items are added to the shop. Note that if you are trying to raise cash to buy an expensive resource from the smuggler, you get twice the value that he pays for an item by high alching it instead. Table 52 lists all of the items in the smugglers shop and the price of each, also indicating in which complexity levels the item is present.
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