Earning Money

Risk-free ways for a beginner to earn gold, the mage's reagent problem, and how a crafter can find materials without paying. Prices are what the NPC pays you; they vary a little from town to town.

While you are Young (your first 40 hours in the game) you do not lose your items when you die and you are moved to the nearest healer; players cannot attack you. This is the safest time to hunt monsters and travel far → Young Players

The first day

What Earnings
Starting purse 1,000 gp
Traveler's Road: Innkeeper Agatha's core quests and four branches 300 + 4 × 200 = 1,100 gp (on the first 3 characters of your account)
Your profession's bag tools, materials, reagents (Professions)

Young player support

Three helps for a new player's money troubles in the first hours. All of them apply only while you are Young, and are given to the first 3 characters of each person (all game accounts linked to your web account count together).

Citizenship Charter

On your first login as a Young player, a Citizenship Charter is put in your backpack. Double-click it: it shows how much protection time you have left, how many purses you have received and when the next one comes, and how much hunting bonus you got today and in total. The charter is blessed (it stays with you when you die); when your Young status ends, it stays as a keepsake.

Young player's purse

Gold is deposited in your bank according to the time you have spent in the game:

Play time Purse
1 hour 500 gold
3 hours 500 gold
6 hours 1,000 gold
10 hours 1,000 gold

3,000 gold in total. When a purse is deposited, a yellow message appears at the bottom left and you get a notification. A character who renounces Young status does not receive the remaining purses.

Half-price skill training

While you are Young, you pay half the fee when you learn a skill from a merchant. Left-click the merchant → the line for the skill you want (e.g. Train Animal Taming) → the price they quote is already discounted; drop the gold on the merchant. If you drop too much, the rest comes back to your backpack.

Hunting bonus

During your first 10 hours in the game, when you kill an easy creature, extra gold equal to half of the gold the creature itself dropped goes straight into your backpack (the message says "Young player's hunting bonus"). Rules:

Ways that need no skill

What you do Earnings
Left-click a farmer → Trade Order: gather the produce they ask for (wheat, turnips, cotton, flax…) from the fields and deliver it no skill needed; 120 gp per order, 160–250 gp for pumpkins; 4 gatherer deliveries a day. Fields: west of Britain, northeast of Trinsic, around Skara Brae and Yew → Gatherer
Carve animal corpses with a knife and sell the meat to a butcher raw ribs 8 gp, raw bird and leg of lamb 4 gp
Begging about 10 gp per success; it lowers your karma → Other Skills
Join a town raid (the Ancient Watcher announces them) medals and gold depending on your contribution; Young players take part without risk

Mage: finding reagents

Way Details
Pick them up from the ground Reagents lie on the ground in the Felucca countryside (black pearl, blood moss, garlic, ginseng, mandrake root, nightshade, spiders' silk, sulfurous ash). Drag the ones you see into your backpack as you walk; new ones appear in the same places every few minutes
Buy them 3–5 gp each from mages and herbalists; the Spell Kit (20 / 50 / 100 of each of the 8 reagents) → Economy and Vendors
Writing and selling scrolls no profit: merchants buy the product for less than its materials. Use the scrolls yourself

Earn your first gold with the no-skill ways above and pick your reagents up from the ground.

Crafter: materials without paying

Selling raw materials earns nothing (ingots 2 gp, logs and boards 1 gp, wool 2 gp, cotton and flax 5 gp); the real money is in crafting and delivering Trade Orders.

Craft Where to find the materials
Blacksmith, tinker Double-click a pickaxe or shovel and target a mountain or cave floor → ore; take it to a blacksmith's forge and smelt it (double-click the ore, target the forge) → ingots
Carpenter, bowyer Double-click a hatchet and target a tree → logs; boards and shafts from logs. Feathers: carve bird and chicken corpses with a knife
Tailor Wool: double-click a knife and target a sheep (a shorn sheep can be shorn again after 3 hours). Cotton/flax: from the fields. Hides: carve animal corpses with a knife
Tailor Spin wool or cotton on a spinning wheel (double-click the material, target the wheel): 1 wool → 3 balls of yarn, 1 cotton → 6 spools of thread. Work the thread 5 times on a loom → bolt of cloth; use scissors on the bolt → cloth. The tailor's shop in Britain has two spinning wheels and a loom
Alchemist Reagents from the ground; empty bottles 5 gp at alchemists and provisioners
Cook Raw meat from animal corpses, eggs, flour from a mill

Trade Order: left-click a merchant of your craft → Trade Order. Your main skill must be at least 30. Reward: the value of the materials + labor of 200 + 6 × the recipe's skill (about 380 gp for a 30-skill recipe); 6 deliveries a day. If you are a master (80+), a reward item may also come with a delivery → Order Rewards. If you gathered the materials yourself as above, the whole labor fee is profit → Crafter

Other professions

Profession Way
Warrior Hunting Contract (left-click the warriors' guildmaster): combat skill at least 30, reward 200 + 6 × skill, 4 a day → Warrior
Fisher Fishing at least 30: a fisherman's order pays 150 + 4 × Fishing. Selling fish to NPCs earns nothing (1 gp) → Gatherer
Tamer Zoologist's Order (the stablemaster): 150 + 4 × the requested species' taming threshold, 3 a day → Animal Tamer