Guild Schedule
NEWS:
KvebG0PA (zero, not O) (got this code 3/28/19)Wednesday, February 27, 2013
Base Construction: Architect Society Lv2
This build may not have anything as exciting as pots or new recipes, but it will reduce the base maintenance costs, which means that the guild can build up more funds to keep up its growth. Got to be pretty excited about that :)
Tuesday, February 26, 2013
Construction Complete! Tavern Lv1
We have finished this build. You can now go check out the new recipes and ingredients available to you :)
Friday, February 22, 2013
Guild Trade Runs
Guild trade runs help raise funds for the guild. In order to do guild trade runs, you must first complete your trade run tutorial with Christopher in Freedom Harbor. Go HERE and HERE for help with that quest. I also found THIS to be quite good at explaining the trade run.
The basics of a trade run are:
For our guild, I have checked over some possible routes here are two simple ones:
Tank came up with this route which requires that you use the caravan across the river to port to Kalaries Plaines:
TIP: To get the max profit from your run, watch your total carefully. As you are closing in on your required goal, sell only enough of what you have to get you just below your required goal. Then buy from that npc as much as they will allow, then sell until you are just below again, and buy again. In this process you are selling to open up slots for buying and the buying reduces the amount of gold you have on hand, which in turn allows you to continue your run. It's tricky, but more profit you get from the run, the better your reward; so it may be worth trying.
NOTE!: If you die during or abandon your very first trade run it will put you into negative mercury rep. You will not be able to get any further trade runs from FH or base until you get 20s in your bag and go talk to Christopher to get the "Regain Mercury Trust" quest which will cost you that 20s.
The basics of a trade run are:
- Transporting is restricted while on a trade run to into/out of base and the use of trade caravans.
- You get a certain amount of money to start your run.
- You get a target profit goal that the trade manager wants from you.
- You buy and sell to gain profit to, at the minimum, reach that target.
- Your goal should be to get as far over that target as possible.
- If your merchant level is high enough you can bargain and up-sell.
- You have a limited number of bargains and up-sells you can request.
- Once you reach your required target, you can no longer buy - you can still sell.
- Once you can no longer buy, and have nothing left to sell, you go back to base to settle your run.
For our guild, I have checked over some possible routes here are two simple ones:
- Buy snowflake(primary)/cyperus(secondary) in base, sell in Towerpush. Buy ochre(primary)/papyrus(secondary) and sell at base. Snowflake gives +100-120/pc, ochre gives +60-80/pc, and cyperus and papyrus give +40-60/pc. It makes for a very quick run that is easy to max out - and you don't have to leave the SoO map to complete it. You will have to port in and out of base, however, since the trade npc outside of the base does not offer the high-profit items.
- Buy venom gum and flint, run it to Kindling Encampment via the trade caravan near the City of Oblivion trackstone. Sell it, but don't buy anything from that post. Run back to our post, either in base or the guy right outside the base entrance. Buy more and run back to the encampment to sell. Venom gum gets the higher profit so buy as much of that as you can.
Buying and selling in the bases will get you a higher profit, but then
you also have a longer run because transporting to and from base takes
time. And until you get near your target profit, it really doesn't
matter what kind of profit you are getting. You could save the in-base
purchase and sale for what will be your last run.
To make things even easier, I put the coordinates for each trade post in normal chat and just hit the one that I need to go to from there - basically creating my own autoroute for the run.
This one, although longer, may be more appealing to those that don't want to port in and out of base since they can buy the goods from the regular trade npcs. They only must port between maps via the caravan.
Tank came up with this route which requires that you use the caravan across the river to port to Kalaries Plaines:
- woodcarving at fossiker -> ironclaw
- cheese at ironclaw -> fossiker
- back and forth until you're nearly done
- buy watercolors bring back to riverbank beach
- then turn in trade at base post.
TIP: To get the max profit from your run, watch your total carefully. As you are closing in on your required goal, sell only enough of what you have to get you just below your required goal. Then buy from that npc as much as they will allow, then sell until you are just below again, and buy again. In this process you are selling to open up slots for buying and the buying reduces the amount of gold you have on hand, which in turn allows you to continue your run. It's tricky, but more profit you get from the run, the better your reward; so it may be worth trying.
NOTE!: If you die during or abandon your very first trade run it will put you into negative mercury rep. You will not be able to get any further trade runs from FH or base until you get 20s in your bag and go talk to Christopher to get the "Regain Mercury Trust" quest which will cost you that 20s.
Monday, February 18, 2013
Construction Complete! Fishing Ground Lv1
This construction is now complete! Great work everyone :)
Now see if you can go land a big one!
Now see if you can go land a big one!
Saturday, February 16, 2013
Base Construction: Fishing Ground Lv1
This will allow us to fish in the base! I have heard some people find some interesting things in the pond...
Wednesday, February 6, 2013
Base Construction: Residence Lv2
We are currently constructing Residence Lv2 which among other things will lower the cost of daily maintenance on the base. We can complete up to 150 construction quests each day, so do take your guild quests from the construction manager until she no longer offers them.
When construction quests are maxed for the day, you can switch back to prosperous development quests which help give us the building materials for the next build.
Monday, February 4, 2013
Construction Complete! Dining Hall Lv2
Our Dining Hall Lv2 is now complete! We now have lv2 campfire capability.
Great work everyone!
Great work everyone!
Sunday, February 3, 2013
Base Construction: Dining Hall Lv2
Our next build is the Dining Hall Lv2. With this build we will have higher level campfires which will give more exp :)
Construction Complete! Alchemy Room Lv1
I am so pleased to be able to announce that the alchemy room has been completed and is now open for business!! Yay! Better pots! They are level 60 pots, but should work well for most of our members. And if you were getting by, or just barely getting by on level 50 pots, you should notice quite a difference :)
You may now also buy recipes for higher level alchemy items, so you can finally level your alchemy even more!
Excellent work every one!!
You may now also buy recipes for higher level alchemy items, so you can finally level your alchemy even more!
Excellent work every one!!
Friday, February 1, 2013
Base Construction: Alchemy Room Lv1
We have started construction on the alchemy room!!! In fact, this post is a bit late, so we are already 2/3 done XD Great work everyone!
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