Olwydd's DragonRealms Site Olwydd's DragonRealms Site
   
Trader Beginner's Guide


Primary Skills

Lore

This is your primary skill set, making it the most important to you. You'll want to train all five of the skills available to you here. You are, in fact, required to train two of them: trading and appraisal.

Appraisal may not be the most fascinating skill to train, but it can come in handy any number of ways. Besides, you don't have a choice about whether to train it or not. It can tell you how difficult a creature may be for you to hunt and how much an item is worth. The easiest ways to lock this are appraising creatures, full bundles, and gem pouches. Items that appraise high are also useful.

Mechanical Lore and traders almost go together. This is the only guild that can master embroidery. To train this skill, you can scrape skins, dismantle boxes, braid grass/vines, fold origami, etc. You can also clean your dirty instruments if you have decided to train those skills after all.

Musical Lores: You can practice singing for vocals, playing wind instruments, percussion instruments, and string instruments. Not all of the Tavern Troupe members are Bards. These skills will not count towards your general lore requirement, however.

Scholarship is a little difficult to train if you aren't in classes a lot, but you can raise it by folding origami, reading library books, studying embroidery patterns or, if you're lucky, studying a spellbook.

Teaching may be difficult to get early on, but by the time you hit 30th circle, you should have little trouble getting people to listen to your classes. You learn this skill best by teaching a full class. 25 ranks will allow you to teach 2 people. At 50 ranks, you can teach 3, 100 teaches 4, 200 will teach 5, etc.

Trading is the skill that makes you what you are. The best way to learn this skill early on is to run contracts between guilds. If you're the more sedentary type, it's possible that fellow traders in your guild or the gem shops will teach it to you. Once you have reached 12 ranks of this skill, you must circle to at least 2nd if you have not already or the Minister will not give you more contracts to run. You can also learn trading by selling bundles to the tanneries and furriers. At second circle, you gain the ability to run commodities. When you're older, you can sell gem pouches, run tables in the marketplaces, and hold auctions.

Secondary Skills

Armor

You have some decisions to make here. If you are going to train hiding seriously, then leathers are a good choice. In the case that you wear leathers, I suggest light chain for your head and hands as they protect better and you'll gain more tdps. If you are more interested in protection than stealth, you should wear entirely light chain. Good beginner armors are supple hunting leathers from Haven and silver-gilt hauberks from Theren. Since you are required to learn two armors, shields will always be useful to you. I recommend arm shields for those of you wanting to train edged weapons and hand shields if you decide on crossbows. Being an armor secondary guild, you can use either small or medium arm shields.

Survivals

You have a lot of choices here. As you need to train six survivals, this skill set will end up being pretty important to you.

Climbing is pretty useful and easy enough to train. You could try the ladder in shipyard rats and/or the tree near the swimming hole in Arthe Dale. To find the ladder in shipyard rats, go through the office, then the work yard, then to slipway two where you'll see a ladder that's pretty easy to climb.

Disarm Traps and Lockpicking go together, so I'll keep them that way here. Unfortunately, for the most part, it's probably either these two skills or Skinning. While there are creatures that you can both skin and get boxes from, those aren't as common as one might wish.
Remove your armor unless you're an extravagant type who likes to have a new set of armor every week. Start by typing disarm <box> identify and then, if the box is not above your ability (and you'll know when it is!), disarm mark <box> or simply go onto disarm <box>. When typing the final part of disarm <box>, you have the choice of disarming it quickly, normally, or carefully. Once you've managed all that, you then pick the box with a lockpick. You can even learn a tiny bit of mechanical lore early on by typing dismantle <box>.

Escaping is also a possibility, but is rather difficult to train. For those of you who crave TDPs though, having this can never hurt.

Evasion. Do you really want to risk going without? You have armor requirements and if you can manage to feel safe in combat without training this, you're either braver than I am or a lot more foolhardy. Besides, how else will you dodge pocket-foragers when they turn violent?

First Aid is just a nice skill. While you are unlikely to have ranks of a survival primary guild or an Empath, it might be nice to know that you have the option of not bleeding to death from an infection.

Foraging is a fairly easy skill now and you may find this useful, especially if you want grass and/or vines as a low cost way of raising mechanical lore. This will also help you to feed the pack animals in your caravan for free.

Hiding and Stalking may be skills you find you want to train because, again, those urban foragers can be very pesky. The best way to learn hiding is to hide in combat. If you train hiding, you may well want stalking. You can train it either by stalking creatures or by engaging them while in hiding. Hiding while moving with a caravan trains stalking.

Perception is always a handy skill. You can train this by buying jugglies with a weight appropriate to your skill level. (1 stone early on.) I cannot recommend this skill enough for a trader. Of all the guilds, you're probably the most likely to be a victim of stealing and this will help protect you.

Skinning is nice as scraping your pelts, hides, and skins will train both this skill and Mechanical Lore. It's sometimes a little frustrating ruining pelts, etc, as you try to skin creatures, but I find this skill is worth the effort.

Stealing. This will not count towards one of your six survivals. This may not discourage those of you who yearn to visit the less perceptive guilds and jail cells. For the rest of you, this skill currently helps deter people from visiting your pockets.

Swimming is pretty easy to lock in various places. You should start out with the swimming hole in Arthe Dale or the brook in field goblins out Crossing's west gate. If you one day decide to swim across a river or participate in some other, equally bizarre event, you'll be glad you trained this.

Tertiary Skills

Weapons

Let's face it. You're going to have a hard time making much of your weapons, but it may be worth it to you. After all, you'll have to face a lot of those sneaky people throughout your travels. With this in mind, I recommend edged weapons and any kind of ranged.

Edged Weapons: I personally think that light edged is a bad choice as they don't hit all that well and they're more apt to break than other edged weapons. However, if you're unwilling to train strength and agility enough to work the heavier blades, this may be your weapon. Medium edged tends to be the favorite of people using edged weapons and it's certainly the best choice for a beginner. It's well balanced and requires less strength and agility for minimum roundtimes than either heavy edged or two handed edged. If you're interested in clobbering your enemies and don't mind the longer roundtimes, you could try HE or 2HE.

Ranged Weapons: I recommend either short bow or long bow. Short bow is faster than long bow and lacks some of the power you'll see with long bows. It's simply a matter of preference for speed or impact. If you've decided to train shield, however, you may wish to use a light or heavy crossbow. These are slower weapons than either bow and, generally speaking, will hit harder. Other ranged weapons are sling, staff sling, light thrown and heavy thrown. I would not recommend training any of these last four as a required weapon as they are less effective than any of the bows. Heavy thrown is the exception to that, but is more tiring than the bows.

Magic

There's virtually no point in trying to learn this except in gaining tdps. I see no reason to bother when you can gain tdps from skills you can actually use.