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:
- Easy creatures only: rats, giant rats, mongbats, slimes, skeletons, zombies, headless ones, grey wolves, giant spiders, ratmen, orcs, lizardmen, ettins and the like. There is no bonus for harpies, trolls, ogres, orc lords, orcish mages, gargoyles, liches or anything stronger.
- You must kill the creature yourself: you (or your own pet) must have dealt damage equal to at least half of the creature's health. Landing the last hit on a creature someone else brought down earns no bonus.
- Only the creature's own gold counts: gold put on the corpse later, or gold the creature picked up from another corpse, does not count.
- At most 2,000 gold a day (the day resets at midnight); 5,000 gold in total per character. You get a message when you reach a cap.
- There is no bonus for tamed, summoned or paragon creatures.
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 |


















