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IndigoBlue
03-22-2018, 08:38 AM
So I've been playing DG about a week now. It was a bit of a rocky start (one toon got stuck in Rahu). Pretty much all I have been doing was working on NPC Favors, mostly related to either Storage or Skill access. And that’s where most of my councils have gone as well. At this point, I am getting a little frustrated and could use some general advice on a few topics. Sorry for the wall of text!

Skills
I working on 4 skills (Unarmed, Sword, Fire, Archery). They are all about level 12 or 13. I'd like to get those 4 up to twenty, at which point I will pick two that seem the most fun to combo with.

I want to build a sustainable solo build, that with a little modification, could be used for group play as well. Mostly though, I'm a solo player and prefer ranged battles rather than melee.

Q1: Maybe there is a better set of combos better suited to my play style?


Armor
Very frustrated by the Armor drops/selection. Not seeing decent drops for my current skills at all. They all want level 10 or 15 skills that I don't have. I've viewed the "used" selection at the Weapon vendors stall and having the same issues. Right now my armor is so sucky that dealing with mobs with more then 90 health is hard.

Q1: How do the loot tables determine what drops, anyways?
Q2: Is it based on the active skill, or what?


Councils - Need Better Supply for RIGHT NOW
I viewed the player work order board, and it's not newbie friendly at all. Based on how often I pick up something now, even the easy ones would take me weeks to fill. I've just started surveying but am guessing it's going to be at least a couple of weeks before it pays off. Got about 1k Councils and training to do.

Q1: Any newbie friendly suggestions?


Amethyst
Also I desperately need Amethyst, which haven't dropped once in Serbule. They are going for 500-900 councils right now. Drop info isn’t on the Wiki, though the Wiki does say I need Survey level 15 to create Blue Mineral Surveys, which does drop them.

Q1: What's the best way to farm for Amethyst after the starter Island? If the answer is grind Surveys until I can mine them, so be it, I just want to know if there are other options.

Summary: I realize that these questions are probably very typical for new players. If some of these items have been answered recently, I’m sorry.

sudostahp
03-22-2018, 09:38 AM
Skills
I working on 4 skills (Unarmed, Sword, Fire, Archery). They are all about level 12 or 13. I'd like to get those 4 up to twenty, at which point I will pick two that seem the most fun to combo with.

I want to build a sustainable solo build, that with a little modification, could be used for group play as well. Mostly though, I'm a solo player and prefer ranged battles rather than melee.

Q1: Maybe there is a better set of combos better suited to my play style?


Fire/Staff, Psych/Sword, Psych/Archery. I'd focus on two for now. It's going to make acquiring gear easier, and it's easier to level additional skills once you have at least a couple other higher skills.



Armor
Very frustrated by the Armor drops/selection. Not seeing decent drops for my current skills at all. They all want level 10 or 15 skills that I don't have. I've viewed the "used" selection at the Weapon vendors stall and having the same issues. Right now my armor is so sucky that dealing with mobs with more then 90 health is hard.

Q1: How do the loot tables determine what drops, anyways?
Q2: Is it based on the active skill, or what?


Q1: Drops are based on the level of the area that you're in. This determines the design (art effects), and to some extent the types, for the gear as well as the level range of the mods that are included. Most often you'll find gear that includes mods for the skills you're using, but that isn't always the case. Sometimes you'll get very random mods.

Q2: Based on skills on your skillbar when you loot a mob or a chest. Group looting gets weird unless it's turn-based.



Councils - Need Better Supply for RIGHT NOW
I viewed the player work order board, and it's not newbie friendly at all. Based on how often I pick up something now, even the easy ones would take me weeks to fill. I've just started surveying but am guessing it's going to be at least a couple of weeks before it pays off. Got about 1k Councils and training to do.

Q1: Any newbie friendly suggestions?


Surveying is a good way to make money right out of the gate. Some of the items on the work order board are higher level, and you won't be able to acquire them. Some, like stomachs, are available at all levels but get easier to farm as your relevant skills improve. There are still going to be some hidden gems for you, such as a stack of beets. It'll take you a couple hours to farm them, but the pay-off is your time spent. I put together a list of tips on Steam under the guides section for new players looking to make cash. You might want to check it out.



Amethyst
Also I desperately need Amethyst, which haven't dropped once in Serbule. They are going for 500-900 councils right now. Drop info isn’t on the Wiki, though the Wiki does say I need Survey level 15 to create Blue Mineral Surveys, which does drop them.

Q1: What's the best way to farm for Amethyst after the starter Island? If the answer is grind Surveys until I can mine them, so be it, I just want to know if there are other options.

Summary: I realize that these questions are probably very typical for new players. If some of these items have been answered recently, I’m sorry.

First off, amethysts aren't necessary, and they aren't going to save you all that much time if you're only bouncing around from Serbule Hills, Serbule, and Eltibule. Don't worry too much about them right now. You're going to get used to running places. The supply hasn't caught up with demand caused by the recent influx of players, but prices will stabilize back to around 300 per. Surveying is a great way to get them, and if you're going to be surveying anyway for cash, then you'll soon find yourself with plenty to use and sell.

Mikhaila
03-22-2018, 11:56 AM
To answer a lot of your questions, I'll offer up that this doesn't seem to be a game that encourages rushing. Nor do you need too. You can take your time, do a bit of this, a bit of that, and figure things out.

Gear: Lots of gear drops, some of it will be usable, and a lot is just for feeding to vendors either as councils or favor.

Money: Getting stuff to sell will quickly change to "where do i sell it?" Don't neglect Favor. The amount they pay per item, and the pool of money they have each week, will both go up with favor.

Tradeskills: These help with money eventually, but at the start are a money sink. Cooking will immediately help, so will alchemy. Tanning lets you sell hides for more and leads to leatherworking. Blacksmithing takes metals you won't have. Toolcrafting takes skills you don't have.

Surveying: Cheapest way to get gems and metal. Tough at first because you will run into a lot of things that will eat you. It will be easier to just buy the Amethyst you need for now, than to try to gain enough skill to run surveys.

IndigoBlue
03-22-2018, 02:16 PM
I appreciate both of your replies to my questions.

sudostahp - I'll check out Steam today. Meanwhile my concern about Amethysts is that unlike most everything else (skills, ability levels, favor, etc.) my Teleportation skill has not advanced at all, and hence, I figured that it was falling behind all my other advancements. If that is not the case, I will stop worry about it.

I'll check out Pysch - I tend to play fire mages, so of course, I went RIGHT there when I was able. But I am open to other ideas. One Question: When you say "it's easier to level additional skills once you have at least a couple other higher skills.".....What does that actually mean? I'm getting tired of heading back to the Island to level a new skill. Maybe you mean that if a couple of my skills are like level 30, which lets me be in a slightly higher level area, it's easier to level a new skill there? Just checking.

Mikhaila - I don't know that I am rushing. I'm playing at the pace I normally do, which is not the pace "some" people consider safe. Personally, I like to "set up" before I actually "play" so that's mostly what I have been doing, while leveling a bit here and there. I just have reached a point with Councils, Armor and Skill questions that I felt I should post, and get it out of the way. That way, I can address each topic as I have time while I do my normal routine in the game. Haven't forgotten Favor, but wow with a timesink. I'd probably be level 25 in a skill or two by now.

I'm glad to hear tradeskills get better. In many games, they are a money sink until they get high enough to pay for themselves. I'm just not used to having to "pay" to level Tradeskills, and consequently did not balance my Councils accordingly. I'm actually just hording all my hides, because I need to work on some of my existing tradeskills like fletching and carpentry first. I don't even want to deal with Blacksmithing until I am much further along with "applicable" tradeskills are related to my skills.

sudostahp
03-22-2018, 02:59 PM
Your teleportation skill will lag behind. It's no big deal, teleportation is fairly limited in scope, and you're not going to get much benefit from the additional skills after you have bind and recall.

You can have, I believe, up to a 25 point difference in combat skill pairs. So if your archery skill is level 5, you can also use level 30 (and below) fire magic attacks. This means you can kill faster, and kill mobs worth more xp, hence being able to level new skills more quickly. Also, don't feel pressured to hang out on the island. Hit Serbule Hills and Serbule, there's plenty to do in both zones at lower levels.

Most trade skills will never make you money, even filling work orders. Carpentry is an exception. If you're concerned about skills that will make you cash, focus on resource harvesting: foraging, butchering, skinning, surveying/mining, gardening, tanning etc. You'll spend far more in leatherworking, cheesemaking, tailoring, blacksmithing, and toolcrafting than you'll ever make back.

Gracious
04-03-2018, 11:18 AM
I feel like you are me!! I love your questions - only played 3 days so I have no answers :)

IndigoBlue
04-03-2018, 04:02 PM
Well I'm low 20's in my current active skills. I've been farming a lot to keep up with easy player work orders, as well as keeping all my shopkeepers, trainers and misc NPC's happy. In 3 zones. Mostly because I don't want to level fast, as I am still trying to figure out what battle style I prefer. Thanks to an earlier recommendation in this thread, I've settled on 4 current skills, all of which can, in theory, work together. Ice magic might be something I try later, but am not concerned about that.

Meanwhile, I am also working on getting some synergy skills, like Calligraphy, going. The darn trainer was "out fishing" for 4 RL days while I was trying to get that darn skill, heh.

Anyways, I guess at my current "level", I'm doing ok. I can manage smaller bosses solo, and am almost done with everything in Serbule (except for the Crypt, which for some reason, I really hate).

Now, if only finding level 20'ish gear was easier. Serbule Hills drops mostly the same newbie stuff (5, 10, 15) as Serbule, and Entibule is too high level for me to go running around in yet.

Finally, this is my 3rd week in the game, and gosh darn it, I love it. I feel totally like this is what Everquest was in the early days. It's hard, but it's also the sort of challenge that has been missing in a lot of common MMO's.

Crissa
04-03-2018, 07:22 PM
IndigoBlue Eltibule is full of level-appropriate things for a level 20; the problem is that there are things through level 40. Just keep an eye on what chases you and avoid the things that squish you flat. Stay mostly in the west/south and take on one thing at a time and you'll be fine.

Madmatx
04-03-2018, 07:35 PM
The caligraphy trainer is always "out fishing" during the full moon.
Also, I wouldn't bother hoarding your hides for now, I'd suggest giving them all to Marna, the extra storage space she gives is nice at low levels.

IndigoBlue
04-04-2018, 08:52 AM
The caligraphy trainer is always "out fishing" during the full moon.
Also, I wouldn't bother hoarding your hides for now, I'd suggest giving them all to Marna, the extra storage space she gives is nice at low levels.

I've got hides for Marna (currently half way through close friends), and I've got hides for learning tanning (alibit REALLY slowly), heh. I may also do the Marna thing on one of my other toons, but not sure.

And since I've unlocked storage on other NPC's in Serbule, I'm starting to hang on to some other things, like cotton seeds, and misc things I'll need in 10 levels or so.

@Chrissa - There are level 20'ish mobs in Eltibule? Well, that is a surprise. Seems when I go do NPC stuff or farm wood there I'm running around something that's got 600+ HP. I'll make a point to travel around a bit in that zone and check things out further. Thanks for the tip.

IndigoBlue
04-04-2018, 08:57 AM
Actually, I have a couple of other newbie questions, and I hate to start a new thread.

1. What are the alters sprinkled all over Serbule for? There are two in Town, and 2-3? out in the wild. What is their function?

2. Very confused about equipping a sword/bow/staff in one hand, and a bottle/ball/shield in the other. Sometimes I can do this, and sometimes I can't, but I can't "tell" the game what I want to go in one hand, or the other. Could really use some help here...

3. Curses - I've been careful. Not cursed at the moment. Are curses curable?

4. Loadouts - I'll be able to use this feature pretty soon (this week?). My question is: can this be used to switch out weapon/gear DURING combat?

ShieldBreaker
04-04-2018, 09:42 AM
1) Altar are little puzzles/riddles that if you work out what to give them it will give you lore xp and a prize

2) Equipment is designated to work in the main or the off hand, all swords are currently main hand, all bows are currently off hand. It will tell you in the weapons tooltip what hand it is for.

3) Curses are curable. Killing the boss that gave it too you is the main way to cure a curse. There are other methods to cure curses but some of those are fairly rare and expensive.

4) You can never switch gear while in combat, you can not switch skills while in combat. Loadouts don't change that, they don't allow you to switch during combat.

IndigoBlue
04-04-2018, 09:53 AM
1) Altar are little puzzles/riddles that if you work out what to give them it will give you lore xp and a prize

2) Equipment is designated to work in the main or the off hand, all swords are currently main hand, all bows are currently off hand. It will tell you in the weapons tooltip what hand it is for.

3) Curses are curable. Killing the boss that gave it too you is the main way to cure a curse. There are other methods to cure curses but some of those are fairly rare and expensive.

4) You can never switch gear while in combat, you can not switch skills while in combat. Loadouts don't change that, they don't allow you to switch during combat.

Thanks for the clear answers! I guess I need to review those tooltips more often.

Edit: It's not that I am not reading the tooltips, it's that the items I have don't contain that info. Currently have 1 single item (a bottle) that states which hand it needs. Needless to say, it's nice to know that swords and bows don't use the same hand.

What about shields and bows?

ShieldBreaker
04-04-2018, 10:28 AM
...

What about shields and bows?

Shields and bows are both off hand items

IndigoBlue
04-05-2018, 07:55 AM
Thanks ShieldBreaker, as usual, your super helpful. Doing a tad better in combat now that I know what 2 weapons I can combine.

BabyBlue
04-05-2018, 11:51 AM
Most trade skills will never make you money, even filling work orders. Carpentry is an exception. If you're concerned about skills that will make you cash, focus on resource harvesting: foraging, butchering, skinning, surveying/mining, gardening, tanning etc. You'll spend far more in leatherworking, cheesemaking, tailoring, blacksmithing, and toolcrafting than you'll ever make back.

I'm sorry maybe I missed something or am taking this out of context, but are you saying production skills and work orders are never profitable?

If so I highly disagree, because I grew my own cotton and surveyed my own gems yesterday and made enough cloth gear to sell off NPCs to make 100k in a single day. Also once you hit ~30 industry you get very simple work orders that pay out ~10-15k that you can finish very quickly.

Initial training costs and skill cap raises are pricey but armor crafting and work orders are where 75% of my money comes from. Something like cheesemaking may be a different story, but even toolcrafting I made ~60k just selling off Master first aid kits for a third of their actual price to Flia. I was able to produce hundreds with just basic slabs and low level tailoring mats.

sudostahp
04-05-2018, 01:07 PM
I'm sorry maybe I missed something or am taking this out of context, but are you saying production skills and work orders are never profitable?

If so I highly disagree, because I grew my own cotton and surveyed my own gems yesterday and made enough cloth gear to sell off NPCs to make 100k in a single day. Also once you hit ~30 industry you get very simple work orders that pay out ~10-15k that you can finish very quickly.

Initial training costs and skill cap raises are pricey but armor crafting and work orders are where 75% of my money comes from. Something like cheesemaking may be a different story, but even toolcrafting I made ~60k just selling off Master first aid kits for a third of their actual price to Flia. I was able to produce hundreds with just basic slabs and low level tailoring mats.

I'm certainly open to being wrong, but I don't think that I am. Some work orders can be profitable, but I don't think that they're profitable enough to ever recoup the cost of training them. Tagamogi definitely disagrees with me on this point. 10-15k for work orders sounds impressive, but if you subtract the materials cost, the actual profit that you're making is much lower.

Let's use the Master Healing Kits as an example. If you made 60k by vendoring Master Fist Aid kits (value 200), then you made 300 of them. Since the recipe makes 2, you made a total of 150 combines. That means each combine resulted in 400 gross profit. Let's look at the following ingredients required for a combine.

Cotton Thread x1 (Vendor Value 154)
Coarse Cotton Yarn x1 (Vendor Value 9)
Basic Skinning Knife x1 (Vendor Value 50)

Did you buy the skinning knifes or make them?
If you made the skinning knives, then your product cost (the vendor value of the raw materials) of a combine was 213, and your total net profit was 28,050. If you bought the skinning knives, then your product cost was 263, and your net profit was 19,050, so about a third. Check my math (something might be wrong), but it seems that you sold first aid kids for 1/2 to 2/3 of their cost to Flia, not 1/3. You can make about the same in an hour growing cotton, more if you do cotton and barley together. I'm a big fan of gardening. I don't know if it's technically a crafting skill, but it's very profitable.

Here's the other challenge: You could have asked a guildmate to do any or all of the combines for you. They get xp, you get the loot. Both folks win, and you never need to pay for a single toolworking recipe. This is a problem with the current crafting system, and is why many crafting skills can never be profitable in a player-to-player sense. That's the essence of the argument against new players chasing after leatherworking, tailoring, and toolcrafting. There's some profit to be made, but you don't need crafting to fill any of the work orders. Tons of other folks will do it free just for the xp. Given that there's a limited player-to-player market available for most crafting skills, pursuing those skills will never be profitable. I hope that helps. Feel free to push back if you disagree with me.

As for the tailoring, I'd need more details, but I'd wager that the value of the cotton grown and the gems surveyed would be more valuable sold to a player than the finished products sold to a vendor. This depends on the gems used and your valuation of cotton. I think it'd be great if you kept a log of the materials and the value of the resulting items. My experience is completely anecdotal as I haven't logged it, and I'd love to see evidence that I'm wrong.

BabyBlue
04-05-2018, 01:42 PM
Woah sorry when I described the toolcrafting Master First Aid kits scenario that was a total rough guesstimate of what I made. The only reason I brought it up was because I only made Master First Aid kits to eventually make level 70 snail armor, and was shocked to find a solid profit in doing so. Did not intend for it to get picked apart and analysed, sorry.

So what you're saying is you're better off foraging/gathering mats and selling off all your found loot than using it to craft. I see where you're coming from. Just when I read "Most trade skills will never make you money, even filling work orders." This statement itself grabbed my attention because I perceived it as "no money is to be made", instead of "less money is to be made".

I gather all my crafting materials and rarely buy them, so I usually have lots of skins/cotton/etc. stacked up.

Many MMO's have an economy where mats or unfinished products sell for more than the finished product, because that experience those mats can provide is a precious resource for players as well. However there are two points that I don't think contradict your point of view, but must be taken account for.

1. Gathering your own mats and selling finished goods to NPCs never really fluctuates in profit, besides bad luck with RNG at times. So I never have to depend on other players to make some quick cash and can off my goods instantly if I haven't drained NPC council reserves.
2. Missing out on experience by selling of mats may handicap yourself in the long run in certain areas. This of course is irrelevant if you have no interest in the skill. For instance if you never want to make leather armor and could care less, by all means sell off those skins.

But yea, like I said I'm not arguing with you or think you're wrong. Its just the message I took away from that first post was that you couldn't profit from crafting, and I didn't want new players to think they wouldn't see any councils after gathering their own materials and making items/gear. If you're not making any experience crafting then I can totally see selling off mats. However I am very happy with the income that is a side effect of training my skills through just selling to NPCs.

sudostahp
04-05-2018, 02:31 PM
You bring up two great points, and I think that I can add a third: Valuable synergy skills (and other pre-requisites) are buried in some crafting skills. Everyone needs to be able to break down gear and enchant their own gear, which means that everyone needs a certain level of proficiency across the pre-requisite crafting skills. I think that folks are better off if they do it at later levels, but to each their own.

You're definitely right that in many games, raw materials are worth more than finished pieces. It's a sign of an efficient market, and it's not a bad thing. The same holds true for the stock market. Stocks are valued based on the value of future returns (be it dividends, growth, etc.), and stock prices reflect what folks think that those shares are worth. This is also way insider trading isn't allowed. If you have material insider knowledge, you can better predict when a stock's price will go up or down.

The same is true for the in-game economy. Why is cotton worth 4k/stack? Well, it's what players will pay. Why will players pay that much? It's probably about what you can expect to make via crafting it into something. This makes it very difficult for crafted goods to ever become more valuable than the raw materials. If players can make more by buying raw goods, the price of those raw goods will increase until it's balanced again. Game designers can address this through RNG, specialization, timers, rare recipe drops, etc. These design elements create inefficiencies in the market. I think cheesemaking, brewing, and mushroom farming have great mechanics. The "timer" system ensures that certain products aren't over-produced. Let's say that there was a similar timer, maybe even several days, but the crafted product was a guaranteed yellow. Crafters could more easily take commissions and produce gear for the player-to-player market. Ladriel also had a great idea recently about "crafting wisdom".

Tagamogi
04-05-2018, 08:49 PM
One thing a lot of work orders have going for them is money per time spent. I can pretty easily bang out 3-4 work orders in half an hour and make 15-20K. Now, I can't repeat that indefinitely since eventually I'll run out of work orders I haven't done that month. However, if all I got in the game is half an hour to an hour with possible interruptions, work orders are great. I'm specifically thinking of leatherworking here. Each tier has 7 possible work orders, not counting evasion pants because I hate cloth, and not counting winter coats because they require more materials. Starting at maybe decent, I'd eyeball each order as 5K profit - sorry, too lazy for actual math right now. It may be a touch lower initially but the great leather orders should more than make up for that. So, anyway, that's 4 tiers times 7 pieces = 28 possible work orders per month. Even if you don't do them all, pulling in over 100K is quite possible. If you play a lot, 100K per month may not be enough, but it requires fairly minimal effort.

You can quite reasonably argue that you have to level the trade skill before you can make lots of money off it. However, that applies to combat skills and loot selling, too, and don't forget the favor leveling you have to do if you are hitting up multiple different vendors.

I'm also wondering - for the loot selling and cotton growing, do you factor in the time it takes to run out to the vendor or to find another player to buy your cotton? For gardening, you can definitely grow a lot more than just cotton in the same time, but then you also have to invest in more fertilizer and find different players to buy your flowers or vegetables, so it gets complicated pretty fast.

This may be more appropriate for the "Fundamentals of the Current Market" thread, but I still haven't made it through the initial document there, so posting in this thread seems easier.

( Gardening is technically not a crafting skill since druids get gardening xp while a druid event is happening. I bug-reported that one time, and srand responded that that is working as intended and gardening is in that weird neither crafting nor combat skill category. I think civic pride is another example. So there's your trivia for the day. :) )

Tagamogi
04-06-2018, 08:08 AM
Re-reading the earlier page of this thread, I just wanted to say that I do think sudostaph is giving excellent advice to new players here:


Most trade skills will never make you money, even filling work orders. Carpentry is an exception. If you're concerned about skills that will make you cash, focus on resource harvesting: foraging, butchering, skinning, surveying/mining, gardening, tanning etc.

I'd mainly replace the "never make you money" with "will make you very little to no money initially". As a newer player, you are much better off focusing on skills that give you an immediate reward for the time and effort you put into them, and the above list works very well for that.

As much as I enjoy leatherworking, to make it fast and profitable there are several things involved that won't be easy for a new player, starting with access to the Amulna work order board and preferably the ability to bind there since there isn't a tanning rack to be found in the entire desert and you have to bounce back and forth between Amulna and Serbule/Rahu in order to actually make the work orders you want to turn in.

Crissa
04-06-2018, 08:13 AM
Work orders are also handy because you can do them when you're doing other things.

Hit the board as you pass, find a few things, and add it to your today's stuff to do. Usually it's just adding a few extra items to your gather list.

IndigoBlue
04-06-2018, 09:38 AM
Note: You all can discuss the game economy as it pertains to tradeskills to your hearts content, heh.


I do however, want to comment on this particular topic.


1. I totally dissed the games / player recommendations to go slow on non-combat skills. IE Tradeskills, sub-skills, etc. Instead, I've been gaining skills / access to NPC's, as I need them. Example: I am setting up 3 other "mule" toons to have uber storage in Serbule, and ONLY Serbule. So they all needed butter (and I needed it for a food recipe). So I went to Entibule and gained enough favor with 2 NPC's to buy the Butter recipe, and the Butter Muslin recipe. (I completed the Stomaches quest last week, and yes I know they are worth about 1.2k councils each).


2. I'm working on getting storage from Tadion, and though this has unlocked his skill training, I am not ready (and may never be, frankly) to go that route. I was really hoping that his recipe list included recipes for converting ores into metal blocks (Simple, Basic, Good, etc.) Since that is not the case, phooey.


3. I have more Councils then I expected at this point, because I've been doing work orders from the Dock board, along with player orders. On a good day, I can get 10k from the Dock board, and usually, I already have the mats. I'm level 16 Industry and plan to get a Sales Vendor the first week after I get to 20. (I'm working the Serbule and the Entinbule boards). My foraging skill is at 50, and I'm going to leave it there until I am combat-level high enough to actually do zone quests.


My takeaway here is for NEW players: If your already picking up everything, do the Dock Work Order Board, and the Player Job Order board, carefully. I tend to not bother with the low paying 300 orders (unless I have nothing else and I just want some Industry points). Avoid job orders for gear items, which are a money sink at low level and the mats are worth more to players and NPC's.


If you want to take some tradeskills that related to your combat progression, go for it. Just don't expect to make any money.


You can then use those "harvesting" skills you have been upgrading passively to start collecting mats that players actually want. (Such as cotton and wood mats.)

IndigoBlue
04-06-2018, 09:43 AM
So I came across a reference today (in the forums) regarding some advanced filtering/organization/sorting options that become available to us at higher levels. Just what level are we talking about, and can someone describe these advanced storage options please?

Many thank you's!

ShieldBreaker
04-06-2018, 10:18 AM
So I came across a reference today (in the forums) regarding some advanced filtering/organization/sorting options that become available to us at higher levels. Just what level are we talking about, and can someone describe these advanced storage options please?

Many thank you's!

I believe that your question is about Inventory Folders. The Folders let you have different areas of your inventory so you can move stuff into a different folder or bag and then you can choose which area to look into your inventory for organizing and you can choose which folders when selling to NPCs.

below are the needed levels.

Unlock a folder by reaching any of these skill milestones: (up to 4 folders max)

Lore 13
Endurance 50
Industry 25
Retail Management 25
Dying 50
Anatomy 25
Tailoring 50
Blacksmithing 50
Civic Pride 25
Holistic Wellness 25
Survival Instincts 50
Shamanic Infusion 25

IndigoBlue
04-06-2018, 04:16 PM
Thanks again, ShieldBreaker. Looks like I am 2-3 weeks away from getting my first folder. Sigh. Inventory management in general is such a timesink. On the other hand, it's a good learning experience. heh.

Infanto
04-08-2018, 08:37 AM
I have a quick question...
Later on the game I want to be a Battle Chemist, so... I want to use Beaker as a weapon, but to use it properly what could be good? I mean, sword skills doesnt work with a beaker. I'm just confused, what level up to make beaker more efficient?

sudostahp
04-08-2018, 08:50 AM
I have a quick question...
Later on the game I want to be a Battle Chemist, so... I want to use Beaker as a weapon, but to use it properly what could be good? I mean, sword skills doesnt work with a beaker. I'm just confused, what level up to make beaker more efficient?

Battle Chemistry has two different weapons, a main hand (beaker), and an off hand (flask). You could do sword/BC by using a flask. This allows you a wide variety of potential skills to choose from.

Infanto
04-08-2018, 12:37 PM
my point is: (sorry if it is a dumb question)
I wanna use beakers, so only way to hit enemies is using unarmed skills, right? Correct me if I'm mistaKen. I know I can use secondary skills (using psychology for now )

Tagamogi
04-09-2018, 11:29 AM
Infanto - I think you may be misunderstanding the response: You can enable the battle chemistry skill with either a main-hand beaker or an off-hand flask. So, if all you want to do is be a battle chemist, there is no reason to pick a beaker over a flask. Since battle chemistry is so flexible, you can use it with any non-animal combat skill. ( Bard and Unarmed have some abilities that require both hands, so you would not be able to use those abilities since one of your hands is busy with a battle chemistry item. You should have access to all their other abilities though, and I don't believe any other skills have that restriction.)

If you really truly want to use beakers only for roleplaying purposes or something, that would limit you to skills with non-mainhand focus items (archery, shield, necromancy) or no focus items required ( psychology, mentalism, animal handling), plus unarmed and bard with a somewhat restricted ability list. Finally, I think there is also a beaker stick that lets you use both fire magic and battle chemistry. But really, if you want to do fire magic/battle chemistry, equipping a regular fire staff and a flask would be much easier.

Mikhaila
09-07-2021, 12:46 PM
As far as trade skills are concerned, they are a short term money drain/long term cash cow.

I make hundreds of k a month making items for work orders, plus the easy money of turning in items such as phoenix eggs. That's a skill that is certainly worth building up. And trade skills have made me millions. That is outside of the fun of being able to construct most of my own gear and modify it. I've made over a dozen sets of max crafted yellows for various skill combinations.

Trade skills are not immediately profitable, correct. You are building up the skill and will then be able to profit from it forever.