 
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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