This is at least partially for Nick's purpose, but also just to inform.
The noble system of the Silver Empire is essentially a modern feudal society. You might ask wtf modern, but the truth is that only China had any sort of fedual-ish government past the 1600s (even then, it was on its way), and the SE world is, in terms of technological and social advancement, roughly in the early-mid 1600s (possibly 1700s) in our reckoning. The difference is that we are outside the area of familiarity for that time; Coprova is the closest thing to a United States of America, and it is functionally similar to the early US; less centralization, individual states govern their land, widely different social norms in each state. Jahari is just an anomaly, as it is a capitalist state that has never existed on Earth and probably won't for another 50-100 years. So they are kinda beyond the social development curve. We don't know much about the elves or dwarves governance. The elves are essentially little Greek city-states while the dwarves are ruled by a singular king, but we have no mention of representation, class systems, or economics.
So let's take some things we know and extrapolate.
The SE is run by a singular ruler (Empress Sophia) and her family. The royal family is supported by noble houses that operate as nearly separate feudal kingdoms, subject to the SE's laws. Due to the sovereign family's dependency on the noble houses for order and governance, they have strong political sway. However, in a situation where there is a single sovereign (and family), it is likely she has the final say in any political proceedings (though this may estrange her from support of those opposed to her decision).
The church is a separate body, and likely has no official political power -- this is not the Roman Empire. However, the church serves as an operational arm of the government, and due to the need of church services to military units, the church has enormous power, even more so than it might have with official political sway. This is one situation where the mechanics of D&D (clerics, favored souls and divine adepts can heal) impact politics. With the extreme dependency on cleric magic, the church can leverage a lot of power. As a result, there are organizations like the Inquisition which are operational elements of the government, but are part of the church. By limiting the practice of non-Dragonwright clerics, the government ensures that the church body is the only body able to support the military, further entrenching their dominance of the valuable cleric resource. It is also possible that the church itself is a political entity. However, with characters like Rowenthal who are non-nobility but present strong influence in politics, this does not seem to be the case. If the church was a true political entity, it would likely be impossible for non-nobles to become clerics (adepts unknown, favored souls are effectively sorceror-clerics so they could come from any bloodline).
So some noble rank stuff:
The Empress is the sovereign, the highest ranked official in the government.
Below her are kings or queens. These are likely the ruling members of the founding families. It is possible that there is no "king" rank in SE, in which case they would be dukes instead.
The term prince and princess are likely used for the non-ruling royal family members.
There are several "duke" ranks, and they are basically the noble family heads. It is possible that some are not dukes and are earls instead (likely), and it is also possible, especially if there are no kings, that some are archdukes.
The head of the Halvor family (not the Baron) is likely a marquis, as is any non-duke noble bordering dwarflands, Jahari, or the lizard territories. It's possible that this rank is not used, though the title "marquis" is pretty fucking cool.
Counts or earls probably encompass most of the noble heads that are not dukes. Other families that are not as close to the rulership are likely counts, as are junior members (non-heads) of the big daddy families. Counts (or earls) typically rule over counties; they are the regional governors for their noble families.
Barons rule a barony -- a small area inside a county. The Halvor county (likely not called that) has the Nedrech barony as its center region. Barons are essentially mayors, though their land governance is a bit larger.
Those are the big governor ranks; holding one means you mean something!
Below that are the normal noble ranks. Lord (or Lady) is an administrator type or leader of nobles. It may be, in the SE world, used for any noble without a governing rank (that's up to Nick). Non-nobles are not lords.
Knight is the default noble rank; because I assume a knight in the SE world is a military thing, lords may be the non-military version of knights.
Tuesday, November 25, 2014
Revised Bulletproof vests in d20 Modern
Armor is rated in 6 categories: I, IIA, II, IIIA, III, and IV. I stops only very small caliber bullets, while IV stops even armor-piercing incendiary .30 caliber magnum bullets. It may also have an additional rating of "M" (such as IIIA-M) which gives protection against melee weapons and bows. The exception is Level III and Level IV which always protect against melee weapons. Thrown weapons, except exceptionally large or fast ones, are stopped by armor regardless of rating.
A vest may stop a threat higher than its threat rating, but such a hit destroys the protection of the vest if it uses a soft or ceramic ballistic panel. If it uses a metal panel, you got lucky. This only works for shots of 1 category better (ex. Level II threat versus Level IIA vest). Even if it does not stop the attack, the vest may reduce the damage. In any case, the armor is destroyed and must be replaced.
Even if a vest does stop an attack, the armor panel must be replaced if it is struck. Continuous use of damaged armor panels may result in complete failure of the vest even by inferior threats. In game terms, this won't happen unless it's used in successive combats, and any vest will be able to stop at least 2 hits that it is rated for, even if they happen in successive battles. After two battles in which the vest is hit by a rated threat (Level IIIA vest getting hit by Level IIIA bullets), the vest must be repaired and the ballistic panels must be replaced. Vests can still be damaged even by inferior threats, but it takes many more hits and a lot more time. Vests can also be damaged by maltreatment, but this is rare as they are expected to be used in combat areas where they get caught or torn slightly by underbrush.
Slashing melee weapons usually destroy a vest if the vest is not rated for melee attacks. However, the vest will partially resist (typically -5 or -10 damage, depending on the vest) the first attack. If the slashing attack is stopped by this partial resistance, it does not destroy the vest, but a second hit will even if it does not deal damage.
Example 1: A character is wearing a soft concealable vest (+3 armor bonus) of Level II rating. His armor gives its +3 armor bonus against Level II and lower threats. It may stop a Level IIIA threat, but the vest will be destroyed. A Level III threat will penetrate the vest and do full damage, but won't destroy the vest (punches a clean hole). Against a sword, the vest is basically worthless, but will subtract 5 damage from the first hit it takes.
Damage to a vest only applies if the attack hits the defender's Touch AC (or shield AC, if using a shield); in other cases, the attack misses, hits cover, or is deflected by a shield.
Magic armor (including armor given temporary enhancement bonuses by magic) is rated for all threats (even those that bypass Level IV armor) and will not be damaged unless a sunder attempt is made. Even then, the armor has hardness 5 higher than normal.
Concealable vest: +3 armor bonus, Max Dex +8. ACP -0. Counts as light armor.
Concealable vests can come in any category. Any vest with a rigid ballistic panel (metal, ceramic, etc.) has an ACP of +6 and has a +2 bonus on Spot checks to detect it. Vests without a panel are rated Level I. Vests with soft panels can be rated anywhere from IIA (inferior quality) to IIIA (best quality). Vests with rigid panels can be rated anywhere from IIIA-M (cheap or improvised) to IV-M.
Tactical armor: +5 armor bonus, Max Dex +3, ACP -4. Counts as medium armor for proficiency, but does not reduce speed unless the user is unproficient.
Tactical armor is always at least Level IIIA. If it has rigid panels, it can be rated up to IV-M.
Heavy tactical armor: +7 armor bonus, Max Dex +1, ACP -6. This counts as heavy armor. Always at least rated Level III-M.
Light shields are usually improvised and give a +1 shield bonus against melee weapons, thrown weapons, arrows, and some magical projectiles. They do not generally provide protection against bullets unless enchanted.
Commercial heavy shields are typically riot shields and give a +2 armor bonus. They are made out of laminated polycarbonate or carbon fiber and are generally stronger than a Level IV threat, making them effective against all reasonable threats. Due to their shape, they can be used as total cover if crouched behind. Medieval large shields don't enjoy this tactic (including any conjured by spells), and may not be effective against Level IV threats (though they are generally made of hardened steel and can stop Level III threats).
A vest may stop a threat higher than its threat rating, but such a hit destroys the protection of the vest if it uses a soft or ceramic ballistic panel. If it uses a metal panel, you got lucky. This only works for shots of 1 category better (ex. Level II threat versus Level IIA vest). Even if it does not stop the attack, the vest may reduce the damage. In any case, the armor is destroyed and must be replaced.
Even if a vest does stop an attack, the armor panel must be replaced if it is struck. Continuous use of damaged armor panels may result in complete failure of the vest even by inferior threats. In game terms, this won't happen unless it's used in successive combats, and any vest will be able to stop at least 2 hits that it is rated for, even if they happen in successive battles. After two battles in which the vest is hit by a rated threat (Level IIIA vest getting hit by Level IIIA bullets), the vest must be repaired and the ballistic panels must be replaced. Vests can still be damaged even by inferior threats, but it takes many more hits and a lot more time. Vests can also be damaged by maltreatment, but this is rare as they are expected to be used in combat areas where they get caught or torn slightly by underbrush.
Slashing melee weapons usually destroy a vest if the vest is not rated for melee attacks. However, the vest will partially resist (typically -5 or -10 damage, depending on the vest) the first attack. If the slashing attack is stopped by this partial resistance, it does not destroy the vest, but a second hit will even if it does not deal damage.
Example 1: A character is wearing a soft concealable vest (+3 armor bonus) of Level II rating. His armor gives its +3 armor bonus against Level II and lower threats. It may stop a Level IIIA threat, but the vest will be destroyed. A Level III threat will penetrate the vest and do full damage, but won't destroy the vest (punches a clean hole). Against a sword, the vest is basically worthless, but will subtract 5 damage from the first hit it takes.
Damage to a vest only applies if the attack hits the defender's Touch AC (or shield AC, if using a shield); in other cases, the attack misses, hits cover, or is deflected by a shield.
Magic armor (including armor given temporary enhancement bonuses by magic) is rated for all threats (even those that bypass Level IV armor) and will not be damaged unless a sunder attempt is made. Even then, the armor has hardness 5 higher than normal.
Concealable vest: +3 armor bonus, Max Dex +8. ACP -0. Counts as light armor.
Concealable vests can come in any category. Any vest with a rigid ballistic panel (metal, ceramic, etc.) has an ACP of +6 and has a +2 bonus on Spot checks to detect it. Vests without a panel are rated Level I. Vests with soft panels can be rated anywhere from IIA (inferior quality) to IIIA (best quality). Vests with rigid panels can be rated anywhere from IIIA-M (cheap or improvised) to IV-M.
Tactical armor: +5 armor bonus, Max Dex +3, ACP -4. Counts as medium armor for proficiency, but does not reduce speed unless the user is unproficient.
Tactical armor is always at least Level IIIA. If it has rigid panels, it can be rated up to IV-M.
Heavy tactical armor: +7 armor bonus, Max Dex +1, ACP -6. This counts as heavy armor. Always at least rated Level III-M.
Light shields are usually improvised and give a +1 shield bonus against melee weapons, thrown weapons, arrows, and some magical projectiles. They do not generally provide protection against bullets unless enchanted.
Commercial heavy shields are typically riot shields and give a +2 armor bonus. They are made out of laminated polycarbonate or carbon fiber and are generally stronger than a Level IV threat, making them effective against all reasonable threats. Due to their shape, they can be used as total cover if crouched behind. Medieval large shields don't enjoy this tactic (including any conjured by spells), and may not be effective against Level IV threats (though they are generally made of hardened steel and can stop Level III threats).
Monday, March 31, 2014
Gunpowder in fantasy/medieval
This is just a really small thing but curious.
In a fantasy world, there's the consideration of firearms. Absolutely the answer is yes; black powder is ridiculously simple to make for a kingdom with any sort of farming/ranching industry.
In the SE-E6 world, most potassium nitrate is probably mined, but it's possible to manufacture it as well. Potassium nitrate is probably the most difficult component to obtain for gunpowder but it's not hard to manufacture if you have a large supply of animal manure and some human workers to work the process. It is disgusting as fuck though.
Needed resource two is charcoal. I am fairly certain one could use mined coal, but since burned wood is just a thing in any fantasy setting (heat is just a thing that's needed), charcoal is plentiful as hell.
Sulfur must be mined in a fantasy setting. It's plentiful in the real world, and not much is needed to create black powder.
What's important though is the value and availability of black powder versus other things that do the same thing. As the propellant and/or warhead in projectile weaponry, black powder is pretty good since a little bit goes a fairly long way. It doesn't take much material to propel a musket ball and even less to fire a revolver or rifle cartridge. It takes a bit more to explosively deliver shrapnel to the enemy, so in a fantasy world an alchemical substance might be preferable depending on availability.
More advanced stuff is... a bit tricky! Modern explosives (and actually modern fertilizer too) mostly hinge on nitric acid. Nitric acid is formed in very small amounts naturally by ionizing components naturally in air. The only natural way this happens is from lightning bolts. The amount produced in this way is extremely negligible and in no way would be viable as a resource.
Magic lightning is a thing in the SE-E6 world, but it's pretty rare. Dragons/halfdragons with lightning breath weapons are probably more common than mages with lightning bolt spells by huge orders of magnitude. The problem is that you really need to control the electrical discharge, but it needs to be a very powerful discharge (like that of a lightning bolt or lightning breath weapon). It's possible that this could someday happen but the science involved is very... advanced. Worlds with 5th level spells can just fabricate nitric acid from the air which is totally fucked up. Minor creation can conjure the rest of the components to fabricate nitrocellulose or nitroglycerin. If your game allows you to get to 9th level as a wizard, you can manufacture explosives from the air. Yeah fuck D&D.
So without artificial electricity we're kinda hosed on nitric acid. Or are we?
Alchemy is a funny thing because we don't know what it can do. It can clearly make some kind of explosive stuff because alchemist's fire is a thing. Tanglefoot bags harden when exposed to air. How do you make something like that in a fantasy world? Shit's crazy. Nitric acid might not be so crazy when you consider that.
As for firearm primers (for ammunition), there's a few compounds that can do the job. Most of them are reasonably difficult to make. Sodium chlorate is probably the most plausible since electrolysis is possible through the use of cantrips and/or magic items.
In a fantasy world, there's the consideration of firearms. Absolutely the answer is yes; black powder is ridiculously simple to make for a kingdom with any sort of farming/ranching industry.
In the SE-E6 world, most potassium nitrate is probably mined, but it's possible to manufacture it as well. Potassium nitrate is probably the most difficult component to obtain for gunpowder but it's not hard to manufacture if you have a large supply of animal manure and some human workers to work the process. It is disgusting as fuck though.
Needed resource two is charcoal. I am fairly certain one could use mined coal, but since burned wood is just a thing in any fantasy setting (heat is just a thing that's needed), charcoal is plentiful as hell.
Sulfur must be mined in a fantasy setting. It's plentiful in the real world, and not much is needed to create black powder.
What's important though is the value and availability of black powder versus other things that do the same thing. As the propellant and/or warhead in projectile weaponry, black powder is pretty good since a little bit goes a fairly long way. It doesn't take much material to propel a musket ball and even less to fire a revolver or rifle cartridge. It takes a bit more to explosively deliver shrapnel to the enemy, so in a fantasy world an alchemical substance might be preferable depending on availability.
More advanced stuff is... a bit tricky! Modern explosives (and actually modern fertilizer too) mostly hinge on nitric acid. Nitric acid is formed in very small amounts naturally by ionizing components naturally in air. The only natural way this happens is from lightning bolts. The amount produced in this way is extremely negligible and in no way would be viable as a resource.
Magic lightning is a thing in the SE-E6 world, but it's pretty rare. Dragons/halfdragons with lightning breath weapons are probably more common than mages with lightning bolt spells by huge orders of magnitude. The problem is that you really need to control the electrical discharge, but it needs to be a very powerful discharge (like that of a lightning bolt or lightning breath weapon). It's possible that this could someday happen but the science involved is very... advanced. Worlds with 5th level spells can just fabricate nitric acid from the air which is totally fucked up. Minor creation can conjure the rest of the components to fabricate nitrocellulose or nitroglycerin. If your game allows you to get to 9th level as a wizard, you can manufacture explosives from the air. Yeah fuck D&D.
So without artificial electricity we're kinda hosed on nitric acid. Or are we?
Alchemy is a funny thing because we don't know what it can do. It can clearly make some kind of explosive stuff because alchemist's fire is a thing. Tanglefoot bags harden when exposed to air. How do you make something like that in a fantasy world? Shit's crazy. Nitric acid might not be so crazy when you consider that.
As for firearm primers (for ammunition), there's a few compounds that can do the job. Most of them are reasonably difficult to make. Sodium chlorate is probably the most plausible since electrolysis is possible through the use of cantrips and/or magic items.
Tuesday, December 31, 2013
Long Live the Notes
There's a wiki, but this is more fun
Angry: weapons, military
Afraid: Agility (!!!!!), Faith
Cheerful: Conversation, Athletics
Depressed: Animal, Expression
Willful: Intrigue, Lumen, military
Yielding: Demeanor, History
Pressured: Faith, Athletics
Lonely: Conversation, Medicine
By skill group:
Charisma skills
Demeanor: Yielding. Cheerful and Pressured are neutral.
Conversation: Cheerful or Lonely
Expression: Depressed. Angry has penalty. All others neutral.
Physical skills
Agility: Afraid. All others neutral.
Weapons: Angry.
Athletics: Cheerful or Pressured.
Animals: Depressed.
Int skills
History: Yielding.
Intrigue: Willful.
Medicine: Lonely.
Econ: Nothing! Willful and Pressured have penalties.
Military: Angry or Willful.
Will skills
Faith: Afraid, Yielding, or Pressured.
Lumen: Willful.
Getting Reflexes (or possibly just any Agility class) to 30 lets you train Sports
Week 1:
+1 cheerful after normal actions.
- Talking to Charlotte - +1 cheerful, -1 lonely. You have several chances to talk to her.
- Talking to Dad - +1 lonely.
I think it's worth it to rush production + trade, so we need to get into a mood for that
Week 2:
The choice here has some pretty big impacts on the rest of the game.
Sending her away +1 angry, +1 yielding
She stays +1 willful
- Talking to Charlotte - nothing if you dismiss Julianna
or Dad - unsure
Week 3:
Your first skill test. It's a Reflexes test. Passed at 30
Raises Afraid if failed. Raises Angry if passed.
- Talked to Dad; he explains why he thinks your mother died
Week 4:
Talked to Dad, Cheerful/Yielding +1 (also adorable)
Week 5:
Duke of Sedna gift. Ugh why didn't I study foreign affairs
Foreign Affairs test, failed
Court Manners test, passed at 40, if passed...
- yes +1 willful
- no ??
Week 6:
This is new. Lore test to identify what I assume a Lumen is
- Talked to Dad to get my crystal, he said no, I got Willful for it
Week 7
Elegance test, failed
Because I failed that, I passed a reflexes test to dodge my clumsy maid
I think this may actually be bad to pass, I dunno; possibly if I pass elegance? I dunno
Talked to magic teacher, failed Divination check
Week 8
Production + trade test
Week 9
Military test; I know from spoilers that it's any military at all
Foreign Affairs test; passed at 30
Court Manners test, failed
the presence test to get the Lumen jewel is > 30
Week 10
Novan history test, passed 30
Foreign history test, passed 30
Foreign affairs test, failed
Foreign intelligence test failed
On commanding the sister to marry someone, internal affairs test failed
On offering to pay moneys, failed finance checks (I'll investigate this in another game)
I think the best option this run is to surrender the province, even if banion will be mad
Week 11
Lore test failed
Novan history test failed ?! must be 40+
Still can't get past the guards with Presence 50
Week 12
Uh I forgot what the tests were
I got engaged to Talarist
Passed armory presence test at 70
Week 13
forgot tests this week too, fuck
I pardoned the woman; I think this makes peasants like me more, no idea
I became a Lumen by talking to Selene
Week 14
Divination, Falcons failed
Failed herbs + medicine check
I should have saved, I can get in any mood I want
Week 15
No skill tests, might be event-dependent
Week 16
I chose to head the parade, but no speech; Elegance test passed at 80
Got into Willful let's rock baby
Week 17
Oh gawd grand ball I have no royal manners
Presence passed (80)
Court manners failed
Refused to dance, I have no dance skill
Court manners + flattery failed
Composure passed, I can't do anything about it, I have no fighting skills to duel him
Sense magic failed 10
Week 18
Composure passed (90)
oh gawd I am in over my head
Intrigue failed with ~30 points, passed with 70. this is the agents one; super important to pass probably
Also apparently you start with 10k gold
Week 19
Accounting failed
faaillll
Week 20
Demon-possessed guy. Sense magic failed (30), but I know from previous game that he goes on a rampage if you punish him, so... pardoned
Week 21
Climbing check failed, so I reloaded to not take the check. It's probably bad for me
Week 22
Novan history fail
Internal affairs fail @80 Wtf
Passed at 100 possibly 90 >.< nothing actually important, but gave info; I chose the same either way
Week 23
Musician spy; Intrigue passed (over 190), foreign intelligence failed
Instrument + Voice passed ~60
Intrigue passed
Week 24
My agents told me Arisse plotted against me, due to my decision regarding her stepson. I sent assassins after her.
Week 25
Logistics + trade failed (below 20)
Divination failed
The assassination succeeded.
Week 26
No events
Week 27
Divination failed
Week 28
Went to the birthday party
Archery + Reflexes 100 passed! (failed at 80) YEAH I DIDN'T DIE. Also it was 100 reflexes >.>
Flattery failed FFF
Novan history failed (40), Lore failed
Week 29
Uh I got a pillow from Arisse's son. Huh.
Week 30
Divination failed, jesus
Week 31
Div failed, Deco failed
Production + Trade failed
Court manners failed, Dogs failed
Poison failed (fatal)
Angry: weapons, military
Afraid: Agility (!!!!!), Faith
Cheerful: Conversation, Athletics
Depressed: Animal, Expression
Willful: Intrigue, Lumen, military
Yielding: Demeanor, History
Pressured: Faith, Athletics
Lonely: Conversation, Medicine
By skill group:
Charisma skills
Demeanor: Yielding. Cheerful and Pressured are neutral.
Conversation: Cheerful or Lonely
Expression: Depressed. Angry has penalty. All others neutral.
Physical skills
Agility: Afraid. All others neutral.
Weapons: Angry.
Athletics: Cheerful or Pressured.
Animals: Depressed.
Int skills
History: Yielding.
Intrigue: Willful.
Medicine: Lonely.
Econ: Nothing! Willful and Pressured have penalties.
Military: Angry or Willful.
Will skills
Faith: Afraid, Yielding, or Pressured.
Lumen: Willful.
Getting Reflexes (or possibly just any Agility class) to 30 lets you train Sports
Week 1:
+1 cheerful after normal actions.
- Talking to Charlotte - +1 cheerful, -1 lonely. You have several chances to talk to her.
- Talking to Dad - +1 lonely.
I think it's worth it to rush production + trade, so we need to get into a mood for that
Week 2:
The choice here has some pretty big impacts on the rest of the game.
Sending her away +1 angry, +1 yielding
She stays +1 willful
- Talking to Charlotte - nothing if you dismiss Julianna
or Dad - unsure
Week 3:
Your first skill test. It's a Reflexes test. Passed at 30
Raises Afraid if failed. Raises Angry if passed.
- Talked to Dad; he explains why he thinks your mother died
Week 4:
Talked to Dad, Cheerful/Yielding +1 (also adorable)
Week 5:
Duke of Sedna gift. Ugh why didn't I study foreign affairs
Foreign Affairs test, failed
Court Manners test, passed at 40, if passed...
- yes +1 willful
- no ??
Week 6:
This is new. Lore test to identify what I assume a Lumen is
- Talked to Dad to get my crystal, he said no, I got Willful for it
Week 7
Elegance test, failed
Because I failed that, I passed a reflexes test to dodge my clumsy maid
I think this may actually be bad to pass, I dunno; possibly if I pass elegance? I dunno
Talked to magic teacher, failed Divination check
Week 8
Production + trade test
Week 9
Military test; I know from spoilers that it's any military at all
Foreign Affairs test; passed at 30
Court Manners test, failed
the presence test to get the Lumen jewel is > 30
Week 10
Novan history test, passed 30
Foreign history test, passed 30
Foreign affairs test, failed
Foreign intelligence test failed
On commanding the sister to marry someone, internal affairs test failed
On offering to pay moneys, failed finance checks (I'll investigate this in another game)
I think the best option this run is to surrender the province, even if banion will be mad
Week 11
Lore test failed
Novan history test failed ?! must be 40+
Still can't get past the guards with Presence 50
Week 12
Uh I forgot what the tests were
I got engaged to Talarist
Passed armory presence test at 70
Week 13
forgot tests this week too, fuck
I pardoned the woman; I think this makes peasants like me more, no idea
I became a Lumen by talking to Selene
Week 14
Divination, Falcons failed
Failed herbs + medicine check
I should have saved, I can get in any mood I want
Week 15
No skill tests, might be event-dependent
Week 16
I chose to head the parade, but no speech; Elegance test passed at 80
Got into Willful let's rock baby
Week 17
Oh gawd grand ball I have no royal manners
Presence passed (80)
Court manners failed
Refused to dance, I have no dance skill
Court manners + flattery failed
Composure passed, I can't do anything about it, I have no fighting skills to duel him
Sense magic failed 10
Week 18
Composure passed (90)
oh gawd I am in over my head
Intrigue failed with ~30 points, passed with 70. this is the agents one; super important to pass probably
Also apparently you start with 10k gold
Week 19
Accounting failed
faaillll
Week 20
Demon-possessed guy. Sense magic failed (30), but I know from previous game that he goes on a rampage if you punish him, so... pardoned
Week 21
Climbing check failed, so I reloaded to not take the check. It's probably bad for me
Week 22
Novan history fail
Internal affairs fail @80 Wtf
Passed at 100 possibly 90 >.< nothing actually important, but gave info; I chose the same either way
Week 23
Musician spy; Intrigue passed (over 190), foreign intelligence failed
Instrument + Voice passed ~60
Intrigue passed
Week 24
My agents told me Arisse plotted against me, due to my decision regarding her stepson. I sent assassins after her.
Week 25
Logistics + trade failed (below 20)
Divination failed
The assassination succeeded.
Week 26
No events
Week 27
Divination failed
Week 28
Went to the birthday party
Archery + Reflexes 100 passed! (failed at 80) YEAH I DIDN'T DIE. Also it was 100 reflexes >.>
Flattery failed FFF
Novan history failed (40), Lore failed
Week 29
Uh I got a pillow from Arisse's son. Huh.
Week 30
Divination failed, jesus
Week 31
Div failed, Deco failed
Production + Trade failed
Court manners failed, Dogs failed
Poison failed (fatal)
Wednesday, May 29, 2013
d20 aerial combat
A lot of you tards don't understand how shit flies.
All flying creatures move down twice as fast as they move up, eg. they can move down 10 feet for every 5ft of flight movement spent (without losing control).
Perfect maneuverability
A creature with perfect maneuverability can move however it likes with no restrictions. It can hover, do 180 degree turns and ascend/descend at will, in any manner it wishes, without costing any extra movement.
Good maneuverability
A creature of good maneuverability is restricted in the following ways:
- It must move at least 5ft in a forward direction in order to make a turn. It can turn up to 90 degrees to move laterally on its next 5ft of movement, or turn 45 to move diagonally.
- It can spend 5ft of movement to turn in any direction it chooses.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
Average maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 5ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 5ft of forward movement. In other words, it has a 15 foot turning radius.
- It may spend 5ft of movement in order to make a 90 degree turn. This 5ft doesn't count towards its minimum travel distance.
- It must fly for at least 5 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It must move forward at least 5ft for every 10ft ascended.
Poor maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 5ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 5ft of forward movement. In other words, it has a 15 foot turning radius.
- It must fly for at least 10 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It cannot descend at greater than a 45 degree angle without losing control.
- It must move forward at least 5ft for every 5ft ascended.
Clumsy maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 10ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 10ft of forward movement. In other words, it has a 30 foot turning radius.
- It must fly for at least 20 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It cannot descend at greater than a 45 degree angle without losing control.
- It must move forward at least 5ft for every 5ft ascended.
Summary
As I've said before, the difference between perfect and good is not that huge. Perfect allows for faster vertical movement, but it's rare that you will need to make a >90 degree turn in the air, so the advantages of perfect movement are mostly limited to extremely rapid ascension. It is possible that on your next turn, you may need to make a greater than 90 degree turn relative to your travel last round, so perfect is still nice.
The difference between good and average is huge. An average creature can't start a fight on the ground or it won't really be able to take off without fleeing first. Even if it does fight in the air, it can't hover so it is extremely limited. It can't take full attacks or non-movement full-round actions while flying, so the only creatures that should employ this is creatures with useful standards. They can also use the Flyby Attack feat to get a single non-provoking attack in, but against multiple characters that only stops AOOs from one. This is worse too because they have a turning radius (ew) and can't ascend without moving forward (also ew). Against a divebombing aerial attacker, even with flyby attack, characters can stand in a line and let the AOO chain fly.
Average and poor maneuverability don't have much difference. Divebombs were already bad for average, so the fact that they're worse for poor doesn't mean much. Compared to an average flier, aerial engagements come down more to who has the faster flight speed and the better ranged standard options more than who has the better maneuverability. Like with average, these creatures pretty much shouldn't fight in the air against anything that has good or better, or they will literally be giving away AOOs all day.
Clumsy creatures have a horrible turn radius and are pretty much useless in aerial battles except as ranged combatants (or carrying them). Even then, the 30ft turn radius is so bad that it might not be able to put itself in range, forcing range increments and limiting medium range spells and abilities. These creatures are better for travel than combat, but should only really be employed in combat against non-fliers and should utilize ranged attacks.
All flying creatures move down twice as fast as they move up, eg. they can move down 10 feet for every 5ft of flight movement spent (without losing control).
Perfect maneuverability
A creature with perfect maneuverability can move however it likes with no restrictions. It can hover, do 180 degree turns and ascend/descend at will, in any manner it wishes, without costing any extra movement.
Good maneuverability
A creature of good maneuverability is restricted in the following ways:
- It must move at least 5ft in a forward direction in order to make a turn. It can turn up to 90 degrees to move laterally on its next 5ft of movement, or turn 45 to move diagonally.
- It can spend 5ft of movement to turn in any direction it chooses.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
Average maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 5ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 5ft of forward movement. In other words, it has a 15 foot turning radius.
- It may spend 5ft of movement in order to make a 90 degree turn. This 5ft doesn't count towards its minimum travel distance.
- It must fly for at least 5 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It must move forward at least 5ft for every 10ft ascended.
Poor maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 5ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 5ft of forward movement. In other words, it has a 15 foot turning radius.
- It must fly for at least 10 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It cannot descend at greater than a 45 degree angle without losing control.
- It must move forward at least 5ft for every 5ft ascended.
Clumsy maneuverability
- It cannot hover. If it moves less distance than half its maximum fly speed, it must land. Otherwise, it falls 150ft. If it's still airborne on its next turn, it may make a DC20 Reflex save to right itself. If it's not, it takes falling damage.
- It must move at least 10ft in a forward direction in order to make a turn. It can only turn 45 degrees to move laterally or vertically per 10ft of forward movement. In other words, it has a 30 foot turning radius.
- It must fly for at least 20 feet level after descending before it can ascend.
- It ascends at half speed (10ft of movement spent for 5ft vertical)
- It cannot descend at greater than a 45 degree angle without losing control.
- It must move forward at least 5ft for every 5ft ascended.
Summary
As I've said before, the difference between perfect and good is not that huge. Perfect allows for faster vertical movement, but it's rare that you will need to make a >90 degree turn in the air, so the advantages of perfect movement are mostly limited to extremely rapid ascension. It is possible that on your next turn, you may need to make a greater than 90 degree turn relative to your travel last round, so perfect is still nice.
The difference between good and average is huge. An average creature can't start a fight on the ground or it won't really be able to take off without fleeing first. Even if it does fight in the air, it can't hover so it is extremely limited. It can't take full attacks or non-movement full-round actions while flying, so the only creatures that should employ this is creatures with useful standards. They can also use the Flyby Attack feat to get a single non-provoking attack in, but against multiple characters that only stops AOOs from one. This is worse too because they have a turning radius (ew) and can't ascend without moving forward (also ew). Against a divebombing aerial attacker, even with flyby attack, characters can stand in a line and let the AOO chain fly.
Average and poor maneuverability don't have much difference. Divebombs were already bad for average, so the fact that they're worse for poor doesn't mean much. Compared to an average flier, aerial engagements come down more to who has the faster flight speed and the better ranged standard options more than who has the better maneuverability. Like with average, these creatures pretty much shouldn't fight in the air against anything that has good or better, or they will literally be giving away AOOs all day.
Clumsy creatures have a horrible turn radius and are pretty much useless in aerial battles except as ranged combatants (or carrying them). Even then, the 30ft turn radius is so bad that it might not be able to put itself in range, forcing range increments and limiting medium range spells and abilities. These creatures are better for travel than combat, but should only really be employed in combat against non-fliers and should utilize ranged attacks.
Thursday, May 23, 2013
Some thoughts on skill checks and xp
Of course, I'll bring this up but this is how stuff should generally work out.
Non-combat type xp should be determined by DC and by how significant it is. A DC15 check is about CR1/2, DC10 should be CR 1/4 and DC20 should be about CR1, 25 CR2 etc.
This isn't determined by the player's roll, so if JC wants to know info about kobolds and rolls 25, the party doesn't get the xp related to a CR2 check. Instead, relevance should be looked at, too. Since the info gained overall is pretty helpful, it might be a CR1 check equivalent, or maybe CR 1/2 since there is not much risk. Note that CR1 has very little risk overall and is pretty easy, but CR 1/2 seems more appropriate in this case.
Interactions that play very little meaningful role should be CR 1/4 at most, though things that accomplish immediate character goals and aren't guaranteed to succeed should still give xp. As an example, talking to Kaeli about her family is a pretty much guaranteed interaction, but Alain might still get a little xp (or the party might) just because learning more about Kaeli is a goal of Alain's.
Inter-party conflict, such as Fang running off and Kaeli tailing him, should be worth something as long as it's not exploited. Consider character development or discovery when talking about rewards. In this case, Fang's impulsiveness and putting himself at risk stupidly should be worth XP for Kaeli to hunt him. For Fang, this action is debatably OOC and should not be worth experience points. Likewise, JC and Alain making checks to find Fang should be worth small XP as well. Again, CR 1/4, 1/3 type xp at most; this isn't an XP farm.
At higher levels where the party doesn't get xp from CR 1/4 type encounters, these types of RP encounters should still be worth small xp. Note that CR 1/4 is worth 75xp for a single member at level 6, so that's a good thought.
Fang running off deliberately into some kind of forest with the intent of helping Kaeli learn to trail him should not generate xp unless it encourages character development.
Even attempting a failed check should give some small amount, if it leads to character development. To be honest, I feel like it should give the same (since failure is important for learning more than success is).
RPXP should probably be mostly divided amongst the party, especially at low levels. In the first game, JC would have scored much, much higher due to his many checks and accomplished goals, at 75-150xp per check. At higher levels, it can be more individual.
XP should be granted per action, not per check. If both JC, Alain, and Fang roll Survival to feed the party and successfully do so, they passed a DC16-20 Survival check together and get party XP as a whole, even though there were three different rolls. Again, CR 1/2 (about 150xp total divided between members) is appropriate, since failure costs the party money. Since the party only needs DC16 to feed itself (DC20 because we currently have 2 extra people) it shouldn't be much more since the consequences of failure are not very high.
Again, back to JC and Alain asking around for Fang; it's one check needed, so two rolls don't give more xp. Likewise for JC's double knowledge rolls; it's one task.
Non-combat type xp should be determined by DC and by how significant it is. A DC15 check is about CR1/2, DC10 should be CR 1/4 and DC20 should be about CR1, 25 CR2 etc.
This isn't determined by the player's roll, so if JC wants to know info about kobolds and rolls 25, the party doesn't get the xp related to a CR2 check. Instead, relevance should be looked at, too. Since the info gained overall is pretty helpful, it might be a CR1 check equivalent, or maybe CR 1/2 since there is not much risk. Note that CR1 has very little risk overall and is pretty easy, but CR 1/2 seems more appropriate in this case.
Interactions that play very little meaningful role should be CR 1/4 at most, though things that accomplish immediate character goals and aren't guaranteed to succeed should still give xp. As an example, talking to Kaeli about her family is a pretty much guaranteed interaction, but Alain might still get a little xp (or the party might) just because learning more about Kaeli is a goal of Alain's.
Inter-party conflict, such as Fang running off and Kaeli tailing him, should be worth something as long as it's not exploited. Consider character development or discovery when talking about rewards. In this case, Fang's impulsiveness and putting himself at risk stupidly should be worth XP for Kaeli to hunt him. For Fang, this action is debatably OOC and should not be worth experience points. Likewise, JC and Alain making checks to find Fang should be worth small XP as well. Again, CR 1/4, 1/3 type xp at most; this isn't an XP farm.
At higher levels where the party doesn't get xp from CR 1/4 type encounters, these types of RP encounters should still be worth small xp. Note that CR 1/4 is worth 75xp for a single member at level 6, so that's a good thought.
Fang running off deliberately into some kind of forest with the intent of helping Kaeli learn to trail him should not generate xp unless it encourages character development.
Even attempting a failed check should give some small amount, if it leads to character development. To be honest, I feel like it should give the same (since failure is important for learning more than success is).
RPXP should probably be mostly divided amongst the party, especially at low levels. In the first game, JC would have scored much, much higher due to his many checks and accomplished goals, at 75-150xp per check. At higher levels, it can be more individual.
XP should be granted per action, not per check. If both JC, Alain, and Fang roll Survival to feed the party and successfully do so, they passed a DC16-20 Survival check together and get party XP as a whole, even though there were three different rolls. Again, CR 1/2 (about 150xp total divided between members) is appropriate, since failure costs the party money. Since the party only needs DC16 to feed itself (DC20 because we currently have 2 extra people) it shouldn't be much more since the consequences of failure are not very high.
Again, back to JC and Alain asking around for Fang; it's one check needed, so two rolls don't give more xp. Likewise for JC's double knowledge rolls; it's one task.
Tuesday, April 16, 2013
Recettear log
Pin bonuses:
I started logging on day 12, so brief summary:
Day 1-6: Normal buying and selling. Ended up being forced to buy 3 thankful statues, still somehow ended up around 12k pix by the end of day 6.
Day 7: Did a full Jade Way run with Louie. Got roughly 45-50k pix worth of drops. Insanely good run. Also sold a bunch of shit in the shop on the 3rd and 4th periods, ended around 20k pix.
Day 8: Bought some stuff, Charme gave me her card by the end of the day. Finished week 1 at about 17k pix due to purchases; ~7k pix going into week 2.
Day 9: Made about 20k pix in sales.
Day 10: First shop upgrade. Daggers went on price drop. Fucked up an order with Charme to sell her a tier 4 dagger. Total fail. About 40k pix at the end of the day.
Day 11: Swords went on price drop too. Sweets boon, though I thought it was food and fucked up. Bought and sold, ended up negative but got a lot of blue stuff to resell when it goes off price drop.
Day 12:
-2nd Jade Way run, this time with Charme. Got all of Cailou's recruitment items. Got a magnet necklace, shrimp doria, and two nut mixes. The nut mixes are getting saved for fusion, but total profit around 15-20k from the run, ie. probably a waste. Charme's level 17 though and gonna get Cailou soon.
-Opened up the shop for evening period, Cailou came in and took his stuff. Made a little money, not much.
-ended 22k pix
Day 13:
-Shields price hiked. Swords normalized. Spent almost all of my money on sweets in first period.
-Triggered sweets boon. Filled order for armor, didn't have much (oops), filled order for treasures, made 22k pix in one transaction, more than all the sweets sales put together. LOL. 109% nearpins, can't find just pin mark for women.
-Charme bought the hat she wore in her jade way run. LOL.
-Ended 41k pix, ML 16.
Day 14:
- Just sold all day.
- Sold Louie a tier 4 sword. Sold a very old vase to an old man.
- Cailou gave me his card at the end of the day. He also bought a robe upgrade right afterwards, tier 2.
- Ended 96k pix, ML 17.
Day 15:
- Daggers up, heavy armor up. I mostly sold out yesterday (have a bunch of treasures) so this is what you call totally fucked. Payment due but I have over 3 times what I need. Bought down to 40k in the morning, getting tons of cheap stuff just to be able to cover random orders.
- News changed like crazy, precious metal boon for women, jesus. Might hit it tomorrow.
- Amber Garden run with Charme. Found Nagi for 2nd time. Cat statue, sand charm dropped on 3f. Lucky #3! I'm noticing that for dungeons to be profitable right now, I need to be making 20-30k in loot drops per run. Even then, that's not actual profit until the loot actually sells. I estimate it'll only be worse as time goes on.
- First boss kind of annoying, due to crappy kage bunshin placement. I should have brought Cailou, lol.
- Second boss easy as hell, crit him for 30% of his life. Tier 4 dagger ftw.
- Goldfish bowl and +2 purity ring dropped on 13f. That's like 23k profits right there.
- Third boss easy, spammed flame charge, bombs blew up their allies. Barely took damage.
- 19f: throwing 5k+ pix items on the ground to make space for better treasure. Currently 8 of my inventory is treasure; worth an average of 9k or so each. That's... like next week's rent. All of it. This does not include honeys or shrimp doria, which at this point fill restoration item slots in my inventory, not treasure. I intend to use every damn healing item on Tielle -- yes, that means throwing 2300pix honeys and 4300pix shrimp down the hatch.
- Fourth boss... Charme cheats versus this boss. Kage bunshins are way too strong. GLAD I BROUGHT YOU ALONG, LADY
- Fifth boss: took way too much damage by playing aggressively. Should have just hunted the little slimes. Boss damage is starting to ramp up though, kind of scary. I'm really feeling dungeon fatigue at this point; it's taken almost a full day of playing recettear and I'm still not done with amber garden.
- Tielle: Really not as bad as I thought. I used healing items quite a bit, but out of my 25 item inventory, I had about 15 so I could do it. Two heal items (orange and shrimp doria) dropped during the fight; I used the orange. I ended up with a lot of surplus; 24 items total at the end after I hammered consumables.
- Ended 39k pix after paying rent. ML 18. Charme is level 34.
Day 16:
- Sweets still dumped. Precious metals boom still going. I don't have enough stuff to take advantage of it though so gotta go to the market for first period.
- After buying what little I could with 39k pix, I headed back for a nice long day of selling tons of shit.
- Ended 203k pix. ML 19. Basically waiting on Tielle to join my team at this point.
Day 17:
- Accessories and heavy armor shot up, sweets normalized finally. Since my goal is to get Tielle I'm going all out, putting sweets up everywhere. Worked out okay, sold first three periods.
- Hit ML 20 so I decided not to sell last period to expand my store and buy some inventory. I bought a bunch of reserve stock, for just in case type stuff.
- Ended 85k pix, ML 20.
Day 18:
- More sweets everywhere. Still have a bunch from my dungeon run. Swords dropped in price.
- Tielle gave me her card! Yay.
- Precious metals dumped. Not so good. Longswords are still price dumped. If ever there was a time to do shopping in period 2, this would be it. Also considering doing a dungeon run with Tielle; I need 3 to unlock her true card, which is the entire goal of this run besides just winning -- however I think I could get the 700k pix to pay off week 4 and 5 all in one week at my current progress. I'm really far ahead of the debt curve; I have probably 300k in inventory right now.
-Sold a lot, went right back in to the guild hall in period 4 and splurged on anything that was price bombed. Got first Griff cutscene.
- Ended 90k pix, ML 21.
Day 19:
- Swords went back to normal, but food price bombed. Precious metals are still bombed, as are accessories. Hell. Bought in the market just to have some non-trash inventory... ho crap Supervends are for sale. I need to get one @.@
-Sold a little bit, then went to Jade Way with Tielle. Made terrible profits. Today I got a lot of inventory, but I really need to offload.
- Ended 69k pix, ML 22.
Day 20:
- Food and accessories are still down, but precious metals are back up. Egg toast boom, lol.
- First period made good sales, unusual for a morning period, then precious metals jump! Also accessories normalized. Money making time! SELL ALL DAY
-Food normalized. Finally~ Also longsword price jump; already sold crystal sword at price hike tho so no real longswords in inventory. Cailou bought a platinum halberd at hiked prices, didn't know he had 80k pix to blow
-Metal items jumped! omg. It's bad for me since I want Supervends though, and they're metal. I'll persevere somehow, I think. Events going on at night, pretty sure one of them is the second Griff appearance but I need to buy in the morning if I end up buying at all. Hmm. I need Supervends.
- Ended 445k pix, ML 23.
Day 21:
- Heavy armor down, precious metals normal. Market event... pretty sure it's Euria.
- Market event wasn't Euria, thankfully, Made some Fusions with Jade Way loot, bought some stuff.
-Sold middle two periods, bought in period 4, triggered Griff event.
- Ended 92k pix, ML 24. Yes, I bought a loooooot of stuff.
Day 22:
- Precious metals jumped AGAIN.
- Something holy boom on period 2. OH SNAP ALL THE MONEYS
- Bought a bunch of stuff in period 2, because I have money so I can
- Ended 95k pix after rent, ML 25.
Day 23:
- Longsword price jump, precious metals back to normal. Sweets down. Still holy item boom, can't do anything about it tho cause I ran out of stock and it was price hiked yesterday.
- Sold a bunch of stuff in p1, p2. Wanna do an Amber Garden run with Tielle (starting on f16) but I have no bow in inventory to use, so gonna sell more T.T
- Weapon prices dropped in p4. SHOPPING. Bought expansion.
- Ended 229k pix, ML 26.
Day 24:
- Sweets down. Longswords normal, heavy armor up. YAY I mean uh, hmm.
- Accidentally hit the sell button in p1 with no items posted. Sold in p2 as well.
- ADVENTURE TIME WITH TIELLE
- Fin Fans are worth 3800pix in profit, herb seed 4780 pix, water crystals 8200pix, charred lizard 12500 pix, special inkwell 13000 pix. Focusing on treasure this time, so profits are what's important. TBH though, the under 10k stuff is starting to be not really worth it. Might be running kind of high risk with no dedicated healing item slots.
- Accidentally started on 11f, rather than 16f. Oops. Tielle is OP, got an Ace's Bow and a Rainbow Chestplate for her, so she cuts through enemies easily. Also 30 items instead of 25 thanks to ML, yayifications!
- Left on floor 25, slime liver didn't drop.
- Ended 330k pix, ML 26. Tielle is level 31.
Day 25:
- Precious metals up.
- First things first, getting supervends from the market. I want two! Market event though... fortunately it's Tielle and not Euria. Fused a bunch of stuff, got my Supervends and a bunch of inventory. Selling's gonna be exciting today.
- Heavy armor went normal, but a "warm" item boon hit (I think).
- Just sold p2-p4. Supervends are nice for selling those downpriced sweets.
- Ended 540k pix, ML 27.
Day 26:
- Shields up, sweets normal.
- Tons of normal or up-priced inventory now so it's sell all day.
- Pretty much beaten the game at this point. Over 1 mil between inventory and on-hand cash.
- Ended 888k pix, ML 28. Literally could pay off the entire debt right now.
Day 27:
- Food down.
- The plan is p1 buy, p2 warm item boom, p3-4 run Amber Garden with Tielle, 16-25 again. Sweets went up in p3, gotta change my supervends tomorrow.
- Could run Obsidian Tower, like maybe 1-10? Unfortunately I really need slime liver to get Cailou first on newgame +.
- Despite being Tielle AND being lower level, she has more HP than Charme due to Ferromin abuse.
- Got Tough Shell (+4!) from volcanicrab and a slime liver. Yay!
- Ended 331k pix, ML 28. Tielle is level 36.
Day 28:
- Chestnut boom (worthless). Shields normal.
- Putting sweets in the front to get Tielle in the shop. Want her to buy gear, but not sure how likely that is.
- Food normalized. Elan became a regular customer so I need to put really low grade stuff up that he will buy. Cailou upgraded his robe again.
- Charme asked for a weapon, hooked her up with the best thing money can buy.
- Elan gave me his card.
- Ended 629k pix, ML 29.
Day 29:
- Rent's due today! OH I DUNNO IF IM READY. Heavy armor down, cherry down (wut?), sweets normal. Could buy some heavy armor items.
- Tielle bought mermaid shoes. Sold Elan a silver gauntlet for 1k, literally throwing money down the drain. Could have given him a better weapon, but I'm a jerk.
- Shields down. Chestnut boom ended. Tielle bought a strongarm band, yay. Cailou upgraded his robe AGAIN, though to the best possible one.
- Precious metal boom, weapons normal. Hitting that shit.
- Ended 789k pix, ML 30. 589k after rent.
Day 30:
- Armor normal, sweets up. Precious metal boom still going. Probably gonna only open the shop for one period and try to do Obsidian Tower as far as I can. Ended up spending too much in p1, but precious metal boom should hit it pretty hard.
- Metal up. Shields normal. I bought a pearl and jade shield, too, so this will be some good profit.
- Obsidian tower go! I geared out Tielle with some nice stuff. First thing I notice is my damage is pretty crummy. I'm wielding a high tier bow (t5 I think), so this is about where the game expects me to be. However, I'm also wearing best armor and not taking damage, so iuno. Focusing almost exclusively on restoratives rather than valuables; I'll keep something rare if it's rare, tho.
- First boss was no match for CUTERAGE!! Dropped flytrap bulb, not super useful tho.
- Speaking of rare, Flameguard dropped on 6f. 4th Nagi appearance so she should appear in my shop soon.
- Dumping stuff already that would have made probably 80k runs. OT is profitable, for sure. Electrojelly dropped a masterful sushi. He died in two CUTERAGE!!s without hitting me.
- I used CUTERAGE!! for invincibility in dual eyebat king fight. It was not really a fight tbh, Tielle shredded through them. Ended on 15f due to dungeon fatigue.
- Ended 660k pix, ML 30.
Day 31:
- Precious metal boom ended. Armor down.
- Cailou asked for a staff, didn't have a top tier one. Oh well. Gave him an okay one, so he'll be decent in newgame +. Nagi also arrived in my shop.
- OT run again, starting on 16f. Using weaker gear this time as well; I sold her old chestplate so I'm stuck using a battle sweater. I might stop on 25f, but I'm gonna try and get to 35-40. We'll see.
- OK so going in under 100 def is a pretty big mistake. Stuff is hurting me, lol.
- Got a burning charm and a steel breastplate, so I'm still lower def but mdef is better. Still pretty weak.
- Overall tons of good drops. Beat level 25 gauntlet, got beat up a lot, but CUTERAGE!! is too strong. Should have used Starshot Arrow after the hornets were dead. Anyway, decided to go to 30f. Really need to bring a rainbow bp next time -- or some other craftable thing. Trying to cobble together the wind crystals to make a Tellbow. I need at least +15 tho between wind crystals and apples.
- The best chest armor I can make for Tielle is a +15 barrier plate, but I would need a belenite bp drop (which would also be better than a rainbow bp).
- Sandwich plate dropped right before Griff fight.
- Griff was pretty dangerous, did a lot of damage. The key really is just to play safe and sling arrows at long range, and hope he doesn't use invulnerable frames through your stuff. He has a lot of invulnerable moves. Also use Starshot or CUTERAGE!! to deal with his bomb explosions. Anyway, used two watermelons; only needed one (really could have got by with any healing item at all, but used watermelon at critical hp)
- Ended 931k pix, ML 31. Tielle is level 49.
Day 32:
- Tear told me about how we have to pay off the last of the debt. She said I might be startled by it. Yeah, I'm startled, it's like a quarter of my net worth! But who cares, I can pay it off right now.
- Sweets back to normal, precious metal boom with women. Hmm. Bought stuff in the morning and sold, made a few pix overall, nothing really huge.
- Accessories dropped, metal normal. Considering just selling; forgot to buy a rainbow bp. I'll hit it in the evening, sell first two tomorrow and adventure tomorrow afternoon.
- Sold quite a bit, then ended up going on a bit of a shopping spree. Bought more than I probably should have.
- Ended 637k pix, ML 31.
Day 33:
- Sell sell sell this morning! Food is down, heavy armor is up, precious things boom ended. With accessories down, gonna be a bit weird but we'll stock some good stuff today -- not that I really need pix much anymore.
- Tielle bought a fairy bracelet. All my love, Tielle.
- ADVENTURE TIME. 31 TO THE END (maybe?). Bought some more Ferromin for Tielle. Now 132 def, 119 mdef! Enemy damage should be negligible now. Also harp bow is over twice as good as ace bow, nearly 100 attack (would be, but fairy and rainbow bp reduce attack power).
- Even with 132 def/119 mdef I'm still taking damage, though much less. I think there's some DR or something, maybe it's 100%/100+def. Either way, my harp bow also is not really making a huge difference, iuno. More accurately, it's not going from 2 shot kills to 1 shot, so the difference isn't that big. Post 35 floors enemies are starting to take 3 hits to kill, too. Geez.
- Really cool music after 46f. 45f "gauntlet" boss was hard; CUTERAGE!! mandatory to invincible through his wave slash. Not too bad once I used CUTERAGE!! for invincibility frames. Used an orange +1 and a cherry +1 in total, didn't actually get hit after I used the items (but he brought me down to 27hp, one hit left). I'm continuing my run at least partially because I have a full load of heal items; my alternative would be just to bring a bunch of curries, melons, ham sandwiches or beef bowls in with me.
- Invincibility frames on Starshot Arrow are pretty minimal, couldn't seem to use them to get through the "gnoll walls" that the game is throwing at me.
- CUTERAGE!!'s invincibility never fails though. You do lose your charge when you activate it, kind of annoying.
- Trying to delay my level-up until 49f. Seriously the enemies are tough enough that I probably need the help.
- Dinged on 49f very early, got hit once for minimal damage. Full SP too (didn't use CUTERAGE!! after leveling) Got a +3 fire crystal, pretty nice.
- Gee, Griff. I got hit 3 times. You were pretty sad. Cute story event though. Obsidian Tower CLEAR!
- Ended 865k pix, ML 31. Tielle is level 58.
Day 34:
- Well, all my goals are done. Obsidian Tower is clear, Tielle is getting her true card and I fucking destroyed the game. I guess my last goal is 1.5m pix by payday; shouldn't be too hard.
- Heavy armor up, daggers down, slime fluid boom. Shopping first period, mostly for Ferromin and shop decor.
- Tielle bought a superarm band, lol. She's replaced her armband so many damn times. BUY A CHARM GIRL OK. Cailou asked for armor so I sold him a superarm band as well.
- Sweets down, armor normal. Griff came in. Nobody bought from my venders, kind of sucked.
- Ended 866k pix, ML 32. Don't think I'm going to make another 700k in two days, but we'll see.
Day 35:
- Metal up, daggers normal.
- Nagi gave me her card.
- I got an order for 3 metal things from an old man. Made 322k pix in one transaction. Arma bought Tielle's rainbow bp off the shelf for over 100k. Okay, 700k seems reachable now.
- Boom ended, armor up. YEAH. I have inventory for miles, lol.
- Cailou asked for an accessory, got a shell charm for him. Charme asked for the Fullblade on display, but she already has better. I told her to fuck off (raised the price to over 1m). Yeah, I turned down a 70k sale. I am that rich, I don't give a fuck.
- Ended 1.67m pix, ML 33.
Day 36:
- Final day. Tear gives me a go-getter speech.
- Herb seed boom. Sweets normal. Just sellin, baby. Just sellin.
- Ended ML 34. 2.306m pix. 1.806m after final rent payment.
So what really triggered the complete and utter domination of Recettear?
First is the concept of net worth. Customer bankroll aside -- you need to get maximum net worth gain from periods. If you sell an item, your net worth increases by roughly 40% of the base value of an item. So if you buy one period and sell 90% of the stuff you bought, your net worth increases by 36% of the money you spent. If you have a bankroll of 10k, that means you're looking at 3.6k net worth increase just buying and selling that day. If you buy more expensive stuff, you generally get better returns as your stuff moves faster, as long as your customers can afford it and it's something they will buy.
Food moves by far the best. If I can give any advice at all, it's go deep on food early while stocking half-assed in other things, at least early game. Selling candies and apples (and candy apples) ramps up customer bank and ML rapidly. Doing it in the early game is kinda nice since your net worth is so low, a store full of low tier food will still cost you a lot of your net worth to post, so profits remain good.
The biggest net worth spikes can be found in dungeons. If you wait for the first item upgrade at ML4, buy a decentish armor (iron armor worked great for me) and do a full Jade Way run, you can get 20k increase in net worth from drops plus the very odd vase at the end. Do this on day 5. I got a 45k run and it brought me from being worth 10k or so to being worth 55k. That gave me a week 2 budget on day 7, so I ended up literally a week ahead of the curve.
As your turnover rate from marketing goes up though, 20-30k for a jade way run starts to suck. The best time to do a second run is actually right after your first; sell two periods, dungeon once. Really you can get pretty good results just doing Jade Way and selling twice, though you might have to do some buy-sell on bad days.
Once the potential for buying starts to eclipse Jade Way runs, do Amber Garden. Louie is probably overleveled for it from doing Jade Way (2-3 times) and/or you have a leveled Cailou or Charme. You might have some decent gear, too. Invest a bit in gear for your chosen adventurer and run Amber Garden. A full Amber Garden run is mind-numbing, but with a level 20 or so character to start and some moderate gear, it will give you crazy good returns. I made a ~100k pix Amber Garden run on my first go, storing way too much space in healing items. Once you beat Tielle for the first time you can run with fewer heals and walk out with huge profits. Again, I increased my net worth by probably 50%, doing Amber Garden late. Also it's better to do with Cailou or Louie and not Charme tbh, though Charme is better for speedrunning the last 15 floors (where all the money is) for big profits. Again, dungeoning is good if you do it early.
Obsidian Tower ended up not being so good, but that's sort of conditional. The 45f boss is kind of tough for Louie, and the Flame Charge team (anyone except Tielle, Louie, and Cailou) deals mediocre damage to him charging through his wave slash. Also, OT is kind of hard just because you need to be ML 24, which I hit on day 21. So Amber Garden runs or buy/sell until then. ML 24 is actually where buy/sell becomes very powerful just because a single item generates like, 8k profits from reselling. It's hard to beat that even with 10-15k drops.
When you buy a "low price" item, you gain roughly 14% of that item's value in net worth just from buying it (if an unsold item's value is 70% of its list price), so you can make some money that way. Low price generally isn't that big a deal; don't let it interrupt your adventuring schedule or anything.
Low price only gives 14% though; where high price gains you much more. Buying at high price loses you 16% of an item's base price in net worth, which is actually pretty good considering you can get 134% profit if you sell at 220%. Even if you sell at base price or 105% you only cut into profits some (but still make profit). Price up prices are insanely good; a price up event should be capitalized on even if you have to buy red price items from the guild or market. Try not to though and just hit the red price any time it happens. Obviously this means that you should buy whatever you need to and sell sell sell. Ultimately my biggest income spikes were during price up events but they happen every game all the time. Hit those and you make money.
Booms are nice because you get lots of sales, but they can't really be predicted or relied on. I did make a lot of money on booms, but ultimately you are just moving more stock, so you get that 40%ish profit on each sale. Yes, occasionally you get a holy items boon when precious metals are price upped. If that happens you basically win the game right there.
Ultimately you snowball to the endgame profit levels where you're making like 300-400k per day buy/selling. OT runs (31-50) can still compete with that, since 150k in drops is better than 80-100k profit (you bought the stuff, remember) in sales. Just keep 15 item slots reserved for treasure, lol.
So yeah, adventuring is good profit. I guesstimate that the best Survival scores run like 4-5 dungeons a week. I'm not sure how to meet rent though if it goes over 1m as basically nothing makes that much.
- Louie
- Buy
- Sell
- Charme
- Buy - Just 109%
- Sell
- Cailou
- Buy - Near 109%
- Sell - Near 67%
- Prime
- Buy - Near 103%
- Old Man
- Buy - Near top of 108%
- Sell - Near 67+%
- Man
- Buy - Near 109+%
- Sell - Near 68%
- Girl
- Buy - Near 108%
- Sell
- Guildmaster
- Buy
- Sell - Near 67%
- Woman
- Buy - Near 109%
- Sell
I started logging on day 12, so brief summary:
Day 1-6: Normal buying and selling. Ended up being forced to buy 3 thankful statues, still somehow ended up around 12k pix by the end of day 6.
Day 7: Did a full Jade Way run with Louie. Got roughly 45-50k pix worth of drops. Insanely good run. Also sold a bunch of shit in the shop on the 3rd and 4th periods, ended around 20k pix.
Day 8: Bought some stuff, Charme gave me her card by the end of the day. Finished week 1 at about 17k pix due to purchases; ~7k pix going into week 2.
Day 9: Made about 20k pix in sales.
Day 10: First shop upgrade. Daggers went on price drop. Fucked up an order with Charme to sell her a tier 4 dagger. Total fail. About 40k pix at the end of the day.
Day 11: Swords went on price drop too. Sweets boon, though I thought it was food and fucked up. Bought and sold, ended up negative but got a lot of blue stuff to resell when it goes off price drop.
Day 12:
-2nd Jade Way run, this time with Charme. Got all of Cailou's recruitment items. Got a magnet necklace, shrimp doria, and two nut mixes. The nut mixes are getting saved for fusion, but total profit around 15-20k from the run, ie. probably a waste. Charme's level 17 though and gonna get Cailou soon.
-Opened up the shop for evening period, Cailou came in and took his stuff. Made a little money, not much.
-ended 22k pix
Day 13:
-Shields price hiked. Swords normalized. Spent almost all of my money on sweets in first period.
-Triggered sweets boon. Filled order for armor, didn't have much (oops), filled order for treasures, made 22k pix in one transaction, more than all the sweets sales put together. LOL. 109% nearpins, can't find just pin mark for women.
-Charme bought the hat she wore in her jade way run. LOL.
-Ended 41k pix, ML 16.
Day 14:
- Just sold all day.
- Sold Louie a tier 4 sword. Sold a very old vase to an old man.
- Cailou gave me his card at the end of the day. He also bought a robe upgrade right afterwards, tier 2.
- Ended 96k pix, ML 17.
Day 15:
- Daggers up, heavy armor up. I mostly sold out yesterday (have a bunch of treasures) so this is what you call totally fucked. Payment due but I have over 3 times what I need. Bought down to 40k in the morning, getting tons of cheap stuff just to be able to cover random orders.
- News changed like crazy, precious metal boon for women, jesus. Might hit it tomorrow.
- Amber Garden run with Charme. Found Nagi for 2nd time. Cat statue, sand charm dropped on 3f. Lucky #3! I'm noticing that for dungeons to be profitable right now, I need to be making 20-30k in loot drops per run. Even then, that's not actual profit until the loot actually sells. I estimate it'll only be worse as time goes on.
- First boss kind of annoying, due to crappy kage bunshin placement. I should have brought Cailou, lol.
- Second boss easy as hell, crit him for 30% of his life. Tier 4 dagger ftw.
- Goldfish bowl and +2 purity ring dropped on 13f. That's like 23k profits right there.
- Third boss easy, spammed flame charge, bombs blew up their allies. Barely took damage.
- 19f: throwing 5k+ pix items on the ground to make space for better treasure. Currently 8 of my inventory is treasure; worth an average of 9k or so each. That's... like next week's rent. All of it. This does not include honeys or shrimp doria, which at this point fill restoration item slots in my inventory, not treasure. I intend to use every damn healing item on Tielle -- yes, that means throwing 2300pix honeys and 4300pix shrimp down the hatch.
- Fourth boss... Charme cheats versus this boss. Kage bunshins are way too strong. GLAD I BROUGHT YOU ALONG, LADY
- Fifth boss: took way too much damage by playing aggressively. Should have just hunted the little slimes. Boss damage is starting to ramp up though, kind of scary. I'm really feeling dungeon fatigue at this point; it's taken almost a full day of playing recettear and I'm still not done with amber garden.
- Tielle: Really not as bad as I thought. I used healing items quite a bit, but out of my 25 item inventory, I had about 15 so I could do it. Two heal items (orange and shrimp doria) dropped during the fight; I used the orange. I ended up with a lot of surplus; 24 items total at the end after I hammered consumables.
- Ended 39k pix after paying rent. ML 18. Charme is level 34.
Day 16:
- Sweets still dumped. Precious metals boom still going. I don't have enough stuff to take advantage of it though so gotta go to the market for first period.
- After buying what little I could with 39k pix, I headed back for a nice long day of selling tons of shit.
- Ended 203k pix. ML 19. Basically waiting on Tielle to join my team at this point.
Day 17:
- Accessories and heavy armor shot up, sweets normalized finally. Since my goal is to get Tielle I'm going all out, putting sweets up everywhere. Worked out okay, sold first three periods.
- Hit ML 20 so I decided not to sell last period to expand my store and buy some inventory. I bought a bunch of reserve stock, for just in case type stuff.
- Ended 85k pix, ML 20.
Day 18:
- More sweets everywhere. Still have a bunch from my dungeon run. Swords dropped in price.
- Tielle gave me her card! Yay.
- Precious metals dumped. Not so good. Longswords are still price dumped. If ever there was a time to do shopping in period 2, this would be it. Also considering doing a dungeon run with Tielle; I need 3 to unlock her true card, which is the entire goal of this run besides just winning -- however I think I could get the 700k pix to pay off week 4 and 5 all in one week at my current progress. I'm really far ahead of the debt curve; I have probably 300k in inventory right now.
-Sold a lot, went right back in to the guild hall in period 4 and splurged on anything that was price bombed. Got first Griff cutscene.
- Ended 90k pix, ML 21.
Day 19:
- Swords went back to normal, but food price bombed. Precious metals are still bombed, as are accessories. Hell. Bought in the market just to have some non-trash inventory... ho crap Supervends are for sale. I need to get one @.@
-Sold a little bit, then went to Jade Way with Tielle. Made terrible profits. Today I got a lot of inventory, but I really need to offload.
- Ended 69k pix, ML 22.
Day 20:
- Food and accessories are still down, but precious metals are back up. Egg toast boom, lol.
- First period made good sales, unusual for a morning period, then precious metals jump! Also accessories normalized. Money making time! SELL ALL DAY
-Food normalized. Finally~ Also longsword price jump; already sold crystal sword at price hike tho so no real longswords in inventory. Cailou bought a platinum halberd at hiked prices, didn't know he had 80k pix to blow
-Metal items jumped! omg. It's bad for me since I want Supervends though, and they're metal. I'll persevere somehow, I think. Events going on at night, pretty sure one of them is the second Griff appearance but I need to buy in the morning if I end up buying at all. Hmm. I need Supervends.
- Ended 445k pix, ML 23.
Day 21:
- Heavy armor down, precious metals normal. Market event... pretty sure it's Euria.
- Market event wasn't Euria, thankfully, Made some Fusions with Jade Way loot, bought some stuff.
-Sold middle two periods, bought in period 4, triggered Griff event.
- Ended 92k pix, ML 24. Yes, I bought a loooooot of stuff.
Day 22:
- Precious metals jumped AGAIN.
- Something holy boom on period 2. OH SNAP ALL THE MONEYS
- Bought a bunch of stuff in period 2, because I have money so I can
- Ended 95k pix after rent, ML 25.
Day 23:
- Longsword price jump, precious metals back to normal. Sweets down. Still holy item boom, can't do anything about it tho cause I ran out of stock and it was price hiked yesterday.
- Sold a bunch of stuff in p1, p2. Wanna do an Amber Garden run with Tielle (starting on f16) but I have no bow in inventory to use, so gonna sell more T.T
- Weapon prices dropped in p4. SHOPPING. Bought expansion.
- Ended 229k pix, ML 26.
Day 24:
- Sweets down. Longswords normal, heavy armor up. YAY I mean uh, hmm.
- Accidentally hit the sell button in p1 with no items posted. Sold in p2 as well.
- ADVENTURE TIME WITH TIELLE
- Fin Fans are worth 3800pix in profit, herb seed 4780 pix, water crystals 8200pix, charred lizard 12500 pix, special inkwell 13000 pix. Focusing on treasure this time, so profits are what's important. TBH though, the under 10k stuff is starting to be not really worth it. Might be running kind of high risk with no dedicated healing item slots.
- Accidentally started on 11f, rather than 16f. Oops. Tielle is OP, got an Ace's Bow and a Rainbow Chestplate for her, so she cuts through enemies easily. Also 30 items instead of 25 thanks to ML, yayifications!
- Left on floor 25, slime liver didn't drop.
- Ended 330k pix, ML 26. Tielle is level 31.
Day 25:
- Precious metals up.
- First things first, getting supervends from the market. I want two! Market event though... fortunately it's Tielle and not Euria. Fused a bunch of stuff, got my Supervends and a bunch of inventory. Selling's gonna be exciting today.
- Heavy armor went normal, but a "warm" item boon hit (I think).
- Just sold p2-p4. Supervends are nice for selling those downpriced sweets.
- Ended 540k pix, ML 27.
Day 26:
- Shields up, sweets normal.
- Tons of normal or up-priced inventory now so it's sell all day.
- Pretty much beaten the game at this point. Over 1 mil between inventory and on-hand cash.
- Ended 888k pix, ML 28. Literally could pay off the entire debt right now.
Day 27:
- Food down.
- The plan is p1 buy, p2 warm item boom, p3-4 run Amber Garden with Tielle, 16-25 again. Sweets went up in p3, gotta change my supervends tomorrow.
- Could run Obsidian Tower, like maybe 1-10? Unfortunately I really need slime liver to get Cailou first on newgame +.
- Despite being Tielle AND being lower level, she has more HP than Charme due to Ferromin abuse.
- Got Tough Shell (+4!) from volcanicrab and a slime liver. Yay!
- Ended 331k pix, ML 28. Tielle is level 36.
Day 28:
- Chestnut boom (worthless). Shields normal.
- Putting sweets in the front to get Tielle in the shop. Want her to buy gear, but not sure how likely that is.
- Food normalized. Elan became a regular customer so I need to put really low grade stuff up that he will buy. Cailou upgraded his robe again.
- Charme asked for a weapon, hooked her up with the best thing money can buy.
- Elan gave me his card.
- Ended 629k pix, ML 29.
Day 29:
- Rent's due today! OH I DUNNO IF IM READY. Heavy armor down, cherry down (wut?), sweets normal. Could buy some heavy armor items.
- Tielle bought mermaid shoes. Sold Elan a silver gauntlet for 1k, literally throwing money down the drain. Could have given him a better weapon, but I'm a jerk.
- Shields down. Chestnut boom ended. Tielle bought a strongarm band, yay. Cailou upgraded his robe AGAIN, though to the best possible one.
- Precious metal boom, weapons normal. Hitting that shit.
- Ended 789k pix, ML 30. 589k after rent.
Day 30:
- Armor normal, sweets up. Precious metal boom still going. Probably gonna only open the shop for one period and try to do Obsidian Tower as far as I can. Ended up spending too much in p1, but precious metal boom should hit it pretty hard.
- Metal up. Shields normal. I bought a pearl and jade shield, too, so this will be some good profit.
- Obsidian tower go! I geared out Tielle with some nice stuff. First thing I notice is my damage is pretty crummy. I'm wielding a high tier bow (t5 I think), so this is about where the game expects me to be. However, I'm also wearing best armor and not taking damage, so iuno. Focusing almost exclusively on restoratives rather than valuables; I'll keep something rare if it's rare, tho.
- First boss was no match for CUTERAGE!! Dropped flytrap bulb, not super useful tho.
- Speaking of rare, Flameguard dropped on 6f. 4th Nagi appearance so she should appear in my shop soon.
- Dumping stuff already that would have made probably 80k runs. OT is profitable, for sure. Electrojelly dropped a masterful sushi. He died in two CUTERAGE!!s without hitting me.
- I used CUTERAGE!! for invincibility in dual eyebat king fight. It was not really a fight tbh, Tielle shredded through them. Ended on 15f due to dungeon fatigue.
- Ended 660k pix, ML 30.
Day 31:
- Precious metal boom ended. Armor down.
- Cailou asked for a staff, didn't have a top tier one. Oh well. Gave him an okay one, so he'll be decent in newgame +. Nagi also arrived in my shop.
- OT run again, starting on 16f. Using weaker gear this time as well; I sold her old chestplate so I'm stuck using a battle sweater. I might stop on 25f, but I'm gonna try and get to 35-40. We'll see.
- OK so going in under 100 def is a pretty big mistake. Stuff is hurting me, lol.
- Got a burning charm and a steel breastplate, so I'm still lower def but mdef is better. Still pretty weak.
- Overall tons of good drops. Beat level 25 gauntlet, got beat up a lot, but CUTERAGE!! is too strong. Should have used Starshot Arrow after the hornets were dead. Anyway, decided to go to 30f. Really need to bring a rainbow bp next time -- or some other craftable thing. Trying to cobble together the wind crystals to make a Tellbow. I need at least +15 tho between wind crystals and apples.
- The best chest armor I can make for Tielle is a +15 barrier plate, but I would need a belenite bp drop (which would also be better than a rainbow bp).
- Sandwich plate dropped right before Griff fight.
- Griff was pretty dangerous, did a lot of damage. The key really is just to play safe and sling arrows at long range, and hope he doesn't use invulnerable frames through your stuff. He has a lot of invulnerable moves. Also use Starshot or CUTERAGE!! to deal with his bomb explosions. Anyway, used two watermelons; only needed one (really could have got by with any healing item at all, but used watermelon at critical hp)
- Ended 931k pix, ML 31. Tielle is level 49.
Day 32:
- Tear told me about how we have to pay off the last of the debt. She said I might be startled by it. Yeah, I'm startled, it's like a quarter of my net worth! But who cares, I can pay it off right now.
- Sweets back to normal, precious metal boom with women. Hmm. Bought stuff in the morning and sold, made a few pix overall, nothing really huge.
- Accessories dropped, metal normal. Considering just selling; forgot to buy a rainbow bp. I'll hit it in the evening, sell first two tomorrow and adventure tomorrow afternoon.
- Sold quite a bit, then ended up going on a bit of a shopping spree. Bought more than I probably should have.
- Ended 637k pix, ML 31.
Day 33:
- Sell sell sell this morning! Food is down, heavy armor is up, precious things boom ended. With accessories down, gonna be a bit weird but we'll stock some good stuff today -- not that I really need pix much anymore.
- Tielle bought a fairy bracelet. All my love, Tielle.
- ADVENTURE TIME. 31 TO THE END (maybe?). Bought some more Ferromin for Tielle. Now 132 def, 119 mdef! Enemy damage should be negligible now. Also harp bow is over twice as good as ace bow, nearly 100 attack (would be, but fairy and rainbow bp reduce attack power).
- Even with 132 def/119 mdef I'm still taking damage, though much less. I think there's some DR or something, maybe it's 100%/100+def. Either way, my harp bow also is not really making a huge difference, iuno. More accurately, it's not going from 2 shot kills to 1 shot, so the difference isn't that big. Post 35 floors enemies are starting to take 3 hits to kill, too. Geez.
- Really cool music after 46f. 45f "gauntlet" boss was hard; CUTERAGE!! mandatory to invincible through his wave slash. Not too bad once I used CUTERAGE!! for invincibility frames. Used an orange +1 and a cherry +1 in total, didn't actually get hit after I used the items (but he brought me down to 27hp, one hit left). I'm continuing my run at least partially because I have a full load of heal items; my alternative would be just to bring a bunch of curries, melons, ham sandwiches or beef bowls in with me.
- Invincibility frames on Starshot Arrow are pretty minimal, couldn't seem to use them to get through the "gnoll walls" that the game is throwing at me.
- CUTERAGE!!'s invincibility never fails though. You do lose your charge when you activate it, kind of annoying.
- Trying to delay my level-up until 49f. Seriously the enemies are tough enough that I probably need the help.
- Dinged on 49f very early, got hit once for minimal damage. Full SP too (didn't use CUTERAGE!! after leveling) Got a +3 fire crystal, pretty nice.
- Gee, Griff. I got hit 3 times. You were pretty sad. Cute story event though. Obsidian Tower CLEAR!
- Ended 865k pix, ML 31. Tielle is level 58.
Day 34:
- Well, all my goals are done. Obsidian Tower is clear, Tielle is getting her true card and I fucking destroyed the game. I guess my last goal is 1.5m pix by payday; shouldn't be too hard.
- Heavy armor up, daggers down, slime fluid boom. Shopping first period, mostly for Ferromin and shop decor.
- Tielle bought a superarm band, lol. She's replaced her armband so many damn times. BUY A CHARM GIRL OK. Cailou asked for armor so I sold him a superarm band as well.
- Sweets down, armor normal. Griff came in. Nobody bought from my venders, kind of sucked.
- Ended 866k pix, ML 32. Don't think I'm going to make another 700k in two days, but we'll see.
Day 35:
- Metal up, daggers normal.
- Nagi gave me her card.
- I got an order for 3 metal things from an old man. Made 322k pix in one transaction. Arma bought Tielle's rainbow bp off the shelf for over 100k. Okay, 700k seems reachable now.
- Boom ended, armor up. YEAH. I have inventory for miles, lol.
- Cailou asked for an accessory, got a shell charm for him. Charme asked for the Fullblade on display, but she already has better. I told her to fuck off (raised the price to over 1m). Yeah, I turned down a 70k sale. I am that rich, I don't give a fuck.
- Ended 1.67m pix, ML 33.
Day 36:
- Final day. Tear gives me a go-getter speech.
- Herb seed boom. Sweets normal. Just sellin, baby. Just sellin.
- Ended ML 34. 2.306m pix. 1.806m after final rent payment.
So what really triggered the complete and utter domination of Recettear?
First is the concept of net worth. Customer bankroll aside -- you need to get maximum net worth gain from periods. If you sell an item, your net worth increases by roughly 40% of the base value of an item. So if you buy one period and sell 90% of the stuff you bought, your net worth increases by 36% of the money you spent. If you have a bankroll of 10k, that means you're looking at 3.6k net worth increase just buying and selling that day. If you buy more expensive stuff, you generally get better returns as your stuff moves faster, as long as your customers can afford it and it's something they will buy.
Food moves by far the best. If I can give any advice at all, it's go deep on food early while stocking half-assed in other things, at least early game. Selling candies and apples (and candy apples) ramps up customer bank and ML rapidly. Doing it in the early game is kinda nice since your net worth is so low, a store full of low tier food will still cost you a lot of your net worth to post, so profits remain good.
The biggest net worth spikes can be found in dungeons. If you wait for the first item upgrade at ML4, buy a decentish armor (iron armor worked great for me) and do a full Jade Way run, you can get 20k increase in net worth from drops plus the very odd vase at the end. Do this on day 5. I got a 45k run and it brought me from being worth 10k or so to being worth 55k. That gave me a week 2 budget on day 7, so I ended up literally a week ahead of the curve.
As your turnover rate from marketing goes up though, 20-30k for a jade way run starts to suck. The best time to do a second run is actually right after your first; sell two periods, dungeon once. Really you can get pretty good results just doing Jade Way and selling twice, though you might have to do some buy-sell on bad days.
Once the potential for buying starts to eclipse Jade Way runs, do Amber Garden. Louie is probably overleveled for it from doing Jade Way (2-3 times) and/or you have a leveled Cailou or Charme. You might have some decent gear, too. Invest a bit in gear for your chosen adventurer and run Amber Garden. A full Amber Garden run is mind-numbing, but with a level 20 or so character to start and some moderate gear, it will give you crazy good returns. I made a ~100k pix Amber Garden run on my first go, storing way too much space in healing items. Once you beat Tielle for the first time you can run with fewer heals and walk out with huge profits. Again, I increased my net worth by probably 50%, doing Amber Garden late. Also it's better to do with Cailou or Louie and not Charme tbh, though Charme is better for speedrunning the last 15 floors (where all the money is) for big profits. Again, dungeoning is good if you do it early.
Obsidian Tower ended up not being so good, but that's sort of conditional. The 45f boss is kind of tough for Louie, and the Flame Charge team (anyone except Tielle, Louie, and Cailou) deals mediocre damage to him charging through his wave slash. Also, OT is kind of hard just because you need to be ML 24, which I hit on day 21. So Amber Garden runs or buy/sell until then. ML 24 is actually where buy/sell becomes very powerful just because a single item generates like, 8k profits from reselling. It's hard to beat that even with 10-15k drops.
When you buy a "low price" item, you gain roughly 14% of that item's value in net worth just from buying it (if an unsold item's value is 70% of its list price), so you can make some money that way. Low price generally isn't that big a deal; don't let it interrupt your adventuring schedule or anything.
Low price only gives 14% though; where high price gains you much more. Buying at high price loses you 16% of an item's base price in net worth, which is actually pretty good considering you can get 134% profit if you sell at 220%. Even if you sell at base price or 105% you only cut into profits some (but still make profit). Price up prices are insanely good; a price up event should be capitalized on even if you have to buy red price items from the guild or market. Try not to though and just hit the red price any time it happens. Obviously this means that you should buy whatever you need to and sell sell sell. Ultimately my biggest income spikes were during price up events but they happen every game all the time. Hit those and you make money.
Booms are nice because you get lots of sales, but they can't really be predicted or relied on. I did make a lot of money on booms, but ultimately you are just moving more stock, so you get that 40%ish profit on each sale. Yes, occasionally you get a holy items boon when precious metals are price upped. If that happens you basically win the game right there.
Ultimately you snowball to the endgame profit levels where you're making like 300-400k per day buy/selling. OT runs (31-50) can still compete with that, since 150k in drops is better than 80-100k profit (you bought the stuff, remember) in sales. Just keep 15 item slots reserved for treasure, lol.
So yeah, adventuring is good profit. I guesstimate that the best Survival scores run like 4-5 dungeons a week. I'm not sure how to meet rent though if it goes over 1m as basically nothing makes that much.
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