 
July 28, 2000
Help for the trading-impaired 
-
By Skyro 
This trading article is focused more on helping newbies at trading who need 
a bit of cash and/or to fulfill those mlr requirements.  Before reading any 
further note that most things mentioned here pertains towards low-level 
characters.
First off, a quick run down of what a trade is.  As mentioned before, 
trading will fulfill the trading requirement, but trading is also one of 
many ways in Medievia to earn some of that cold, hard cash that every 
Medievian can't get enough of.  The act of trading is basically buying goods 
and a freight to carry them from one trading post to another for a profit.
Before we get started below is a list of things found outside the realm of 
Medievia that can prove very useful on your adventures in trading.
-  A trade/valuing script: HIGHLY recommended if you use a client that 
supports it as it'll save you a bunch of time valuing everything manually. 
Most scripts I've seen just values everything at the post you at for you 
automatically and puts all prices in a nice, easy-to-read list for you.
-  A list of how much of each goods fit into a covered wagon: This is useful 
if you don't have a trade script (most trade scripts calculate the payout 
assuming you used a covered wagon) and need to calculate the payout 
manually.
-  A list of the trade posts and what they sell: Very useful, especially 
with the trade script as you can just go down the payout list the script 
made and easily find the best trade within your needs.  Otherwise, you can 
just try to memorize what each post sells, which is pretty hard since you'll 
have to do a LOT of memorizing, but if you trade enough it kind of just gets 
embedded in you mind =P.
-  A list of distances between each trade post: Useful but not necessary as 
from this you will be able to calculate how much gold you get each step, so 
as to find if the distance you have to travel is worth the trouble.  The 
exceptions to that would be trade runs to NaerMae, Thanos or after 
catastrophes (ask your clannies for advice on these kinds of trades).
-  Get the World map of Medievia: Pretty useful when you first start trading 
since you won't know where the trade posts are.  Its main use as you begin 
trading will be to see how far the trade posts are from Medievia city and 
which clan towns are closest to each trade post.  If you don't have a list 
of the distances between each post as noted above, then you can use this map 
and just estimate how far the trade posts are.
Note: all of the above items can usually be found on the Medievia homepage 
itself (www.medievia.com) or from links from that page (clan and player 
pages).
Here are a few things which might help you on your trade that are located in 
the game itself.
-  Get a mount: This is a must.  I usually get a warhorse from Medievia 
city's stables and then just portal to the clan town nearest the desired 
trading post (use the world map as noted above) with your mount and just 
ride there.  Note that many trade posts are near towns, which have stables 
in them, so you could just call a dragon and fly to the city/trade post and 
obtain a mount there, which saves you the walking time from the clan town.  
Some stables offer more than one kind of mount, so if you have a choice try 
to pick a mount with the most stamina, not breath.
-  Having some way of casting invisibility on yourself: Another must as you 
can avoid many battles with this.  If you don't have the spell itself then 
you should get some item(s) that allow you to cast it.  Items that I 
recommend using that are cheap and effective are the shadow cloak, potions 
(i.e. cloudy) or wands of invisibility.
-  Emergency gold:  An "emergency" is usually when you are being chased by 
an evil dragon and can't shake him.  Calling a dragon will cause a good 
dragon to come and help fight the evil one.  On the other hand, be wary not 
to carry too much gold as in cast the evil dragon does manage to steal your 
gold.  Also, if you somehow managed to lose your mount and are really rich 
and have cash to burn (when does that ever happen? =P), you could also just 
call a dragon and use it as a mount until it flies away.  Note that to find 
out how much it costs to call a dragon you can simply type "call ?".
-  Stamina and movement boosting equipment: This is only useful if you 
happen to lose your mount.  Not so useful as you don't often lose your 
mount, and the trouble/money to get some of this equipment is not really 
worth the bother IMHO.
General rules of trading and deciding on a run:
-  Before you go about doing any sort of trade run you should value goods at 
the trade post you are going to sell you goods at by buying a freight and 
typing "value (name of goods)." Typing "list" lists the goods they have for 
sale at that particular trade post. To calculate the profit you will make 
just multiply to price they will pay for the item with the amount you are 
going to sell them. Note that even though only a certain amount of one kind 
of goods fit in a certain freight, you may be able to fit some other kinds 
of smaller goods to get a little extra payout money.  An example would be at 
City of Athelasea where you could only fit 56 flowers in a covered 
wagon, but you can also fit one bundle of bows as well.  Remember to sell 
your freight after valuing if you do not need it.
-  Trade posts generally pay more for goods the farther they were from and 
what areas you had to go through to get there.
- The farther you are from Medievia city, the harder the mobs are.
-  Prices go down at trade posts as more of those kinds of goods are sold 
there. This means you can't find one good trade run and do that run forever. 
Prices do go back up slightly over time.
The Trade Run Itself: Get those spamming-direction fingers ready!
-  After you have valued your goods and found a good payout for the 
distance/trouble, go to the post where those goods are sold and buy a 
freight by typing "buy (name of freight)." For freights, you should always 
buy a covered wagon for any normal trade run.  This is because it holds the 
most goods, and thus gives you the most profit.
-  After you buy your freight and goods, start moving along the road towards 
the post you are going to sell it at and you will notice that your freight 
will begin following you.  Make sure you know where your freight (and your 
form's freights if that's the case).  Keep track of you freight by keeping 
an eye out to see if it follows you or by using typing "freight" to locate 
the general distance and direction of your freight.
-  When you happen upon a crossroad, there will most likely be a guide 
there.  All you have to do is ask them where your heading by typing "where 
(name of destination).  The guide will tell you the general direction as 
well as an approximated distance.  If the guide says your destination is "on 
the horizon," it means you are far away from it.  Anything else he says, 
i.e. "a great distance away," or "tens of miles away" means you are pretty 
close.  There is a vagrant just outside the east gate of Medievia city on 
the crossroads, so you can practice the commands on him.
-  Single-class mages and clerics can use the spell refresh to restore 
movement points to your mount.  Single-class warriors and thieves should 
tether their mount to recover your mount's movement points by typing 
"tether" while mounted.
-  If you happen to lose your mount, try to estimate how far the trade post 
is, as you might just be able to walk the rest of the way if it's not that 
far.  If it is far, try to find go back to Medievia city by walking there if 
it's close or to go to the nearest clan town and portal there.  Note that 
also there are wild horses as well as other mounts players may have 
abandoned in the wilderness so you might to be lucky and find one.  Wild 
horses move around if you're not mounted on them so when your resting make 
sure they are tethered so they don't wander off.  If you find a mount be 
sure to check it's someone's mount which they are currently using.  It's 
kind of rude to just mount it leave if someone was expecting it to be there 
on his/her return.
-  Forming to trade: this is highly recommended, especially for singles.  
Try to pick the right form members so that you can have more access to 
useful spells and abilities.  Remember that if you are the one responsible 
for valuing the trade, be sure to make the payout worthwhile for the entire 
form, and not just yourself ;p.
General tips on wilderness mobs: Who can use you and how to avoid them:
-  Wilderness mobs (short for mobiles) are aggressive, meaning they initiate 
combat with you.  You really want to avoid mob battles as much as possible 
since time, in this case, really is money.  There's not much you can do to 
avoid battles other than running fast (a good mount helps with this) and 
having invisibility cast on yourself at all times.
-  Run from mobs you can't handle easily, as you can most likely just outrun 
them with a mount.
- If you stay invisible at all times and you do only trades near Medievia 
city, there are only 4 mobs you usually get engaged by who can detect 
invisibility.  They are the fat ogre, swarm of insects, banelar and 
sunsprite.  The fat ogre and swarm of insects are pretty easy enough for 
even lower levels to handle, but a special feature about the insects is that 
they can only be hurt by magical attacks.  This means non-spellcasters will 
just have to flee or use damage inducing wands or something of that sort.  
Banelars and sunsprites may be hard for some lower levels to kill, as they 
both can blind you, and the banelar can poison you as well.  Having access 
to remove poison and cure blind is very helpful, lest you try to find your 
way around blinded.
Weather: Sunny skies and rainbows not included
-  Hurricanes: Causes damage to your character, as well as drastically 
decreasing the vision of the map making it harder to stay on the road and 
keep up your pace.  This causes a problem when fighting mobs and the like, 
so I advise lower level players to either just stay outside the hurricane 
and wait it out, or go slowly and make use of the mage spell shield room if 
you have it, as it reduces the damage done to people in the shielded room by 
3/4.  Note that you can't pop into medlink in or out when you are in the 
middle of a hurricane, so you won't be able to wait it out there.
-  Firestorms: Can be troublesome as it prevents you from casting any spells 
inside of it.  Shouldn't cause much problems but since you can't cast spells 
it means you can't cast refresh you mount so you will have to tether your 
mount and let it rest a bit to recover movement points.  Of course, while you 
and your fellow form members cannot cast, neither can any spellcasting 
opponents (Banelars, Sunsprites etc).
-  Lightning storms and rain: These also reduces your vision of the map 
size, but not as much as the hurricane.  They don't pose much of a threat, 
and may even help you out if you have access to the call lightning, 
lightning bolt, or chain lightning spells.  Note that you can get hit by 
lightning during a lightning storm but it is pretty unlikely so you can 
pretty much ignore it.  You can just wait out the storm just like a 
hurricane but I think that's being overly cautious.
-  Wasps: Like hurricanes in that they deal damage to your character.  One 
thing about wasps is that if you are suddenly caught in the middle of a wasp 
storm (HAVEN'T you been keeping an eye on the weather!?! Tsk tsk!) you can 
just pop into medlink by typing "link" and wait it out there, where you are 
completely safe.  Even if you try to re-enter when the wasps are still in 
the region, it'll tell you the wasps are still there and ask you if you want 
to re-enter.
- Tornados: Instantly kills you if you are caught in one.  This is the one 
weather you really need to be cautious of.  If you see one and can't run 
past it you can just pop into medlink and wait it out like wasps.
-  Magic storms: These help you in every way and do not hurt you at all.  
They help you regain hit points and mana at a faster rate.
Evil Dragons: The ones that are BAD for you
What are evil dragons you ask?  Well, anytime you are wandering through the 
wilderness you might happen upon seeing a dragon is flying around or has 
landed and is looking for prey.  When it has landed, the dragon moves around 
in an increasing circular pattern until it has found a prey in which it will 
hunt until it has killed it, taken it's money, lost it's scent, or fought 
off.  Dragons are very strong and if you are one of those lower levels it 
can quite literally kill you in a single rounds.  This presents another 
problem you have to deal with on a trade run, but of course I'm here to 
help. =)
-  First off, when you get the text that a dragon is looking for prey, 
quickly pop into medlink by typing "link." Then just relax there at for 
about 5-10 minutes and the dragon will be gone.  If the dragon has already 
spotted you then you will not be able to enter medlink.
 
- If you are spotted, don't fight the dragon - RUN: You would need quite a 
large form of heroes (about 18 or so) to even think about trying anything 
like that.  You can try to run away from the dragon as fast as you can, and 
of course having a mount is very useful here.  If you happen to get caught 
without a mount you can cast quickness on yourself, as well as equip any 
+stamina/movement equipment you have as an alternative.  Remember that you 
have to do this fast as the dragons move you pretty fast.  Try to have a 
mode for equipping all that equipment (type "help mode" for more info).  If 
your lucky and move really fast, you might be able to lose him  .If you plan 
on running in this fashion I suggest you just run as fast as you can away 
from the dragon.  If are lucky enough to be near a river or stream at the 
time, trying running along it as it may cause the dragon to lose your scent. 
If you are near a zone or town of some sort try entering it as the dragon 
won't follow you in.  You will be notified if you have successfully avoided 
the dragon when you get notice the dragon gives up his prey/hunt and flies 
off.
-  Probably the easiest way to get rid of a dragon is to call a dragon of 
your own (costs some money) like you normally would by typing "call" and 
your dragon will come to fight the evil one (at the point when the evil one is 
hunting you).  At this point you can help your dragon fight the evil one or 
just continue on.  The first choice is good if your at a high level and if your 
lucky and manage to get the killing blow on the dragon, you can get some items 
from the corpse.  Otherwise, go with the second choice and run.
-  If you are close a town you have just been to, you can cast the word of 
recall to teleport to safety there.  You could also cast the spell teleport 
and hope that it brings you a safe distance away.  Both these spells will 
usually leave you safe, but most likely far away from your freight, so 
you'll have to make the trip back there.
-  If you don't have access to the 2 above mentioned spells, don't think you 
can outrun the dragon it, and don't have or don't want to spend money on 
calling a dragon, you can just quickly camp and quit before you get engaged 
by the dragon and just log back on in 5-10 minutes or so, in which time the 
dragon would have left.
Mob Factions, "mf" for short are a special kind of mob.  They specifically 
appear randomly on the road with the sole purpose of stealing or destroying 
your freight.  Mfs should be handled in ways other than just normal mobs if you 
want to make a successful trade.  The advice in previous articles about trading 
is still valid so follow the hints there - mfs are generated at a level 
appropriate to the size and strength of the party they lay in wait for.
Other tricks-of-the-trade requiring specific spells/skills:
-  The fear and sleep are very useful for avoiding battles that slow you 
trade down.  Fear will work on just about any wilderness mob if you are at a 
high enough level, making them flee from you instead of the other way around 
:P.  Sleep, on the other hand, only works provided you are at a higher level 
than the mob you are sleeping and that the mob is not higher than level 20.  
This spell will make the mob sleep on the spot and you can just continue on 
with the trade.  Sleep can be more effective on tougher mobs when you are at 
lower levels when your fear is not very effective.  I've heard sandstorm 
could be used in place of fear, as the spell ideally blows the mob away from 
the area, but in actual play I found it to be very unreliable.  I usually 
just ended up killing the mob straight out instead of sending it to another 
room.  It's a viable spell for clerics to use should they not have the Fear 
spell available.
-  If you constantly flee from every battle on a trade for whatever reason 
chances are those mobs are going to chase after you.  Of course you can 
outrun them but sometimes there may another mob up ahead or need to rest.  
This would allow the mob(s) chasing you catch up and engage you.   The two 
best remedies to this is the shield room spell and the trap skill.  These 
both can stop mobs from attacking you allowing you ample time to rest or 
what not.  Note that since traps are so heavy that you can only carry a few 
at a time, so it isn't very effective unless you have the minor creation 
spell which allows you to create traps on the spot.  For those who don't 
have any of those spells/skills another trick you can use is to try blinding 
the mob with the blind or colour spray spell, as blinded mobs can't engage 
you.  Of course this isn't nearly as reliable since the effects of these 
spells do wear off and that you will find some mobs that can't be blinded.
Example run for beginners:
-  First of all beginners should look for trades close to med.  For 
simplicity's sake, let's do Ranger's cabin to Medievia City, since the two 
posts are relatively close to each other, and of course close to Medievia 
City itself.
-  The next thing you need to do is value what you want to sell at where you 
want to sell it.  So let's say again, for simplicity's sake, that you wanted 
to sell timber from Ranger's cabin to Medievia City.  If you went to 
Ranger's cabin, you would have found out that only 1 cord of timber fits 
into a covered wagon.  So now go to Medievia City's trade post just outside 
of the city close to the southeast exit (all trade posts are marked with the 
$ symbol on you wilderness map).  Buy a freight, value timber, and sell your 
freight.  Since you are only selling 1 cord of timber, what you value is the 
profit you will receive.
-  The next thing you should do is get prepared for the trade, most 
importantly getting a mount.  And since you valued at Medievia City you are 
close to the city stables so get yourself a warhorse.
-  Then you look at your map of the world, and locate Ranger's cabin and 
what clantown it is close to.  For those who can't see it, Ranger's cabin is 
located just south of Crystal Lake, southeast of Medievia City.  Since 
Ranger's cabin is pretty close to Medievia City anyway, you can just go 
there and come back.
-  Buy a covered wagon, buy 1 cord of timber, and start trekking back to 
Medievia City.  Make sure you don't lose your freight and if you run into 
any problems refer above to the section pertaining to the problem.
-  Reach Medievia City's trade post and sell your cord of timber and you 
freight.  You have just completed a trade!  Gratz!
Conclusion (yes..I am finally done babbling)
Well, I hope this article was helpful.  Be sure to check our some of the 
other articles on trading people have written as this is only this article 
was geared mainly for newbies.  So good luck and have fun (it is only a game 
after all). =)
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