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tradeskills [2023/05/03 20:08] sockotradeskills [2023/05/04 01:22] (current) nitemare
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-[[File:Tradeskills.gif|thumbnail|right|Lord, I'm sooo tired. How long can this go on?!?]]  +[[https://bit.ly/30NMPpl|Unofficial Tradeskill Calculator]]
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-__TOC__  +
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-[[https://bit.ly/30NMPpl| **Unofficial** Tradeskill Calculator]]+
  
-[[https://bit.ly/2Bt5AE7|** Unofficial** Should I Produce Or Buy?]]+[[https://bit.ly/2Bt5AE7|Unofficial Should I Produce Or Buy?]]
    
 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, Jade Extraction, Dungeoneering, and Spelunking. Each Tradeskill allows you to gain a specific type of resource: Farming will produce Food, Mining will produce Iron, Quarrying will produce Stone, Woodcutting will produce Lumber, Jade Extraction will produce jade, Dungeoneering will produce [[Maps, Dungeons, and Orbs|Dungeon points]], and Spelunking will produce gems. Resources are used in guilds to help build or upgrade guild buildings (necessary for guild boosts), to summon guild bosses once you have a Shrine (available after Guild Level 16), to help build rooms and items in a house, or can be sold to try and make a profit.  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, Jade Extraction, Dungeoneering, and Spelunking. Each Tradeskill allows you to gain a specific type of resource: Farming will produce Food, Mining will produce Iron, Quarrying will produce Stone, Woodcutting will produce Lumber, Jade Extraction will produce jade, Dungeoneering will produce [[Maps, Dungeons, and Orbs|Dungeon points]], and Spelunking will produce gems. Resources are used in guilds to help build or upgrade guild buildings (necessary for guild boosts), to summon guild bosses once you have a Shrine (available after Guild Level 16), to help build rooms and items in a house, or can be sold to try and make a profit. 
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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's bluegrass-punk rock band has become famous and (he/she) quit working for you.  +  * 1 villager's bluegrass-punk rock band has become famous and (he/she) quit working for you.  
-:<font color=FF000><s>Slave</s> <u>Labor Manager:</u> "Worthless musician types', *shakes head*</font+Labor Manager: "Worthless musician types', *shakes head*</color
-* 1 villager has been trapped by a cave-in.  +  * 1 villager has been trapped by a cave-in.  
-:<font color=FF000><s>Slave</s> <u>Labor Manager:</u> "That'll teach 'em" </font+Labor Manager: "That'll teach 'em" </color
-* 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><s>Slave</s> <u>Labor Manager:</u> "Must have gotten a liberal arts degree" </font> +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><s>Slave</s> <u>Labor Manager:</u> "Sucks to be them" </font> +Labor Manager: "Sucks to be them" 
-* 1 villager found a hidden treasure. As your contract doesn't state (he/she) has to share with you, (he/she) hit the jackpot and quit the job.  +  * 1 villager found a hidden treasure. As your contract doesn't state (he/she) has to share with you, (he/she) hit the jackpot and quit the job.  
-:<font color=FF000><s>Slave</s> <u>Labor Manager:</u> "Dummy doesnt understand property rights" </font> +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><s>Slave</s> <u>Labor Manager:</u> "This whole 'wages' talk is the fault of the liberals" </font>  +Labor Manager: "This whole 'wages' talk is the fault of the liberals" 
-* 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><s>Slave</s> <u>Labor Manager:</u> "They'll be back after they read the fine print"</font> +Labor Manager: "They'll be back after they read the fine print" 
-* 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><s>Slave</s> <u>Labor Manager:</u> "So cute how they think they can quit" </font>  +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><s>Slave</s> <u>Labor Manager:</u> "The lucky bastard" </font>+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. 
    
-'''Important !''' +''Important!'' 
    
-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="color:red"><big>'''one'''</big></span> of the seven Tradeskills and do a twenty four hour job with all twenty workers. Repeat the same thing with the other six skills. You will be very glad you did. You will get 50-60 skill levels in each for a total of 7p! +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>one</color> of the seven Tradeskills and do a twenty four hour job with all twenty workers. Repeat the same thing with the other six skills. You will be very glad you did. You will get 50-60 skill levels in each for a total of 7p! 
    
-<span style="color:red">Note: Some guilds have the Peasant Housing building, which gives more Laborer(s). Same principle, all workers for 24 hours, the jobs will cost slightly more than 1p.</span>+<color red>Note: Some guilds have the Peasant Housing building, which gives more Laborer(s). Same principle, all workers for 24 hours, the jobs will cost slightly more than 1p.</color>
  
-== 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">'''Note: If you cancel your job(s), you lose the money and any amount of resources produced. You are not prorated against time used.'''</span+<color red>Note: If you cancel your job(s), you lose the money and any amount of resources produced. You are not prorated against time used. </color
    
-== Raw Materials ==  +===== Raw Materials =====  
-Along with finding one of the basic resources while Tradeskilling, your workers will also occasionally find some raw materials. There are 8 total raw materials, two that can be found for each type of resource: '''Farming can produce Wildflowers and Poisonous Roots, Mining can produce Oxides and Mineral Water, Quarrying can produce Lichen and Chalk, and Woodcutting can produce Mushrooms and Exotic Fruit'''. These raw materials are used in making potions, which you can begin creating if you have a Kitchen (Level 8 Construction required). Otherwise, you can certainly sell raw materials (or potions created) on the Market for profit, just as you can with resources. +Along with finding one of the basic resources while Tradeskilling, your workers will also occasionally find some raw materials. There are 8 total raw materials, two that can be found for each type of resource:'''Farming can produce Wildflowers and Poisonous Roots, Mining can produce Oxides and Mineral Water, Quarrying can produce Lichen and Chalk, and Woodcutting can produce Mushrooms and Exotic Fruit''. These raw materials are used in making potions, which you can begin creating if you have a Kitchen (Level 8 Construction required). Otherwise, you can certainly sell raw materials (or potions created) on the Market for profit, just as you can with resources. 
    
 The chance to find raw materials are similar to levels for Tradeskilling: The longer a tradeskill job, the higher chance you have to find raw mats (as the odds in finding a raw material are 1 in X number of resources acquired), as well as more to be found. However, out of the two types of raw materials that can be found for each Tradeskill, you can only find '''one''' type for each specific job. So if you set four jobs, with one of each resource Tradeskill, you will only have a chance to find four different raw materials (one for each of the Tradeskill types).  The chance to find raw materials are similar to levels for Tradeskilling: The longer a tradeskill job, the higher chance you have to find raw mats (as the odds in finding a raw material are 1 in X number of resources acquired), as well as more to be found. However, out of the two types of raw materials that can be found for each Tradeskill, you can only find '''one''' type for each specific job. So if you set four jobs, with one of each resource Tradeskill, you will only have a chance to find four different raw materials (one for each of the Tradeskill types). 
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 [[#Top|Back to Top]]  [[#Top|Back to Top]] 
    
-== Tradeskill Cost Calculation ==  +===== Tradeskill Cost Calculation =====  
-'''Base Tradeskill Cost (in gold) = (Tradeskill Level x N) x (Z/20)''' - Where Z equals the number of workers you assign to that job, and N equals a constant, depending on length of time. That table is as follows: +''Base Tradeskill Cost (in gold) = (Tradeskill Level x N) x (Z/20)'' - Where Z equals the number of workers you assign to that job, and N equals a constant, depending on length of time. That table is as follows: 
    
  
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 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 'workers', who aren't hired from a local village, and never seem to retire, quit, run away, etc...  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 'workers', who aren't hired from a local village, and never seem to retire, quit, run away, etc... 
    
-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]] 
    
-[[Main Page|Back To Main Page]]+[[Main|Back To Main Page]]
  
tradeskills.1683140912.txt.gz · Last modified: 2023/05/03 20:08 by socko