April 21, 2000
An Overview of Trading
-
By Gandore
Medievia: Thousands, maybe even millions, of lines of code/text/modules working
in sync to provide a very entertaining MUD (Multi-User-Dimension or Dungeon)
for everyone around the world to enjoy. This text-based paradise has many, many
things to do, and a most of the time you'll need a specific thing to get the
most out of these activities: money!
There are various ways to earn gold coins (universal currency in the world of
Medievia), including selling equipment, selling eggs, doing a big favour for
someone, or just plain asking a fellow player politely for a small donation.
The main method of earning a living I would like to focus on is trading. A
basic description of trading is taking a freight full of goods from one place
to another and selling for a higher price. Unfortunately for all we Medievians
it's not so simple.
Section A: Finding a decent trade run
The first step to finding a good trade run that's worth the walk/ride/etc. is
valuing. The Value command is a very valuable (no pun intended :P) command to
take advantage of indeed. The first thing you need to do is find a destination
(a trade post) to value goods at (note: trade shops are marked by a $ on the
map when you have brief off in the wilderness). Once at the desired trade post
buy a wagon (by typing buy wagon) and begin valuing items from other shops. You
do this by typing value [item name], for example "value timber" will give you
the price of one cord of timber. You then have to calculate the total value of
the trip. When typing "list" at a trade shop you will get a listing of all the
freights they supply and all the goods as well, including their weights and
sizes (as for freights its the maximum size/weight they can carry). Those two
bits of information (weight and size) are the two most important when it comes
to calculating the total value of the trip. So, let's make a formula to
calculate the total value of a trade run:
Let a = the maximum weight of the wagon you plan on doing the run with
Let b = the weight of the item you plan on bringing along
Let c = the price for *1* of the item you plan on taking with you
And v = the total value of the trade run
Therefore the formula would be v=(a/b)*c
Although most values can be calculated using only the weight of an item,
sometimes you will have to substitute the size into the formula. If you notice
that the size of an item is quite higher than it's weight, then substitute the
maximum size of the wagon for "a" and the size of the item for "b." For
example, I want to take an item from point A to point B in a covered wagon.
When I type list I notice that the size of that item is 35, and the weight is
20, which is 15 less then the size. I suspect, because the size is
substantially larger then the weight, I would have to substitute the size for
the weight in the value formula. You can also compare how many of each item
fits into the wagon by dividing the max size of the freight by the item size,
the max weight of the freight by the item weight, and then comparing the two
answers. The largest one is how many items that wagon can carry.
So let's say I wanted to do a trade run from point A to point B, and I happen
to know the weights of all the items at point B. I would fly over to point A,
buy a wagon, and value each of the items. Now then, let's imagine that one
basket of corn is worth 22342 coins, and we know that one basket of corn weighs
85 units, and we plan on doing the trade run with a covered wagon which has a
maximum weight of 1700. We would stick all these values into the formula and
come up with v=(1700/85)*22342, which would come to a total value of 446840.
So you have calculated the total value of the run. Now you have to decide
whether it's actually worth running (by comparing distance vs value). At
www.medievia.com in the medweb section you can find a big map of medievia,
which has almost every trade post location on it, such as Riverton, Trellor,
and so fourth. It's extremely useful for visualizing the distance between point
A and point B and whether your total value is worth the distance between the
two points. There is also a list of distances (in steps) between almost every
post lurking around the web and even in the mud itself (on clan boards). If you
are really picky and want to know the exact amount of money you will get per
step find yourself one of these lists, and divide the total value by the amount
of steps to figure out the amount of money you will gain for each step.
Personally I think a good run is one where you get 1000 coins or more per step.
Section B: The actual run
So after careful calculations and comparisons you have found a decent trade
run. Now's the time to ponder whether you should go it alone or with a form.
Solo runs generally go quicker yet with more difficulty, for there are many
wilderness mobs that are out there to give you a very hard time, not to mention
mob factions (both of these will be explained in more detail further in the
article). However with a form (people following along helping you out in
battles etc) the trade run will go much more smoothly. Mobs will die quicker,
you can have someone check the weather every once and a while, or perhaps you
will have a mage/cleric tag along to refresh your movement points or cast invis
on you along the way (note:It is polite to make sure that everyone in your form
will get a fair amount of money for the trip). The next step is to find a beast
to mount. It is almost necessary to be mounted on something while running from
trade post to trade post, because mounting beasts have MUCH more stamina then
your regular Medievian. As a bonus when they collapse they stand back up
automatically if you run too fast. Most towns/cities have a stable where you
can find a mount. (NOTE: See section E for a list of +stamina equipment to
find, in case you can't, in fact, find a mount)
You have a wagon, the goods, a mount, a form (if any) and you know where you're
headed. Basically all a trade run is following the road on the map to your
destination and avoiding baddies who want you dead. Carrying staves or wands or
potions that grant you invisibility is a very wise thing to do to avoid some of
these mobs. Having a cleric/mage in your form to cast this or refresh you will
help a bunch too. If you do not posses the refresh/mass refresh spell then
tether (by typing "tether") your mount and give it a few ticks to get full, or
just rest for a while if you are not mounted on any beast.
Guides are mobs that sit at intersections and point you in the direction of
wherever you wish to head. One does this by saying "where ". For
example, at a guide I would say "where riverton" if I were headed to Riverton
and it would tell me which way to go.
Section C: Wilderness mobs and how to deal with them
Subsection 1) WILDERNESS MOBS
Wilderness mobs are simply mobs you find in the wilderness (the wilderness
being outside of towns/cities/etc.). MOST of these will attack you on sight if
you're not invisible, and a lot can even see invisible players. As mentioned in
the helpfiles, the farther you go from the City of Medievia the harder and more
dense the wilderness mobs will get. There are, however, skills/spells that
assist you in avoiding a battle to the death with these pests, which will be
covered in the important skills/spells section. In most cases it is best to
flee from a wilderness mob, fetch your wagon, and quickly run to the next room.
Here is a basic rundown of most of the mobs, from easiest to hardest.
- Kobolds, Goblins, Owls, Stirges, Bandits: These are very weak and can be taken
at a low level. Type: Very weak melee only
- Gnashers, Wombats and Jackals: Intermediate mobs. Still only a nuisance to most
travellers. Type: Weak melee only
- Gnoll lords, Troll Chieftains: Takeable at levels 17-22. They hit for medium-
low damage. Type: Medium melee only
- Banelars and Sunsprites: Much more difficult, because they are casters.
However, they are both under level 20 therefore making it possible to put them
to sleep using the spell. These may blind you with the color spray spell. They
can see invis as well. Type: Weak melee, casters
-
Ogres: Cast :fear: on these or just flee, grab your stuff and run. Medium
hitters. Type: Medium melee only
-
Forest Abominations, Acid Slugs, Plains Barbarians, Phantoms, Rogue Elves:
These are only found nearing the edge of the world of Medievia. I generally
flee from these or trap them then continue along. Each one hits hard and plenty
per round. I do not recommend taking them alone as it will just slow you down
greatly. Type: Hard melee only
-
Winged Fire Demons: These are rare, yet extremely strong. They have medium
melee strength and also cast powerful spells. Type: Medium melee, powerful
casters
-
Renegade Wizards: Much like the fire demons, although they cast much more
powerful spells and have weak melee. Type: Weak melee, powerful casters
-
Xorns: The infamous "small, squat ugly creatures" that will kill an unsanced
mage in only two or three rounds. These shouldn't be approached at all. They
cast a variety of strong spells including plague, shockwave, call lightning,
and color spray and are level 28 mobs. They also hit very hard. Type: Hard
melee, VERY strong casters
The most important thing to do when approached by a hard mob is flee and run
quickly out of the area with your freight. If you stick around the mobs will
follow your tracks and hunt you down until you're a pile of rotting flesh on
the ground. It's often a good idea to flee from any mob to make good time.
Subsection 2) DRAGONS, THE EVIL ONES
Dragons, like humans when not logged onto medievia, get bored quickly. For this
reason they need to find someone to terrorize. Every once and a while, an evil
dragon will circle around in the sky, looking for prey to steal gold from or
kill. These are simple to kill by a form of 4 or 5 heroes, however often while
trading you won't be fortunate to have a form of 4 or 5 heroes along with you.
This is why you, alone, must know how to deal with these magnificent lizards.
The first sign you will get is a dragon circling at * o' clock looking for
prey. There is nothing you can do at this point other then continue along or
wait for it to land and start hunting. Once you see the beast land type "link."
If it says you cannot link because you are being hunted then immediately call a
good dragon to defeat the evil one for you, or head for the nearest river or
stream to make the evil dragon lose your scent and become a sitting duck. Or if
there is no rivers/streams around or you're short on funds, then run around
mindlessly in the wilderness until he gives up his hunt and flies off.
If you are feeling foolish then you can lure the dragon closer towards you and
call a good one to initiate combat with the bad one. Once you see your dragon
pounce on the evil one find them, and watch the fight. Often times the evil
dragon's corpse will contain orbs, money, healing potions or even a dragon
brain, which sells at a very nice price on auction. (note: you can turn in 2
dragon brains, 2 dragon crystals, and 20 million coins for 2 amulets of
telepathy which allow you to telepath stuff to your friend without having to be
in medlink or in the same clan).
Subsection 3) MOB FACTIONS
Mob Factions are not to be confused with your average wilderness mob. While
running down a road with your freight the code will notice that you are doing a
trade run and create a group of mobs out of nowhere to steal and sometimes even
destroy your goods and attempt to kill you as well. The beauty of this complex
module is that the strength of the mobs depends entirely on your level. This
way it gives low level players who trigger a mob faction hope of actually
defeating the mobs. All mob factions consist of leaders and their minions. The
leaders (the strongest of the mob faction) stay stationary on the road unless
you bring your freight to them at which point they run off with the goods. The
minions are much weaker and come in larger numbers (usually). Once you kill all
the leaders, the mob faction will end and the minions will disappear. Some
common tips to all mob factions are:
- Never ever bring your freight into a mob faction. Back a ways up down the
road until you stop seeing warning messages and quickly dispose of the leaders.
If you do bring your freight into the same room as the leaders of the MF then
other leaders will jump into the battle and you will be largely outnumbered.
- As soon as you see warning messages you must identify what MF you are
dealing with, back up a ways, and then dispose of it asap.
- If you find that the MF leaders are much too strong for you to take alone,
then don't be afraid to ask for help over shout or link a friend. If you
cannot manage that then move back down the road a ways and wait the mob faction
out.
The five MFs, in order from easiest to handle to hardest, are kobolds, rogues,
bandits, demon lords, and trolls. Now let's look at each:
Kobolds
- Signs (appear in red text): Many eyes watching, bowstrings creaking, many
small footprints, and arrows that hit you from different directions.
- Fighting type: Melee only
- Mobility: None
- Kobolds are by far the easiest MF to deal with, mainly because the
leaders are very weak. As soon as you see signs of kobolds keep on walking
forward until arrows start flying at you, at which point you should back up
a bit then move out of the road (so you're wagon doesn't follow). Then move
a few rooms ahead and get back onto the road and keep on moving along the
road until you find 2 or more kobold leaders. These are non-aggressive so
there is no hurry at this point. If you wish (for xp/potions) kill the
archers alongside the road. Once you are finished disposing the archers,
find the leaders and kill them. Remember, do not bring your freight with
you, because it will likely get you killed. Once the leaders are defeated
you can go back, grab your freight and continue on.
Rogues
- Signs: Twigs will snap, the road up ahead will seem too quiet, you will sense
an ambush up ahead, and leaves will rustle.
- Fighting type: Melee only
- Mobility: None
- The rogues, like the kobolds will NOT move unless you walk into them with
your freight. Once you see the obvious signs, back your freight up a ways then
leave the road and continue forward alongside the road two rooms and get back
onto the road. Once that is done keep moving in the direction you were
originally until you find a rogue scout. This is the mob you want to kill. Once
he is dead the MF is over and you can continue on your trade run.
- Note: if you have the trap skill/shield room spell lay a few traps down or
shield the room where your freight is, because there is a very slim chance that
the scouts become mobile, at which point you must find the rogue leaders and
kill them.
Bandits
- Signs: Most of the rogue signs. Bandit-specific ones include bandits dashing
by and movement on the side of the road.
- Fighting type: Melee only
- Mobility: Scouts yes, leaders no
- Bandits are basically just rogues with different names. The only major
difference is that the bandit scouts will in fact move around in search of you
and your freight, and there are often more then one lurking around. Once you
notice road bandit signs, back up a ways as you do for rogues until you no
longer get the messages and quickly dispose of the leaders further down the
road. There is often more then one leader as well so room spells work great
against them. Again, entering the MF with your freight will likely get your
goods stolen and give you a much harder time.
Demon Lords
- Signs: Unspeakable fear will grip you, a vortex will crackle, dogs will run
at you, and a blatantly obvious sign is "a demonlord must be near"
- Fighting type: Strong melee/casters
- Mobility: The spectral hounds do move (quite fast in fact), but the demon
lord himself is stationary.
- Demon lords are a very unique mob faction. The lord will send a never-ending
stream of spectral hounds at you to kill you and destroy your freight. Once you
see dogs running at you move forward slowly making sure you do NOT run out of
the road until you run into a form of spectral hounds. After there is 1 or 2
hounds left the lord will send even more. For this reason it is almost
necessary to have someone help you kill the lord while you take the hounds. If
you are not with your freight while the hounds are then they will begin eating
your goods until the freight is totally destroyed. The demon lord himself has
very little hps but casts shockwave (call lightning in rainstorms and lightning
storms) and will summon a blood demon to take control of your freight if you
enter the room with it.
- Very Important Note: If you have the minor creation spell and the trap skill,
you can make this MF so much easier for you to handle. What you do is create 7
traps and lay 2 in each room while moving away from the direction you were
heading, finally laying 3 in the last room and then move another room back and
stay there until you get no more messages showing dogs running at you. This
clever trick will trap ALL of the dogs in the 3 rooms up ahead making it very
easy to run alongside the road (without your freight of course) to the lord and
killing him. This is the only way I know so far to take a demonlord mf solo
without having to kill even one spectral hound.
- Another important note: the shield room spell is useless against dogs
because they will eat right through the shield.
Trolls
- Signs: The war cry of a horde of trolls, nasty smell, remains of humans which
trolls tore apart.
- Fighting type: Mix of strong melee and casters
- Mobility: The thieves/clerics/warriors/mages will move around but the
captains will be stationary unless you walk into their room with your freight.
- Trolls are a tricky MF to deal with and I do not recommend attempting to take
these alone unless you have been through the thief class, cleric class, and
most of the mage class. The first thing you have to do is kill/blind/trap the
troll clerics/thieves/mages/warriors (remember, always move your freight a ways
back before assaulting a MF). Once the mobile trolls are dealt with you must
find the troll captains and deal with those. To make life easier you can always
blind each captain and then unform them using the hands of wind spell and take
them one by one (this strategy works well with the other mob factions). Once
the troll captains are dead the MF is over and you can continue on the run.
Section D: Useful skills/spells
Trading, like most activities, becomes much easier as you advance in level and
earn new skills and spells. For this reason I have compiled a listing of such
spells/skills and how to use them to your advantage during a trade run.
Spells
- Refresh/Mass Refresh: Mage/Cleric class spells. Refresh replenishes around 100
movement points of the specified target (caster level dependant). Mass refresh
has the same effect but it will refresh everyone in your form including
yourself, and eventually at a higher level will cost 2 mana less then refresh
when used on yourself only.
-
Invisibility/Mass Invisibility: Mage class spell. This is a pretty self-
explanatory spell. Whatever can't see you can't hurt you. It works the exact
same as refresh/mass refresh however casting mass invis in a room will make
everyone including unformed people/mobs invisible.
-
Shield Room: Mage class spell. Shield room is by far one of the most important
spells to know. What it does is it wraps the whole room in a yellow shield,
keeping normal wilderness mobs from entering, giving you plentiful time to tick
up or just block the road from a mobile mob faction.
-
Sleep: Mage class spell. Casting this on a mob lower then level 20 and lower
then your level will cause it to fall asleep (it is however allowed a save vs
spell). It's a very easy method of avoiding banelars and sunsprites.
-
Fear: Mage class spell. The fear spell will "cause fear in the hearts of the
brave," causing them to flee the room and the fight. This is very handy if you
are confronted by some insects or an ogre.
-
Sandstorm: Cleric class spell. This has the exact same effect as fear, however
it will also cause damage. It's not as reliable as fear, however.
-
Minor Creation: Mage class spell. Minor Creation is a must-have spell. Using it
to create traps in conjunction with the thief skill "trap" will allow you to
trap any aggressive mob that may be following you for a few minutes, giving
ample opportunity to put some distance between you and your enemy.
-
Armor/Shield/Sanctuary: Mage/Cleric class spells. Having finished the two spell
casting classes gives your average trader a very large advantage over the great
outdoors. Armor, shield, and sanctuary are each protective spells which will
assist you in taking damage from your enemies.
-
Heal: Cleric class spell. Anyone who plans on doing a solo trade run
successfully should have the heal spell. It replenishes your hitpoints at
the cost of mana. One cast can heal anywhere from 80hp-150hps for current class
clerics.
-
Attune: Cleric class spell. Attune is a great way to get back to your freight
in a split second. What the spell does is it marks your exact location (the
current room you are in) with an earth crystal. And then as long as you are in
range you can use that crystal to get transported back to the spot you attuned
it to. It works much like a mobile recall point.
-
Quickness/Mass Quickness: Cleric class spell. Quickness is an extremely
important spell for when doing a trade run unmounted (for whichever reason). It
raises your stamina greatly allowing quicker movements without running out of
breath as fast. Mass quickness has the same effect as the other mass spells.
-
Resurrect: Cleric class spell. Resurrect is almost essential for at least one
person in your form to have. It allows you to bring a player back from the dead
before they corpse. (note: You must have a "heartstone" held in order to
successfully resurrect someone)
Skills
-
Trap: Thief class skill. Trap allows you to set up to 3 large traps in the
room. When a mob walks into the room there is a 85% chance of it getting caught
inside the trap rendering it unable to move for a few minutes. This is a very
handy skill when wilderness mobs are hunting you.
-
Dodge: Thief class skill. Most of the wilderness mobs and mob factions are pure
melee. For this reason it is important to be able to dodge most of their
attacks with this skill. It will often mean the difference between life and
death.
-
Parry: This Warrior class skill has the same effect as dodge but less
occurrence during melee.
Section E: Trading without a warhorse
Often, during your traderun, you will lose your mount somehow, whether it be a
game crash or perhaps you can't find where you tethered it. For occasions like
these one should have a set of +stamina equipment (the quickness spell is a
necessity here as well because at level 31 it adds 46 to stamina). I have
compiled a list of 4 of these which will give you a total of +85 stamina
(assuming your base stamina is 13 and have level 31 quickness) letting you run
much quicker without collapsing as much:
- Mountain climbing boots from Asnor: +10 stamina - feet
-
Cotton shirt from Ruella: +3 stamina - body
-
Riding skirts from Riverton: +3 stamina - legs
-
A staff made of stripped elm wood from Crystal lake: +10 stamina - held
There is other stamina equipment in Medievia, which can be found on auction or
the donation room or other sources such as clannies, friends, or just strangers
willing to sell some.
Section F: Miscellaneous tips
- If a mob faction mob has ran off with your freight and you are sure that you
cannot get it back by force, then die! Yes, your freight will stand still when
you corpse. Do not pray at an altar until the mob faction leaves, though.
- Never forget to value before you trade. Spending 2 hours getting from point
A to point B only to find out that the run was worthless is a very
disappointing experience.
- Try to have a +stamina mode. It is possible to achieve over 80 stamina as a
hero using a carefully picked combination of equipment. This way if you lose
your mount you will still be able to keep at about the same speed.
- When you plan on having a formation tag along with you, try and bring along
clannies. This way the clan benefits from the trade rating going up.
- When planning a trade run never forget to take in account the difficulty and
density of the wilderness mobs around your planned destination. They often
account for a hefty portion of wasted time during a trade run.
- Don't be afraid to give a shout for help. There will generally be a generous
player with their hands free to help you in your time of need.
- Take advantage of catastrophes (read help catastrophes), because they don't
come along too often.
- Always keep an eye on the weather. If you are formed have a formie do this
for you. This way you don't run into a tornado merely because you didn't check
to see if there was one :P
- Be courteous to the fellow player. If you spot someone in need killing a mob
or who needs a res or something, assist if you can! The favour will most likely
be returned in the long run.
- There is no necessity to fight battles to the finish (unless its a MF). Flee!
Time is money when it comes to trading.
- If you are completely new to trading and want an easy trade run to do, then
run timber from ranger's cabin to medievia. It's about a 200k profit and is a
very short run as well. Also, use the medmap on the medievia web site to
pinpoint tradeshops close to the City of Medievia, because this way you won't
run into any very strong wilderness mobs.
- If you would like to receive a list of distances between tradeshops mudmail
me and I'll be more then glad to send them over.
- There are two tradeshops not accessable by wagon. These are the NaerMae
one and the Ur-Vile feeding hall. They both require that you ferry your
goods from you wagon to the shop by using a packhorse. Generally items sell
for very high prices here because of their isolation from other shops.
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