Apu's Guide to

Training a Trader

Basic Questions

Stats

Lore Skills

Survival Skills

Combat Skills




Basic Questions to Answer Before you Start

HUNTING

The first decision which will greatly influence how your life as a Trader is whether you want to become a good fighter, or whether you just want to fight enough to keep Imaar happy enough to let you circle. Either is an acceptable choice for a Trader, although one is obviously a much easier route to take than the other. Hunting as a Trader is very difficult; we do not have any abilities or magic to help with combat, and weapons are a tertiary set for us, making them very slow to learn. But anyone can roll up a barbarian or magic user and be a good fighter, if you really want to impress people, do it with style as a Trader.

CHOOSING YOUR RACE

Another thing you must decide before rolling up your Trader, is what race you will be. The two main factors in your decision will be how you plan to train your stats, and what race you feel you would like to roleplay. Depending on your personal preference, each of these factors may not matter at all, may be the only thing that matters, or somewhere in between. Since what race you would like to roleplay is all a matter of opinion, and I can't really give you any advice there, I will give advice assuming that the only concern is for statistics. Here is a list of which races are, in my opinion, the best statistically for a Trader (note that some will go up or down on the list depending on whether you plan to hunt or not):
  • Elothean - As the only race with a bonus to -1 wisdom (plus -1 on intelligence and no penalty on discipline), Elotheans statistically make the perfect non-hunting Traders in my opinion. Elotheans can be a bit weaker at hunting, with the +1 to strength and +2 to stamina, although this can be overcome fairly easily with the increased mentals and much higher encumbrance than gnomes.
  • Dwarf - You don't see many dwarven Traders, although statistically they do make good Traders, especially hunting Traders. Dwarves have no penalties to mentals, and a -1 bonus to discipline, and their +1 penalties to reflex and agility will not penalize a Trader much at all.
  • Gnome - Gnomes have total bonuses to mentals equal to that of Elotheans, although a -2 to intelligence isn't quite as beneficial as a -1 to both wisdom and intelligence if you ask me. Also, don't choose a gnome unless you are ready to always be very overburdened, or carry almost nothing. Gnomes have to spend a ton more TDP's to train strength and stamina, and then their strength and stamina do not count for near as much when it comes to encumbrance. Overall, I think gnomes have to spend about a few billion TDP's just to gain the encumbrance of a freshly rolled up Gor'Tog.
  • Elf - Elves are a very popular choice for Traders, although I see no advantage of choosing an Elf over Elothean other than RP reasons. Elves and Elotheans have very similiar penalties and bonuses, although Elves have a penalty to discipline and no bonus to any mentals. A bonus of -1 to charisma doesn't come close to making up for this.
  • Halfling, S'kra Mur, Kaldar, Prydaen, and Rakash - All of these are statistically poor races to choose for a Trader, as they all have total penalties of at least +2 to mental stats (and Prydaens have +3). Even as a hunting Trader, you would be better off choosing a Dwarf or Elothean over these races, except for RP reasons.
  • Human - You might think that Humans would be the best race to choose if you wanted to keep your stats perfectly even. However, this is not true. Because every guild's penalties to stats add up to their bonuses (other than the poor Gor'Togs), all races take the exact same number of TDP's to train all stats to X amount. If you know what stats you will want to train higher before you create your character, Humans are always the worst race to choose, statistically.
  • Gor'Tog - The +2 penalty to intelligence and wisdom obviously make this an unpopular choice for Traders. In some guilds, the -2 bonus to strength and the huge bonus to burden might make up for the mentals penalties, but not as a Trader, not even a hunting one.

ALTERNATE EXPERIENCE SYSTEM

When you are ready to start training your skills, you will want to decide whether you want to use the alternate experience system (AES). If you are unfamiliar with AES and would like a detailed explanation, click here. Personally, I love AES, so the training strategies in this guide are written from the point of view assuming you will be using AES. Some skills may be more or less difficult if you are not using AES.


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Training Your Stats

STATS

The first task to train your character is to train your stats. There is no "best" way to train your stats, and you cannot screw them up too badly because you will always get more TDPs later to fix any stat that you neglected at first. The first question you must ask yourself before training your stats is whether or not you plan to Hunt a lot for fun, or will you only hunt enough to satisfy the combat circling requirements. This choice will drastically affect how you should train your stats.

If you do not plan on hunting:

This will make your strategy much simpler. You will only need a total of 55 ranks of evasion ever, and 34 ranks of armor for level 30, plus 2 ranks of armor for every level past 30th. These requirements are very low, so you will spend very little time hunting. So reflex is basically useless for you. Agility will also be pretty useless, although it will still help you if you ever plan on opening boxes or practicing stealing. How important Strength and Stamina are to you will depend on how much weight you like to carry around, and how willing you are to deal with being unable to stand up at times. So you will want to spend enough TDPs on Strength and Stamina to carry your stuff, and then concentrate on Charisma and Mentals. And don't forget that discipline helps lots of things besides just learning. I'm not sure exactly what it helps, but the GMs who would know are always saying that people don't train it enough. The importance of Charisma is widely debated. Some Traders claim that it is a huge factor for how much money we make, while others claim that it doesn't come into play very heavily. I have never tested it, so I do not have a theory either way. I can tell you that charisma is my second lowest stat, after stamina (I have +2 to training it). I've always figured that TDPs are worth more than extra kronars, so I do not train it as high as some Traders, although I would not suggest neglecting too much.

So now that you know which stats will be important for you, the decision is to decide which stats to spend your initial 600 TDPs on. Some people choose to train mentals heavily at first, in order to circle faster and quickly get TDPs to train physical stats. When your skills are low, mental stats won't affect your learning as much since your skills will be easy to learn anyways. And you can run into serious problems trying to train combat with too little Strength and Stamina and too much burden. What I would suggest is to train physical stats and charisma (if you believe in it) at first, and then concentrate on mental skills once your skills get high and start getting tough to learn.

If you plan on being a hunting Trader:

This makes your strategy much more complicated; you need to train everything. The best advice I can give is to train the stats that you figure you need the most at the moment, while keeping your stats more or less balanced according to the cost to train each stat for your particular race. I would suggest the initial strategy of training physical stats (and possibly charisma), and then letting your mentals catch up once your skills begin to get high. You can also probably neglect agility and reflex safely until you begin to hunt more difficult creatures. But eventually, you will probably want to keep your stats more or less balanced.


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Training Lore Skills

TEACHING - This skill is very difficult to learn, especially when you are brand new and have low scholarship. There is no trick to training this skill, it will probably be one of your hardest circling requirements to meet. Be glad that we only need 70 ranks of it for 30th circle and never need it again. You can learn teaching 2 ways, by teaching a class to other people, or by listening to someone teach teaching. It is easiest to learn by listening to others teach, until you have high enough skills that people will actually want to listen to you teach for long enough periods of time. Factors that contribute to how well you learn when someone teaches you are, with a complete guess at their order of importance:

  1. How much scholarship you have.
  2. How much teaching your teacher has.
  3. Bonuses if your teacher is the same guild and/or race as you.
SCHOLARSHIP - This skill is just as boring and difficult as teaching. You learn scholarship by listening to other people teach you. At least scholarship actually goes up pretty quickly at very low ranks, unlike teaching. So you should have no problem getting the required 10 Scholarship to circle.

MECHANICAL LORE - There are many ways to learn mech lore, you can scrape pelts, make potions, or my personal favorite, crush things with a mortar and pestle. You can buy a mortar and pestle from the alchemist for about 15 silver. There are many things that you can crush, and my favorite are blocil berries because they are easy to forage and weigh 1 stone each. To learn mech lore, all you have to do is put the berries in the mortar, hold the pestle, and CRUSH BERRIES IN MORTAR WITH PESTLE. When you first start out, it should take less than a minute of crushing to get to mindlocked (on AES).

MUSIC LORE - We don't actually need this skill to circle, and many Traders choose to basically ignore this skill. However, we do have an overall lore requirement, and if you train music from the start you will be very thankful when you get really high level. If you use AES, music is not very hard to learn, but it is a very difficult skill to learn without AES. To learn music, grab the easiest instruments you can find, preferably one stringed, one woodwind, and one percussion. You can only learn from each type of instrument 5 times in a certain amount of time (maybe 5 or 10 minutes). So if you have one instrument of each type, just play each 5 times and then move to the next. As far as I can tell, the difficulty of the instrument is not a factor in how well you learn, nor is the way that you choose to play. The only factor is how well you succeed at playing the instrument. Because of this, music will actually be toughest to learn when you are just starting, because you will fail so badly. Once you get a few more ranks, it gets a little easier to learn.

APPRAISAL - Appraisal has got to be the weirdest skill to try to explain how to learn in the game. When Kaikyu revamped appraisal in late 1999, the advice he gave was that different people will learn the best using different training methods. Apparently he meant it. What will teach well at low ranks may not teach at all for someone with high ranks, while what will teach relatively well at high ranks may not teach very much to someone with low ranks. The best I can do is give you general advice to help you experiment for yourself and determine what will teach you the best:

  1. The more pieces of information you can learn about an item, the better it should teach you.
  2. Weapons and armor should teach better than other items of the same appraisal value. (because of #1)
  3. You should learn more for an item with a high appraisal value than the same item with a low appraisal value, assuming that you are good enough to appraise the value correctly. If the value is too high for you to get correctly, all sorts of weird things may or may not happen, especially if you use AES.
  4. There is a delay between when you actually appraise the item and when the experience shows up when you type exp appraisal. This delay is usually about 8 seconds, but I have seen it range anywhere from 2 seconds to 20 seconds.
  5. When you appraise an item, there may or may not be a timer where you cannot learn from appraising any item for a certain amount of time. I am fairly certain that for me (at very high ranks), the timer is about a minute, although I have also seen brand new characters who could appraise the same item 3 times in a row and learn each time. The timer may depend on your appraisal skill.
As you can see, there are many factors which make figuring out how you can learn appraisal quite difficult. One method which I know teaches extremely well at low ranks is appraising a gem pouch with gems in it. Try getting a gem pouch that is worth a few plats, and see if that will be all you need to get up 80 or 100 ranks of appraisal. After that, I really don't know what to tell you, you're on your own, but you should have almost enough appraisal for level 30 by the time gem pouches stop teaching you well.

TRADING - Trading is our biggest circling requirement, and can be difficult to learn, especially when you are low level. There are many ways that trading can be learned, so I will give a bit of an explanation of each, listed in the order of how well they teach trading, in my opinion:

  • Gem Pouches - Traders are the only guild that can sell a gem pouch full of gems in bulk. We can also get more money than a non-Trader, with trading skill, charisma, and appraisal skill determining how much of a bonus you get. Selling gem pouches is potentially the fastest way to learn trading, provided that you can find enough people willing to let you sell their gems for them. As a brand new Trader, gem selling may not be as good a way to learn trading, since you get no bonus to selling it will be hard to find any gems to sell.
  • Contracts - This is the traditional method for learning trading, and is also the best way for a Trader to make money, once you get higher level. After the trading tweak of August 2000, the learning rates were drastically cut for Traders of low level, especially in Zoluren. If you are having trouble learning trading in Zoluren, you may want to try trading in Shard. Shard only has 3 outposts, and they are all very close together, so the learning rates were purposely tweaked to make Shard the best province for new Traders to learn trading in.
  • Bundles - Traders get extra money and learn trading from selling bundles of pelts, but unlike gem pouches, non-Traders can sell their own bundles. So selling bundles is potentially as good a way to learning trading as gem pouches, but the problem is finding people to let you sell the bundles. Most people run in the tannery, sell their bundle and run out before you can even whisper to them and ask if you can sell it. This might be a good way to learn if you are friends with alot of Rangers.
  • Listening - Trading is so hard to learn at low levels that listening to someone teach you trading is not really that bad of a way to learn. You also learn scholarship and are sitting in one place where you can practice other skills. However, if you are looking for a teacher, be aware that many Traders refuse to teach trading. It is somewhat of an unwritten tradition, although I have to admit that I don't understand why.
  • Commodities - Commodities are similar to contracts in that both involve renting a caravan and transporting goods from one outpost to another. The difference is that with commods, you choose which goods to transport and are not guaranteed that any particular outpost will pay you more than you paid for them, or that any outpost will even buy them back. To do commods, compare the current price and supply of each commodity at the three trading pits (Crossing, Arthe Dale, and Leth Deriel). If you are lucky, you will be able to buy low at one outpost and sell high at another. This is difficult because the prices tend to work the opposite of supply and demand. If you really know what you are doing, it is possible to make much larger profit with commods than with contracts when you are brand new. At high circles, commods cannot come close to competing with contracts.
  • Pawning - We learn trading whenever we pawn items in pawnshops. I have never tested this with a new Trader, but I have heard that if you can find the right hunting grounds to scrounge in, you can learn trading well and make a little profit too. If you have access to, or are friends with a shoplifting Thief, selling all their shoplifted items can be a nice way to learn trading as well.
  • Peddling - Traders over level 20 are allowed to rent tables in the Monger's Bazaar in the Crossing. Whenever someone purchases an item off your table, you learn trading. It doesn't teach a whole lot unless you are selling lots of high priced items, but it can be a good way to get some money for extra stuff you have lying around, while you hang out and practice skills.
  • Branches - Young Traders learn a small amount of trading from selling branches to Mags. If you have another character or a friend with high foraging who is willing to forage you up a couple hundred branches, it is possible to get up to 16 or 17 trading quickly using this method alone before Mags will stop buying any branches from you. If your Trader is new enough to still sell branches and you are having trouble learning trading, make sure you at least try this method and see if it works for you.
  • Auction - Traders over level 30 are allowed to run auctions in the Crossing Guild's Auction Hall. Whenever you sell an item, you learn trading. Unfornately, very few Traders ever use the Auction Hall and it remains pretty much forgotten about.
  • Fish Selling - There is a fish buyer in the Aesry Trader's guild (and possibly more coming to the mainland), where you can sell fish and learn a bit of trading for it. More of a novelty than an actual way to train trading, it won't teach or pay much, but it can be fun.
  • Barter - We learn a small amount of trading whenever bartering items with another player. It is something to keep in mind whenever you are selling items, but you will never be able to learn quickly using barter alone.

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Training Survival Skills

HIDING - Hiding used to be one of the most difficult skills to learn in the game. This was because the timer for learning hiding is 2 or 3 minutes long, and each time you actually learn hiding, it will not teach that much. But AES has greatly alleviated this problem, and hiding is actually quite easy to learn on AES. Just hide every few minutes and you will have no trouble meeting the hiding circling requirement. Hiding can be a very useful skill, so if you are serious about training your hiding high, the best way to train it is by hiding in front of creatures and ambushing them. Any time you ambush a creature, this resets the hiding timer.

STALKING - We have no stalking circling requirement, but it is a useful skill to learn. Learning stalking is much the same as hiding. There is a long timer, but you can reset the timer by ambushing. Or you can learn stalking quickly by using AES and stalking a person or NPC every few minutes.

FIRST AID - We are only required to get this skill up to 10, although this is another useful skill that can save your life if you keep training it. First Aid is really easy to learn at first, the only problem will be finding a bleeding wound to tend. If you happen to get a light bleeder while hunting, you may want to keep it for a little while and train your first aid before getting it healed by an Empath. If you are not bleeding, you can always try finding someone who will let you tend their bleeding wound a few times. Good places to look are in the Empath guild or Cleric guild. Dead people are good to practice first aid on, because you're not going to mess up their wounds and kill them.

CLIMBING - Climbing is a skill that is useless 99% of the time, but for certain areas you may need alot of climbing to get in. We are only required to get 10 climbing for our circling requirements. A great place to learn climbing up to 10 really quickly is the ladder into cave bears. To get there from the Stone Clan Trader outpost, you climb the trail, then go up, west, up, up, then go entrance and go crevice. Be careful though, cave bears have been known to occasionally make their way to the bottom of the ladder.

PERCEPTION - We have a very low perception circling requirement, but more importantly, perception is a very useful skill for dealing with theft. There are four major ways to learn perception:
  1. Catching someone stealing from you.
  2. Searching and finding someone who is hiding.
  3. Seeing someone hide or stalk.
  4. Juggling certain items.
The first way is a great way to get your perception up if you have a friend or another character who can repeatedly steal from you until you are mindlocked in perception. The bank in the Crossing is a great place to stand around and learn perception using #2 and #3. Juggling is not great, but if you don't live in the Crossing and don't have anyone to steal from you, this is your best option.

SWIMMING - We are only required to learn 10 swimming, and swimming is a pretty useless skill. To get up to 10 swimming quickly, get rid of all your burden and go swim in the brook in between Tiger Clan and Wolf Clan. With AES you should get to mindlock really quickly.

EVASION - See Combat Skills.

STEALING - Traders are not required to learn stealing, but it is the most important skill for stopping theft, so it very valuable for a Trader. Stealing is a hard skill to learn however. Your best bet is to find people who don't mind if you steal from them, and try stealing from them. If you are serious about learning stealing, the best way to learn stealing is by shoplifting from stores. You will need around 100 or more ranks before you can steal many things successfully though.

FORAGING - Foraging is a skill that we are not required to learn, and is only occasionally useful. It is a nightmare to try to learn without AES, but with AES you can get mindlocked in a minute or 2 easily. Just forage for something about every 15 or 20 seconds, the timer for foraging is about 10-15 seconds long.

SKINNING - Skinning is a skill that used to be useless to most Traders. But it is a major factor in tanning, so more Traders are starting to train skinning. In addition to killing creatures and skinning them, you can also learn skinning and mech lore by scraping any pelts or skins. This is a good way to learn both skinning and mech lore.

DISARM TRAPS - Lockpicking and Disarm Traps are not required for Traders, although some Traders choose to train them so they can open their own boxes. Most Traders, including myself, don't bother with it and get professional Thieves to pick boxes. Disarm is actually not that hard to learn, through the use of "pet boxes". Get some easy boxes and disarm each once to find the trap and then put it away. Then repeat after about 15 minutes when you will have forgotten where the trap is. There is still some danger in this method though, you will occasionally spring the trap when just looking for the trap.

LOCKPICKING - Lockpicking is harder for a Trader to train than Disarm. If you are really determined to learn lockpicking, the easy way is to find one of the resetting, pickable doors throughout the realms. Their locations are somewhat of a game secret, so I won't post them here.


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Training Combat Skills

This part of the guide is the hardest to write, because combat is constantly tweaked and changes so much. When I was a new Trader, I grabbed a sturdy set of armor and went to crocodiles with 0 ranks in all my combat skills and I learned extremely fast. To try that now would probably be equal to suicide. So I cannot actually tell you what is a good place to hunt where you survive and learn quickly when you are new. Even if I did know, it may be different a week from now.

If you are new to DragonRealms and completely unfamiliar with the combat system, you may want to try hunting ship's rats in the shipyard to get the hang of how to do combat. But if you are familiar with the combat system, I would suggest you make sure you have strong armor covering all of your body and try hunting something a little more difficult like goblins or cougars or wood trolls and such. Just try all the different creatures around the Crossing and see which ones will teach you evasion the best without beating you around too much.

Fortunately, I can give you a little more specific advice on which armor or weapons you should choose to use. For armor, Traders can work down the hindrance of both leather and chain to 20% of its maximum hindrance. Leather will not be as protective, but you will be able to work off the hindrance faster. So leather is good if you only plan on hunting to meet the circling requirements. If you plan on being a hunting Trader you may want to consider using chain, which will be more protective once you get enough skill to work down the hindrance. Or even better, you can do like I do and train both leather and chain. For plate armor, we can only work the hindrance down to 50% of the maximum hindrance, which is always high for plate armor. I do not suggest you use plate unless you are really determined to use it. NOTE: Since writing this, armor hinderances were changed for all guilds, and the GMs won't tell us the new numbers. Traders' hinderances in leather and light chain have definitely gone down, most likely to around 5% in leather and maybe 10% in light chain.

For weapons, it depends on whether you plan on hunting a lot, or just to circle. If you just want to circle, then you really only need 1 weapon to jab/parry with and gain balance while you dodge. Light Edge or Medium Edge are the best weapon types for this. If you will be hunting a lot, then you will want to train more than one weapon. Personally, I train 7 weapons and I still often get mindlocked in all 7 before I can kill all the creatures in the room, because of having Weapons as a tertiary skill set. Here are my opinions on what weapons are good ones to choose:

MELEE

  • Edged Weapons - This includes Light, Medium, Heavy and Twohanded Edges. These are the most popular melee weapons. They tend to be lighter, better balanced, less fatigue draining, and hit harder most other melee weapon types. I use each one of these types, and I recommend each of them highly.
  • Blunt Weapons - This includes Light, Medium, Large, and Twohanded Blunts. Blunt weapons are often overlooked because they take great strength to use, and they probably drain fatigue worse than any other weapon type. But blunt weapons really are great weapons if you have the physical stats for them, especially Light and Medium Blunt which are not quite as physically demanding.
  • Brawling - Brawling isn't the best weapon type, but killing stuff with your bare hands is fun, and brawling really isn't that bad. I like training brawling.
  • Other Weapons - This includes Short Staff, Quarter Staff, Pikes, and Halberds. These are pretty much horrible. If you really work at them you can do alright, but I would not recommend that you use these unless you are just trying to be different.

RANGED

  • Bows - This includes Short Bow, Long Bow and Composite Bow. All of these are very good choices. Short Bows have the shortest loading time of usually 3 seconds, although it hits slightly weaker. Long Bows usually have a loading time of 4 seconds, and hit slightly harder than Short Bows. Composite Bows usually have a loading time of 6? seconds, and hit slightly harder than Long Bows. Personally, I prefer to fire as fast as possible, so I use Short Bow.
  • Crossbows - This includes Light Crossbow and Heavy Crossbow. These weapons are probably the hardest hitting in the game, although the loading roundtimes are very high. Light Crossbows usually take 10 seconds to load, while Heavy Crossbows take 13 or more seconds. Crossbows were changed recently to not allow putting loaded crossbows in a container. You are still allowed to wear up to 3 loaded crossbows on your shoulder. I train Light Crossbow, and crossbows are still very powerful weapons, although they are quite heavy to carry around when you are new.
  • Thrown Weapons - This includes Light Thrown and Heavy Thrown. These used to be great ranged weapons until they were changed so that they lodged on even the slightest hit. Once your weapon lodges, you can't do anything until you pull it out of the creature, which is not always easy to do. These are decent weapons, but if you want to train ranged weapons, I recommend you go with a bow or crossbow.
  • Other Ranged - This includes Sling and Staff Sling. These are absolutely horrible. Do not use these unless you just really, really want to be different.

WEAPON COMBOS

Balance is the key to combat in DragonRealms, so it is important to know which combinations of moves will help build your balance, and which will only help you fall flat on your face. Here are some of the best attack combinations that I know of:
  • Jabbing Weapons
    • Jab, Parry, Repeat - gives great balance
    • Jab, Thrust, Lunge, Parry - drains fatigue, but hits hard
  • Slicing Weapons
    • Jab, Draw, Repeat - this works great
    • Jab/Parry for balance, then Slice a bunch - slower than Jab/Draw, but hits harder
  • Brawling
    • Jab, Elbow, Repeat - best brawling combo for balance
  • Blunt Weapons
    • Bash, Draw, Repeat - drains fatigue, but gives good balance

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