Commerce
As they say, money makes the world go around and on Aagos, the planet on which Dark Isles is set, it is no different. At some point of your character development, once your initial starting funds have dried up, you’re going to have to look at ways in which you can earn some money.
Harvesting
For the starting player, harvesting is probably the easiest to get into and requires the smallest initial investment. The following are some of the harvesting skills available: fishing, gathering, hunting, lumberjacking and mining. Crafters are always after products from harvesting, so it is worth trying to find a crafter and setting up a profitable arrangement. More information on harvesting can be found on the in game help files. High perception benefits those who are harvesting.
Crafts
Whilst most players start with harvesting, they usually eventually graduate into a Craft. Crafting requires tools, and as such, can cost quite a bit initially to set up. You usually need a work room, (and thus a house) to store the tools, many of which are too heavy to carry around. The following are some of the crafting skills available: armour making, black-smithing, brewing, carpentry, cookery, jewellery making, leather working, tailoring, weapon smithing.
The higher your skill in your craft (or crafts!) of choice, the less work time it takes to make the item, the more items are available to you to make and the higher the quality and thus the more profitable you can be. As a crafter, when you become of an advanced skill, you can request custom items from staff.
Crafters usually start out apprenticed to another more skilled crafter and thus sell their wares initially through their shop. Once they have built up their own skill and also saved up enough, they may want to consider renting their own shop.
Eventually, as a game, we’re aiming to have all items craftable by players. We’re not quite there yet, but new items and craft trees are constantly being added to the game.
Player Shops
Shops can be rented by players, starting at a rate of 1s5d per week (see help housing in game for more details). Each shop comes with a store room which players can drop items in that they wish to sell. As the items sell, the item is removed from the store room and the coin is left behind. They also have the option of having their stock outsourced, though this is normally a more expensive and thus a much less profitable way of running a shop. It is recommended that stock is created by player crafters or gathered by player harvesters.
Wages
Some occupations cannot be represented in game, such as a bar-maid. In these circumstances, it might be an option to speak to staff about having a wage set (and thus your work hours reduced). In doing so, you are committing yourself to roleplaying this role regularly, not doing so will result in the wage being removed.
Nobles
Petty noble positions can be purchased for a substantial sum of money (twice the yearly tribute) and a continual tribute towards the King every year. The minimum tribute to become a Noble is 20L. To become a Noble, you will also need to be sponsored by at least two other nobles, have no criminal record and have a suitable home. Nobles are set with a wage that is 80% of their tribute. They have to raise the rest of the money for their yearly tribute on their own, this is usually through the purchase of land and management of shops.
Currency
It might take a little time to get your head around the in game currency of pounds, shillings, pence and farthings, which (unless you are from the UK) isn’t likely to be quite what you are used to:
L = silver pound: 1L = 20s = 200d = 1000f
s = silver shillings: 10d = 50f
d = gold pence: 5f
f = copper farthings
This information can be viewed on the in game help files.
