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Tradeskills are a part of the game that exists simultaneously while fighting that allows you to accumulate resources. There are seven types of Tradeskills you can choose from: Farming, Mining, Quarrying, Woodcutting, | Tradeskills are a part of the game that exists simultaneously while fighting that allows you to accumulate resources. There are seven types of Tradeskills you can choose from: Farming, Mining, Quarrying, Woodcutting, | ||
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In order to send out a Tradeskill job, you need people working for you, right? Well, you can hire villagers at a cost of 200 of each gem (Diamond, Sapphire, Ruby, Emerald, Opal) and each worker you send out subtracts from your pool of available villagers. As an example, let's say you've hired 15 villagers and have 20 available slots. You can only send out 15 workers since there are only 15 villagers in your Tradeskill area. You would need to hire 5 more villagers (for 1000 of each gem) in order to fill the rest of your remaining 5 slots. | In order to send out a Tradeskill job, you need people working for you, right? Well, you can hire villagers at a cost of 200 of each gem (Diamond, Sapphire, Ruby, Emerald, Opal) and each worker you send out subtracts from your pool of available villagers. As an example, let's say you've hired 15 villagers and have 20 available slots. You can only send out 15 workers since there are only 15 villagers in your Tradeskill area. You would need to hire 5 more villagers (for 1000 of each gem) in order to fill the rest of your remaining 5 slots. | ||
- | == Villager Loss == | + | ===== Villager Loss ===== |
When your workers return from their job there is a chance for them to abandon their post and you'll have to go hire some more villagers. You could be unlucky and have all 20 of them leave when they return and you'll now have to pay 4000 of each gem in order to hire enough villagers to send a similar job. You could also get lucky and have none of them leave, in which case you can continue to overwork them until they do decide to run away. When your workers leave, you will see a comedic flavor-text accompanying the message you get when claiming your resources and reagents. They will be contained in a list below for your reading pleasure. | When your workers return from their job there is a chance for them to abandon their post and you'll have to go hire some more villagers. You could be unlucky and have all 20 of them leave when they return and you'll now have to pay 4000 of each gem in order to hire enough villagers to send a similar job. You could also get lucky and have none of them leave, in which case you can continue to overwork them until they do decide to run away. When your workers leave, you will see a comedic flavor-text accompanying the message you get when claiming your resources and reagents. They will be contained in a list below for your reading pleasure. | ||
- | * 1 villager' | + | |
- | :<font color=FF000>< | + | Labor Manager: " |
- | * 1 villager has been trapped by a cave-in. | + | * 1 villager has been trapped by a cave-in. |
- | :<font color=FF000>< | + | Labor Manager: " |
- | * 1 villager went back to college and finished their degree. (He/She) found a better job in a big company exporting limes. | + | * 1 villager went back to college and finished their degree. (He/She) found a better job in a big company exporting limes. |
- | :<font color=FF000>< | + | Labor Manager: "Must have gotten a liberal arts degree" |
- | * 1 villager has been banned by Falaloon. (He/She) didn't even get to appeal. | + | * 1 villager has been banned by Falaloon. (He/She) didn't even get to appeal. |
- | :<font color=FF000>< | + | Labor Manager: "Sucks to be them" |
- | * 1 villager found a hidden treasure. As your contract doesn' | + | * 1 villager found a hidden treasure. As your contract doesn' |
- | :<font color=FF000>< | + | Labor Manager: "Dummy doesnt understand property rights" |
- | * 1 villager was demanding higher wages. You sent (him/her) off without pay. | + | * 1 villager was demanding higher wages. You sent (him/her) off without pay. |
- | :<font color=FF000>< | + | Labor Manager: "This whole ' |
- | * 1 villager has managed to survive to retirement, with a great cheer (he/she) runs off. | + | * 1 villager has managed to survive to retirement, with a great cheer (he/she) runs off. |
- | :<font color=FF000>< | + | Labor Manager: " |
- | * 1 villager has decided (he/she) does no longer want to work for you. Maybe you should hire better cooks. | + | * 1 villager has decided (he/she) does no longer want to work for you. Maybe you should hire better cooks. |
- | :<font color=FF000>< | + | Labor Manager: "So cute how they think they can quit" |
- | * 1 little villager went out to play, over the hills and far away... | + | * 1 little villager went out to play, over the hills and far away... |
- | :<font color=FF000>< | + | Labor Manager: "The lucky bastard" |
Each of the messages can also mention multiple villagers that run off, in which case it will use a non-binary pronoun. | Each of the messages can also mention multiple villagers that run off, in which case it will use a non-binary pronoun. | ||
- | ''' | + | '' |
- | You should wait to do any jobs at first. Save until you have at least one spare platinum. Then when you can, pick <span style=" | + | You should wait to do any jobs at first. Save until you have at least one spare platinum. Then when you can, pick <color red> |
- | <span style=" | + | <color red> |
- | == Cost vs. Production == | + | ===== Cost vs. Production |
There are 7 different amounts of time you can set a Tradeskill job for: 30 minutes, 1 hour, 2 hours, 4 hours, 8 hours, 12 hours, or 24 hours. The longer you set a Tradeskill job for, the more it will cost versus how many resources you receive in that time allotment. But on the other side of the coin, the longer the Tradeskill job, the higher the chance you have to gain a level for that particular skill. For example, if you run a job 8 times at 30 minutes each (assuming no level increases), it would cost less than running one job at 4 hours for that same skill (in most cases, there is an element of randomness as to how many resources are earned). So one must balance how they wish to complete their Tradeskills between how much they want to pay vs. how many resources they want to receive. | There are 7 different amounts of time you can set a Tradeskill job for: 30 minutes, 1 hour, 2 hours, 4 hours, 8 hours, 12 hours, or 24 hours. The longer you set a Tradeskill job for, the more it will cost versus how many resources you receive in that time allotment. But on the other side of the coin, the longer the Tradeskill job, the higher the chance you have to gain a level for that particular skill. For example, if you run a job 8 times at 30 minutes each (assuming no level increases), it would cost less than running one job at 4 hours for that same skill (in most cases, there is an element of randomness as to how many resources are earned). So one must balance how they wish to complete their Tradeskills between how much they want to pay vs. how many resources they want to receive. | ||
- | <span style=" | + | <color red> |
- | == Raw Materials == | + | ===== Raw Materials |
- | Along with finding one of the basic resources while Tradeskilling, | + | Along with finding one of the basic resources while Tradeskilling, |
The chance to find raw materials are similar to levels for Tradeskilling: | The chance to find raw materials are similar to levels for Tradeskilling: | ||
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[[#Top|Back to Top]] | [[#Top|Back to Top]] | ||
- | == Tradeskill Cost Calculation == | + | ===== Tradeskill Cost Calculation |
- | ''' | + | '' |
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Example: Setting a Mining job with 8 workers for 1 hour with Level 154 Mining and 28% Leadership | Example: Setting a Mining job with 8 workers for 1 hour with Level 154 Mining and 28% Leadership | ||
- | Tradeskill Cost = ((154 x .75) x (8/20)) / 1.28 = 36.09 gold | + | Tradeskill Cost = (154 x .75) x (8/20) / 1.28 = 36.09 gold |
So the formula took the Mining level times the N constant and multiplied that result by the number of workers out of 20. That result was then divided by the Leadership (28% = 1.28). | So the formula took the Mining level times the N constant and multiplied that result by the number of workers out of 20. That result was then divided by the Leadership (28% = 1.28). | ||
- | == Guild Tradekills == | + | ===== Guild Tradekills |
For each level of your [[Peasant Housing Upgrade Chart|Peasant Housing]] building slots (caps at 20), each guild member gains an extra worker, and the guild itself gains five. These guild workers can only Farm, Mine, Quarry, or Cut Wood, for the guild. It's not entirely clear that they are workers, as the guild pays copper on the platinum for these ' | For each level of your [[Peasant Housing Upgrade Chart|Peasant Housing]] building slots (caps at 20), each guild member gains an extra worker, and the guild itself gains five. These guild workers can only Farm, Mine, Quarry, or Cut Wood, for the guild. It's not entirely clear that they are workers, as the guild pays copper on the platinum for these ' | ||
- | # As the guild owner, you get to apply your combined personal and house bonus Leadership at 50% (rounded down) of the cost of a job(s). | + | *As the guild owner, you get to apply your combined personal and house bonus Leadership at 50% (rounded down) of the cost of a job(s). |
- | # As a guild officer, you get to apply your combined personal and house bonus Leadership at 25% (rounded down) of the cost of a job(s). | + | *As a guild officer, you get to apply your combined personal and house bonus Leadership at 25% (rounded down) of the cost of a job(s). |
- | # All others given the permission to [[Guild Ranks|Set Tradeskills]] apply none of their bonus. | + | *All others given the permission to [[Guild Ranks|Set Tradeskills]] apply none of their bonus. |
[[#Top|Back to Top]] | [[#Top|Back to Top]] | ||
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