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Trader Tutorials
Training trading can be slow-going but there are a number of different techniques at your disposal through dr-scripts. Among them are:
- The TASK system
- Workorders
- Selling Gem Pouches
- Tessera
- Running Caravan Routes
The task-forage script allows for quick hits of trading experience at frequent intervals. With the proper setup, task-forage will run to the NPC, get a task, perform the task if it can, and then move on, getting a bit of trading experience in a couple minutes at most. It is possible to earn enough experience from this approach that other sources of trading experience are not needed (although you will likely want to use workorders for crafting and bonus trading experience anyway). The script supports Crossing and Shard as possible locations. It will use your hometown unless run with an argument of crossing or shard.
Below are the key settings needed for the script. The key to effectively running it is changing the never_wait option to true. This means that if the task is on cool-down or you get a task that doesn't work, it'll move on from the script. This allows for liberally dropping it into your T2.
task_forage_settings:
container: bag
collect: false
never_wait: true
Here is an example of using task-forage in your T2. The goal is to hit task-forage early and often.
training_list:
- skill:
- Athletics
start: 10
scripts:
- task-forage
- burgle start
- task-forage
- sell-loot
- athletics
- task-forage
- attunement sigil
- task-forage
Workorder training is done through the workorders script. Trading experience is affected by the number of items delivered in the workorder.
This is by far the quickest and easiest way to train trading, limited only by the number of pouches you have available to sell. The sell-pouches
script can be used to sell pouches you have stored. Alternatively, the accept-sell
script can be used to accept a GIVE offer from another player, sell it to a gemshop, and return the profits to the other player.
A tessera is a small magical device given out by the Negotiants in the Crossing Trader Guild (Lich Room 11994). You can use its INVEST function to convert your stored starlight aura into Trading experience. There are two main ways to automate this. The first is the tessera
script, which can be added to your autostarts and kept running in the background during your training.
The second option is to incorporate it as a combat-trainer
training ability:
training_abilities:
Tessera: 1000
However, each time you use your tessera to train Trading, it will consume 100% of your stored starlight aura. That means that you will be unable to cast SLA-dependent spells until you regenerate enough starlight aura. You should avoid using it too much, and instead use it more as a last resort.
You can control when to dip into your tessera by altering the tessera_mindstates
YAML setting. The default is 3, meaning that you will only use it when your Trading mindstates are at or below 3/34.
Caravan trading begins to be useful for training Trading around circles 5-10 at a minimum, though you may have trouble locking it until later. It is not as effective as a full training regimen that includes selling pouches, but if you don't have a regular supply this can be a cheap way to level Trading and other skills.
Usage: Run ;trade in the same room as your caravan. If you don't have a caravan, ;trade will rent one from the nearest Trader's Guild. You can kill and restart this script at any time so long as you're in the same room as your caravan.
- ;trade closeup will deliver all remaining crates, then return your caravan to avoid fees.
- ;trade hunt -- will occasionally run a hunt defined in your charactername-caravanhunt.yaml file (see Quillith-caravanhunt.yaml) whenever you stop in your hometown and your Trading exp is high enough.
- ;trade duration will run for X minutes before locking down new contracts and closing up.
- ;trade roomid will take your caravan to a particular room.
Required Items:
- A feedbag, either worn or put in a bag (acquired from the Trader Shop in our guild, or from another Trader)
- Note: You must be level 5 to purchase a feedbag on your own.
- Appropriate tools if training Outfitting, Engineering, and Forging.
- An instrument if training Performance
Required Settings:
trade_contract_container: any container
Additional Settings:
caravan_coins_on_hand: 12345 # how many coins do you wish to carry with you for paying dues
yarn_quantity: 300 # How much yarn to carry with you during Outfitting training (restocked on arrival in any capital city)
lumber_quantity: 35 # How much lumber to carry with you during Engineering training (restocked on arrival in any capital city)
# Note that lumber is dumped when the script finishes.
caravan_interior: true # Only if you've purchased the Interior for your caravan (ASK MINISTER ABOUT INTERIOR - 750 PLAT)
crafting_container: any bag to store items related to crafting inside
crafting_training_spells: # Simple spells cast without cambrinth. Allows magic training during walking and crafting
Utility:
abbrev: NOU
mana: 5
Augmentation:
abbrev: FINESSE
mana: 5
Warding:
abbrev: NONCHALANCE
mana: 5
caravan_training_skills: #All supported skills and default cooldowns in seconds. Comment out those you don't want.
#Augmentation: 5 # set up crafting_training_spells
#Warding: 5 # set up crafting_training_spells
#Utility: 5 # set up crafting_training_spells
Performance: 120 # Zills
Appraisal: 60 # worn pouches, pouches in your full_pouch_container:, zills, and bundles
Mechanical Lore: 5 # braids grass on the trails
Attunement: 100
Outdoorsmanship: 5
Locksmithing: 30 # Have pet boxes in a picking_pet_box_source: or set up picking_lockbox: to work with the ;lockbox script
Perception: 55
First Aid: 120 # have either a compendium or a textbook set up for ;first-aid
#Outfitting: 200 # set up a crafting_container: knitting needles, and a tailoring book
#Engineering: 200 # Get shaping tools, crafting_container: and a shaping book
#Forging: 1200 # runs a forging workorder whenever the timer's up and you stop in a town with a forge.
If you wish to get a bit of extra oomph out of crafting done on the road, find a shaping/knitting recipe that a Society master will offer a work order for and that works for you, then add it to your caravan_recipes: as follows
caravan_recipes:
shaping:
recipe: a wood crown
difficulty: challenging
workorder: true
tailoring:
recipe: knitted blanket
difficulty: easy
workorder: false
This will override the normal recipes chosen by ;trade, and if stated it will wait till you have 5 or more stored in your storage bin, then go and turn them in whenever you stop in a town with a crafting society.
Note that if you have lost your caravan and the ministers will not rent you another one, it is in storage at one of the stables. Most stables have been mapped -- go to the trade outpost closest to where you remember leaving it, then do <;go2 stable> and then RETURN CARAVAN when you get there. If they have it, they'll give it back to you.
Since Traders use lunar magic, they have most of the moon mage script functionality at their disposal.
Given that Trader magic is brand new to DragonRealms, developing support for all the spells is on-going. Below you can find a table to see if the spell is supported and a settings example.
Spell | Supported? | Example |
---|---|---|
Regalia | Yes | See Below |
Avtalia Array | Yes | Add cambrinth_invoke_exact_amount: true to avoid nerve damage. See https://elanthipedia.play.net/Lich_script_repository#avtalia for more information. |
Regalia summons a set of armor using your starlight aura, and this armor becomes more powerful if you possess the appropriate armor-crafting techniques. Light Armor seems to use Bone armor techniques in tailoring -- the others use the relevant Armorsmithing branches. If you have Bespoke Regalia you can specify an armor type to summon and use it to train all four sets without clown-suiting or carrying around spare plate armor.
Combat-trainer will NOT support Regalia in buff_spells. To use it in combat, add a cycle_armors_regalia setting with each skill you would like to train and a regalia gearset that is missing only the armor you want Regalia to replace. As an example:
# REQUIRED SETTINGS
# If you do NOT have Bespoke Regalia, just put your highest-ranked armor skill here and nothing else
cycle_armors_regalia:
- Brigandine
- Light Armor
- Chain Armor
- Plate Armor
gear_sets:
standard:
- blue robe
- brigandine sleeves
- brigandine balaclava
- medium shield
- parry stick
- walking cane
- forester's crossbow
regalia: # missing all armor -- ie. will summon a full armor set
- medium shield
- parry stick
- forester's crossbow
- walking cane
# OPTIONAL SETTINGS
cycle_armors_time: 400 # Check every 400 seconds to see if you need to swap armors. Default is 125.
default_armor_type: Brigandine # Set this to the armor skill to default to if all other skills are trained.
# Finally, a regalia waggle set will let you easily prebuff to your preferred armor type
# and if defined it will use your mana/cambrinth settings here instead of the default 15 mana
waggle_sets:
regalia:
Regalia:
abbrev: REGAL
mana: 20
cast: cast brigandine all # this cast is overridden in combat-trainer. Only used by ;buff regalia
Combat-trainer will cycle through to train your armor skills, swapping regalia every so often as defined by the cycle_armors_time. If you only have one skill listed then combat-trainer will wait until it's about to expire before refreshing it. If you run out of starlight, combat-trainer will wait until it expires to swap back to the standard: gearset and continue hunting.
If you want to prebuff Regalia prior to entering a hunt, you can use your regalia waggle and add a before: to the hunt in question, eg.
hunting_info:
- :zone: eidolon_steeds
:duration: 15
before:
- weararmor regalia
- buff regalia
This will equip your regalia gearset and then cast the regalia waggle.
WARNING: Plate Armor is very difficult to retreat and maneuver in, especially with few ranks. Certain combat skills (PercMana, Collect, Pick, etc.) will force you to retreat before acting, and this may not be possible for you at first. Advise testing this in a back-hunt to make sure you can do what you need to.
A trader's starlight aura is used to power certain spells, especially when out of direct starlight. In order to recover your starlight you must be:
- Outside at night with no clouds
- Outside at night with clouds and with a Noumena buff.
- Outside at daytime with a sufficiently strong Noumena buff (happened for me at 45-50 mana)
As a result, it is advisable to set your safe-room, crafting rooms, and ideally your hunting zones to be outside.
By default, every trader spell will cast as normal until you run out of starlight. If you want combat-trainer to manage your starlight, add:
aura_frequency: 180
This will PERC AURA every 180 seconds so that it knows what spells to cast. Each Trader spell that uses starlight aura has a starlight_threshold attribute that determines what level of starlight aura you should have to cast it. The levels are below.
Level | Message |
---|---|
0 | The smallest hint of starlight flickers within your aura |
1 | A bare flicker of starlight plays within your aura |
2 | A faint amount of starlight illuminates your aura |
3 | Your aura pulses slowly with starlight |
4 | A steady pulse of starlight runs through your aura |
5 | Starlight dances vividly across the confines of your aura |
By default all spells are set to zero, but you can change it per spell.
Example:
offensive_spells:
- skill: Targeted Magic
name: Arbiter's Stylus
abbrev: ars
cyclic: true
starlight_threshold: 2
mana: 10
- skill: Targeted Magic
name: Starcrash
abbrev: star
mana: 30
starlight_threshold: 2
min_threshold: 3
- skill: Targeted Magic
name: Crystal Dart
abbrev: crd
starlight_threshold: 1
mana: 20
- skill: Debilitation
name: Fluoresce
abbrev: flu
mana: 30
harmless: true
min_threshold: 3
starlight_threshold: 1
- skill: Targeted Magic
name: Strange Arrow
abbrev: stra
mana: 18
At 'faint amount of starlight' and above, it will cast ARS, STARCRASH, and FLUORESCE, since those are the first TM and Debilitation spells on the list. When you drop below 'faint amount' it will cast CRD and FLUORESCE, and no longer cast the others. At 0, 'smallest hint', it will stop casting all offensive spells except STRANGE ARROW, and save starlight for any buff_spells set to starlight_threshold 0.
If you run out of starlight aura mid-combat it will stop casting all starlight-spells for the rest of the hunt. If you wish to override this and just keep casting regardless, set a spell to starlight_threshold: -1, as below.
- skill: Targeted Magic
name: Crystal Dart
abbrev: crd
mana: 15
starlight_threshold: -1
cast_only_to_train: false
Note that this will mean you will continue to cast this spell even if it cannot be completed due to lack of starlight. Doing this to a buff may mean you don't cast anything else until you gain enough starlight to make it go through.
Restocking your shop wares can be done with the restock-shop
script.