Money-Making

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This page contains details about Fallen London Actions.

This Guide is about how to best make Echoes; if you're more interested in Hinterland Scrip check Hinterland Scrip-Making

Overview[edit]

The game is best thought of as a means to read a story. To that end, until you are approaching the high level (all stats at or near cap and so forth), the best sources of Echoes are the content you're seeing. There is very little that may be considered truly "profitable" before the player becomes a A Person of Some Importance - (PoSI), given both content locks and stat requirements. Even then, many money-making grinds require significant investment in capital or end-game leveled stats in order to be completed reliably and efficiently. For those in the early to mid game, a notable exception is drawing the opportunity card to visit Arbor, which over time can provide a substantial sum of echoes. See Arbor (Guide). Generally, 2.5 EPA is considered an absolute baseline for a high-level player - if you don't have reliable access to any such grind, it might be for the best to focus your efforts on progression in stats and/or stories.

Hinterland Script/Tinned Ham Arbitrage[edit]

To maximize EPA, all items that can be sold for Hinterland Scrip (except for Preserved Surface Blooms) are assumed to be bulk converted to and used to buy Tinned Ham which is then bulk sold for . This results in a conversion factor of 0.508 / instead of 0.5, slightly raising EPA for many grinds. Preserved Surface Blooms already have a favourable conversion ractor of 0.83 / .

For simplicity's sake, this can be referred to as Tinned Ham Arbitrage or, more generally, Hinterland Script Arbitrage.

Simple Endgame Grinds[edit]

If you don't like complex grinds, don't qualify for them, or want to grind specific resources in a simple way but at high speed, take a look at this - a list of all endlessly repeatable actions and simple 2-4 action loops with 2.5 EPA or more (up to 3.81).

Simplest Endgame Grinds
Option/s Location Requires Stat/Skill to 100% Item/s EPA Notes
Write down some of what you know about the Discordance
Discard your letter
Your Social Engagements Steward of the Discordance 5 None Whispered Hint (variable) 2.5-3.65 EPA depends on base Watchful
Send him out for a little more honey University Laboratory Found Employment for an Old Friend 1
Scandal less than 8
Persuasive 292 125 x Drop of Prisoner's Honey 2.5
Contribute your insight to a future project The Bone Market Dreaded 15 Monstrous Anatomy 10 1 x Preserved Surface Blooms 2.5
Beg a Rubbery Pie off her The Bone Market Dreaded 3 Persuasive 334 1 x Basket of Rubbery Pies 2.5
Build on the Human Ribcage
Break down your (Skeleton Type) for parts (Human Ribcage)
The Bone Market Your Own Stall at the Bone Market
Human Ribcage
Dangerous 250 625 x Whispered Hint 3.125
Climb the dome itself (Fingerkings) or Climb the dome itself (Cats) The Dome of Scales Parabolan Dominance 1-2 or exactly 3
Glasswork
Glasswork 12 5 x Incisive Observation
Jade Fragment (variable)
2.98-3.14 Jade Fragment amount depends on Glasswork, from 48 at 12 to 64 at 16
Survey the territory The Dome of Scales Glasswork Glasswork 10 5 x Incisive Observation
2-4 x Sighting of a Parabolan Landmark (variable)
2.7-2.9
All options on All aboard! and all travel actions on similar storylets on all railway stations, except Back to the Smoke in Ealing Gardens Moloch Street and all railway stations Involved in a Railway Venture 50+ Dangerous (variable) 1 x Rumour of the Upper River 2.5 Dangerous challenge varies depending on option, location, Train Defences and Seeing Banditry in the Upper River
Ask about those stones out in the frozen patch of Neath Ealing Gardens Discovered: a Patch of Frozen Neath Persuasive 334 1 x Extraordinary Implication 2.5 Difficulty increases by 20 for each level of Tracklayers' Displeasure.
Attend for a treatment Ealing Gardens Ealing Spa None 50/50 chance of 1-2 x Brilliant Soul/ 100 x Soul or 5-7 x Compromising Document 2.875
Offer to design a treatment: a steam-bath of Mutersalt Vapours Ealing Gardens Ealing Spa
Mutersalt
Kataleptic Toxicology 10 95/5 chance of 5 x Brilliant Soul or 1 x Silent Soul 3 Rare success also gives 1 x Favours: Hell
Speak to the Remorseless Archaeologist Jericho Locks 1 x Magisterial Lager (consumed) None 1 x Rumour of the Upper River
1-2 x Survey of the Neath's Bones
2.754 In order to be self-sustaining, one Survey needs to be sold each time to pay for Lager
Try to join with the game of cards again The Magistracy of the Evenlode Entered the Cop Area (hidden)
Tried to Join Cards (hidden)
Seeing Banditry in the Upper River less than 6
None 1 x An Identity Uncovered! 2.5
Search the upper floors The Magistracy of the Evenlode Evenlode Diving Bell
Diving Depth 1-2
Watchful 334 1 x Tin of Zzoup
1-2 x Inkling of Identity
2.6-2.7 Inkling of Identity amount equals Diving Depth
Help yourself to some venison bones Balmoral Balmoral's Castellan
Discovered: the Balmoral Dumbwaiter (hidden)
Shadowy 250 25 x Femur of a Surface Deer 2.5
Discuss the Discordant Law (The Steward) The Hurlers Cold Comfort 6
Discordant Law
None 17 x Appalling Secret 2.55
Take in the air Marigold Station None None 1 x Apostate's Psalm 2.5
Enter the Gatehouse Marigold Station Approaching Hell 777 None 1 x An Identity Uncovered! 2.5
Speak to the Dauntless Knight (Walls of Hell) Marigold Station Approaching Hell 777
Null and Void exactly 35
None 1 x Muscaria Brandy 2.5
Speak to the Dauntless Knight (Chandler's Chapel) Marigold Station Null and Void exactly 40 None 1 x Apostate's Psalm 2.5
Explore the walls Marigold Station Route: the Edict of Towers None 1 x Vienna Opening 2.54
Dive into the Lilymire Marigold Station Route: the Lilymire None 1 x Mourning Candle 2.5
Take a stroll along the waterfront The Copper Quarter Discovered: the Copper Quarter None 1-10 x Memory of Light 2.75

If those don't fit, you might consider GCO activities[i], which are almost as simple but require you to not leave a specific area for a long time to get close to maximum EPA (2.5-3.8, with Rat Market [i] up to 4.39 but the complexity rises). Otherwise, you can take a look at a EPA ranking of complex grinds and see which tier suits your level:

  • 2.5+ - The Tomb of the Silken Thread[i], mid-level brawling[i], low-level deciphering[i], basic oneiropomping[i], Waswood Shore[i].
  • 3+ - The Tomb of the Silken Thread[i] or The Court of the Wakeful Eye combined with Underclay[i], Ealing Spa[i], Eversmoulder trips[i], mid-level deciphering[i], high-level brawling[i], Marvellous oneiropomping[i], Helicon House[i] visits.
  • 3.5+ - Holding your breath in the Hurlers (low/mid-level)[i], Evenlode diving[i], high-level deciphering[i], publishing newspapers[i], Marigold emblems[i], Parabolan War[i], selling very advanced identities[i].
  • 4+ - low-level Moulin Expeditions[i], forcing Stalemates[i], Khaganian Intrigue[i], larcenies fueled by Parabolan[i] or Helicon[i] Casing, Holding your breath in the Hurlers (high-level)[i], high-level deciphering[i]/Newspaper[i]/The Court of the Wakeful Eye combined with Underclay[i]/Parabolan War[i] Rat Market.
  • 4.5+ - high-level base Fossilised apes (no Bone Market Fluctuations or Rat Market)[i], high-level Moulin Expeditions[i], The Court of the Wakeful Eye Orphan Rat Market[i].
  • 5+ - high-level Fossilised apes with Bone Market Fluctuations[i] and/or Rat Market[i] (with both gets to 6+ EPA at maximum efficiency), Khanate Rat Market[i].

You can also go the route of Hinterland Scrip-making and convert Hinterland Scrip to echoes through Tinned Ham Arbitrage.

FATE-locked[edit]

London Grinds[edit]

Can be done without leaving London.

Publishing Newspapers[edit]

Requirements

Recommended

Basic cycle

  1. Finish the 'The missing Woman' carousel in Wilmot's End to get 2 x Whirring Contraptions.
  2. Use them in Doubt Street tp publish any edition requiring 104 pages of copy (note that this requires not taking 'Employ a little theatrical accountancy' option).

A full cycle is items worth 138 for 37 actions, a total of 3.73 EPA.

With recommended

  1. Take only and all Salacious options including A column revealing certain facts about an acquaintance.
  2. Publish A gossipy and tantalising edition.

This will result in 148 x Journal of Infamy and 2 x Sulky Bats (by The interception of scandal). While slighting consumes 2 x Scraps of Incendiary Gossip, that is equivalent to 0.35 actions since you can Publish a seditious edition twice (also using slight) and earn 214 x Scrap of Incendiary Gossip in 37 actions. A full cycle is items worth 148.8 for 37.35 actions, a total of 3.98 EPA.


Mr Chimes' Grand Clearing-Out Unveiled activities[edit]

Mr Chimes' Grand Clearing-Out added five new activities similar to Brawling with Dockers. There are many differences from Brawling, but the most relevant to Money-Making are the lack of difficulty scaling and lack of caps on secondary rewards. This means that you can spend as long as you want raising progress quality simply by repeating the single most efficient option, allowing us to amortize actions spent on entering/claiming the rewards/exiting. Since one point of every progress quality is worth 0.1 , EPA is essentially progress per action/10. Below are listed maximum EPAs for each activity.

For a detailed breakdown of options and rewards in these activities see respective guides - The Sunken Embassy (Guide), Underclay (Guide), The Spider Symposium (Guide), L. B. Industries (Guide), Hunting Bees in Old Newgate (Guide).


The Tomb of the Silken Thread[edit]

For maximum efficacy, this option requires 267 Watchful to 100% a Buccaneering Approach.


Brawling with Dockers[edit]

If you have unlocked Intervene in a Dockers' Brawl, you can use it to grind echoes with varying efficiency depending on whether you're fighting in group or solo, specific crates you pick and your Dangerous, Skills, BDR and items. For a detailed breakdown of options and rewards see Brawling with Dockers (Guide) - this grind focuses purely on earning eсhoes. Most relevant crates for that are:

While there's a large number of possible combinations of options, this guide focuses on establishing overall EPA ranges, and so only analyzes least-demanding and most-demanding strategies. Regarding the most demanding - with rare successes estimated at 25%, average Brawling per action gain is 14.25 (in group)/15.5 (solo) for BDR/Skill options, 14.25/16.25 for Airs options, and 11.625/14.125 for Fight without taking your eye off the goods! combined with Airs options (available 50% of the time on average). However, since Airs options are only possible to 100% after reducing their difficulty with accumulated Brawling, you can't use them from the start.

EPA ranges for the various combinations:

University Laboratory Grinds[edit]

Require access to the University Laboratory.

This article is incomplete. You can help the Fallen London Wiki by expanding it.

Reason: With recent changes to the Lab, lab research is rather less predictable. For instance, having a Secret College is helpful, and being a Correspondent with a high Scholar of the Correspondence level can be quite helpful. Because cards are undiscardable, the laboratory is harder to control. Simulation analyses are requested for the below projects.

Researching Impossible Theorems[edit]


Studying Queenly Attar[edit]


Forging Infernal Sharpshooter's Rifles[edit]


Creating Cartographer's Hoards[edit]

Bone Market Grinds[edit]

Require access to the Bone Market.

Assembling Fossilised Apes[edit]

A grind with high and varied requirements. Though the basic cycle is simple, generator skeletons must be sold to fuel it, greatly adding complexity.

Generator skeleton cycles

Click 'Expand' to see all the gritty details...

In addition to Hinterland Scrip and , generator skeletons themselves require Nevercold Brass Slivers, Volumes of Collated Research and Thirsty Bombazine Scraps. Brass can be obtained with Seek out spy-holes[i], but you can use generator skeletons for the other two.

  1. Obtain Skeleton with Seven Necks
    1. Compel the Ghillie to extend your visit x2
    2. Enter the woods
    3. Keep to the glades
    4. Darken the wood x2
    5. Return to the trail
    6. Keep to the fringes
    7. Track down the Capercaillie
    8. Speak to the Keeper of the Marigold Menagerie
    9. Report a sighting of Grouse
  2. Build generator skeletons during bird week

Bone Fragments:

  1. Buy a Sabre-toothed Skull off him x5
  2. Build on the Skeleton with Seven Necks
  3. Affix a Bright Brass Skull to your (Skeleton Type) x2
  4. Affix a Sabre-toothed Skull to your (Skeleton Type) x5
  5. Add the Wing of a Young Terror Bird to your (Skeleton Type) x2
  6. Declare your (Skeleton Type) a completed Bird
  7. Sell a complete skeleton to the Bone Hoarder

Nodules of Warm Amber:

  1. Buy a Sabre-toothed Skull off him x7
  2. Build on the Skeleton with Seven Necks
  3. Affix a Sabre-toothed Skull to your (Skeleton Type) x7
  4. Add the Wing of a Young Terror Bird to your (Skeleton Type) x2
  5. Declare your (Skeleton Type) a completed Bird
  6. Sell your skeleton to a Zailor

Volumes of Collated Research:

  1. Duplicate the wings of a Focused Albatross
  2. Buy a Sabre-toothed Skull off him x6
  3. Build on the Skeleton with Seven Necks
  4. Affix a Bright Brass Skull to your (Skeleton Type)
  5. Affix a Sabre-toothed Skull to your (Skeleton Type) x6
  6. Put an Albatross Wing on your (Skeleton Type) x2
  7. Declare your (Skeleton Type) a completed Bird
  8. Sell to the Tentacled Entrepreneur

Thirsty Bombazine Scraps:

  1. Buy a Sabre-toothed Skull off him x4
  2. Build on the Skeleton with Seven Necks
  3. Affix a Bright Brass Skull to your (Skeleton Type) x3
  4. Affix a Sabre-toothed Skull to your (Skeleton Type) x4
  5. Add the Wing of a Young Terror Bird to your (Skeleton Type) x2
  6. Declare your (Skeleton Type) a completed Bird
  7. Sell your Skeleton to a Naive Collector

Exact calculations for the whole grind are very complicated and require a probability tree and a spreadsheet. Excluding unsellable items ( Moonlit/ Wings of a Young Terror Bird) and amortizing travel, EPA ranges from a high of 5.39 EPA with Monstrous Anatomy 15 and Bone Market Fluctuations: Antiquity to 3.98 EPA with Monstrous Anatomy 10 on non-Antiquity weeks.

EPA/ Monstrous Anatomy MA 15 MA 14 MA 13 MA 12 MA 11 MA 10
Bone Market Fluctuations: Antiquity 5.39 5.22 5.04 4.86 4.69 4.51
Any Other Time 4.69 4.55 4.40 4.26 4.12 3.98
On Average 4.93 4.77 4.61 4.46 4.31 4.15

Taking full advantage of Bone Market Fluctuations: raises EPA at the cost of depending on RNG/stretching the profits even more long-term. It should be noted that you can't spend all your actions at such efficiency, since it takes fewer actions to gather materials than to assemble and sell a skeleton and Antiquity week on average occurs 1/3 of the time — as a result, you will need to spend some actions either on different types of activities/stories or accept the On Average EPA.

In case of other grinds/activities, you can also exclude travel actions from the grind by doing its parts while already being in Upper River/specific location for the other purpose. EPA can be improved yet further (though unreliability makes calculating exact increase impossible):


Licentiate victim skeletons[edit]

A simple grind; no items or skill checks are required at all.

Requirements

The cycle

  1. Supply a skeleton of your own
  2. Cap this with a victim’s skull
  3. Declare it a humanoid
  4. Sell to the Theologian or Grandmother for 15 worth of items, resulting in 3.75 EPA.

It's also possible to grind for scrip instead of echoes. At 30 per skeleton, after Tinned Ham Arbitrage this gives 3.81 EPA, not counting AP spent on travel.

Upper River Grinds[edit]

Require access to the Upper River.

Moulin Expeditions[edit]

Take the Bandaged Navigator and Renegade Claw with you, equipping a Kataleptic Toxicology item, up to 3 Shapeling Arts items and as much Persuasive-reducing stuff as possible if you have a Transfixing Squirrel. If you don't have a Transfixing Squirrel, instead equip up to 3 Shapeling Arts items and as much Shadowy stuff as you can. While on the expedition, play the first two A Lesser Find cards you get, use obstacle cards to get out to Distance 8 before digging and heading back. For a list of which obstacle cards to play, and the order of preference for them (as well as a more detailed explanation of the grind more generally) see Moulin Expeditions (Guide).

This gives an EPA of between 4.02 and 4.28 depending on what equipment you have. If combined with writing Exceptional Monographs, which for 9 actions and 75 echoes worth of expedition materials give 119.5 echoes worth of various resources, EPA rises. If you can 100% relevant challenges (require Mithridacy 10/12, Glasswork 10 or Artisan of the Red Science 10 depending on challenge), it gives an EPA of between 4.32 and 4.5. For a more detailed explanation of writing Monographs more generally see Writing a Monograph (Guide).

Alternatively, playing every A Lesser Find you encounter and making up the shortfall in supplies via Convince your team to keep going increases the EPA to between 4.31 and 4.56.


Larcenies with Parabolan Casing[edit]

Recommended

The cycle

  1. In your Parabolan Base-Camp, repeat the following sequence 9 times:
    1. Find the weakness in an opponent's defences
    2. Apply your own knowledge (Glasswork) or Allow your Acicular Squirrel to lead you (Kataleptic Toxicology)
    3. Sneak forward
    4. Case the place

Each subcycle yields 28 CP Casing..., so repeating 9 times is 252 CP Casing... for 36 actions.

  1. Enter A hidden camp nestled in the woods of Balmoral.
  2. Do seven second-tier larcenies.

Total payout depends on how often can you draw Larceny at Balmoral. Without Burrow, this happens 1/2 of the time: the average payout is 25.2 per larceny, or 176.4 for 43 actions, a total of 4.10 EPA.

With Burrow, this happens 1/3 of the time: the average payout is 25.13 per larceny, or 175.93 for 43 actions, a total of 4.09 EPA.


Larcenies with Helicon Casing[edit]

Recommended

The cycle

6 actions for 3 x Intriguing Snippet (0.6 echoes), 2 x Extraordinary Implication (5 echoes), 20 x Solacefruit ( 20 x Hinterland Scrip or 10.16 echoes), 14 CP Casing..., 2 CP Fascinating... and 2 CP Investigating.... Since you can spend 36 CP in one action for ~25.13 echoes (as outlined in Parabolan Larcenies above), 14 CP Casing can be abstracted as additional 0.38 actions/9.774 echoes. Every 104 loops, you Show your Pendant of Helicon Amber at the door, enter with No one!, use one of +3 Fitting in at Helicon House options (Join in with a Rubbery Euphonium, Contribute some extra practitioners, Encourage the Boneless Pianist to join in) and Attract a companion for the rest of the evening, spending 208 CP and three actions for 70.06 echoes - therefore, 2 CP Fascinating can be abstracted as additional 0.028 actions and 0.673 echoes. Since Investigating lacks good cash-outs, 2 CP Investigating can be disregarded.

Total - (6 + 0.38 + 0.028) 6.408 actions for (0.6 + 5 + 10.16 + 9.774 + 0.673) 26.207 echoes. 4.089 EPA. (Discounting actions spent on travel, since Casing... can be stockpiled indefinitely.)


Holding your breath in the Hurlers[edit]

Requires high Dangerous, and access to The Hurlers, the eighth station of the Railway. Relies on Hurlers: Darkness manipulation and holding your breath underwater, plus requires Correspondence Plaques. Generates large amounts of Final Breath for Tinned Ham Arbitrage. (Source)

  1. Start with Stoking the Stove 1 and 7 Darkness (this is the state immediately after bringing the stove back to the station).
  2. Add more plaques to the stove 9 times (this drops Darkness to 1 + 0 CP and raises Stoking the Stove to 4 + 0 CP). This costs 9 actions and 63 Correspondence Plaques.
  3. Perform the following loop 9 times:
    1. Hold your breath underwater (raises Darkness to 2 + 0 CP). This costs 1 action and gains 22 Breaths. (Holding your breath underwater gives an amount of Final Breath dependent on Darkness)
    2. Add more plaques to the stove (drops Darkness to 0, raises Stoking the Stove by 1 CP). This costs 1 action and 7 Plaques.
    3. Hold your breath underwater twice. The first time gets you 23 Final Breaths (0 Darkness), the second gets you 22. This costs 2 actions and gains 45 Final Breaths (it also raises Darkness to 2 + 1 CP)
    4. Add more plaques to the stove (drops Darkness to 1 + 0 CP, raises Stoking the Stove by 1 CP). This costs 1 action and 7 Plaques.
  4. Each iteration of the loop costs 5 actions and 14 Plaques, raises Stoking the Stove by 2 CP, and gains 67 Breaths. So, performing 9 iterations costs 45 actions and 126 Plaques, raises Stoking the Stove to 7 + 0 CP and gains 603 Breaths.
  5. Hold your breath underwater 14 times.
    1. The first time gives 22 Final Breaths (1 Darkness)
    2. The second and third give 21 Breaths (2 Darkness)
    3. The fourth and fifth give 19 Breaths (3 Darkness)
    4. The sixth and seventh give 16 Breaths (4 Darkness)
    5. The eighth to tenth give 12 Breaths (5 Darkness)
    6. The eleventh to fourteenth give 8 Breaths (6 Darkness)
  6. In total, this costs 14 actions and gains 202 Breaths.
  7. Add more plaques to the stove. Since you now have Stoking the Stove 7, this sets it to 8. This also gives 2 CP of Scandal (Tracklayers' Displeasure is ignored, since its effects are insignificant). This costs 1 action and 7 Plaques.
  8. Now you need to hunt the stove down. This is technically card-dependent, but it's a 10x frequency card in a smaller deck so you shouldn't have much trouble. If you succeed all the checks, this costs 4 actions and gets you 5E worth of bats. This returns you to where you started, with 7 Darkness and Stoking the Stove 1.

In total you spend 73 actions and 196 Plaques for 805 Final Breaths (which are worth 408.94E when we convert via Tinned Ham) and 5E.

In order to make this a self-contained grind, the necessary Correspondence Plaques must be obtained from somewhere. The best way to get them is by publishing Salacious newspapers with all of the special options for Journals of Infamy (the Scraps of Incendiary Gossip needed for the social action can be obtained by publishing seditious editions: see Publishing a Newspaper (Guide) for more details) and cross-converting them. Doing this gets you ~6.76 Plaques per action, so obtaining the 196 Plaques necessary costs 28.98 actions (101.98 actions total).

However, this grind involves a number of difficult Dangerous checks. Hold your breath underwater has difficulty 190 (needs 317 Dangerous to 100%), and bringing the stove back requires succeeding a difficulty 280 check 3 times (impossible to 100%), though this can be substituted with a difficulty 310 Shadowy check (not considered here). The final EPA is calculated for two different Dangerous values: 317 (minimum to 100% the Hold your breath underwater check - technically obtainable, but out of reach for most characters) and 288 (maximum obtainable without mood/fate/ambition/profession/destiny/spouse/club items). Menaces must also be taken into account - it is assumed here that all menaces are cleared at 6 CP per action using social actions.

With 317 Dangerous, the difficulty 190 check on Hold your breath underwater never fails, and the difficulty 280 check on Challenge it with your fists succeeds 67% of the time. Since you need three successes, the expected number of failures is 1.478. Each failure incurs 3 CP of Wounds and each success incurs 1 CP, so the expected amount of Wounds incurred is 7.432 CP. You also get 2 CP of Scandal when the stove escapes, so in total the expected number of actions spent clearing menaces is 1.572. The final action cost is therefore 105.03, for 3.94 EPA.

  • If you are a Monster-Hunter, you can Spear it with your harpoon instead of trying to pass Dangerous challenge to capture the stove. While this adds 2 actions, it also removes actions spent on failing challenges (-1.478), clearing Wounds (-1.238), and grinding Correspondence Plaques - each spearing gives 2 on average, so per five spearings you get 10 total, removing 1.47 actions. The final action cost is therefore 102.84, for 4.02 EPA.

With 288 Dangerous, the Hold your breath underwater check has a 90% success chance, and the Challenge it with your fists check has a 61% success chance. You need 37 successes when holding your breath, so the expected number of failures is 4.111 (incurring 8.222 CP of Wounds). You need 3 successes when bringing the stove back, so the expected number of failures is 1.918 (incurring 5.754 CP of Wounds from failures, and 3 CP from successes). The expected number of actions spent on menace reduction is 3.163, and the final action cost is 111.17, for 3.72 EPA.

  • If you are a Monster-Hunter, you can Spear it with your harpoon instead of trying to pass Dangerous challenge to capture the stove. While this adds 2 actions, it also removes actions spent on failing challenges (-1.478), clearing Wounds (-1.238), and grinding Correspondence Plaques - each spearing gives 2 on average, so per five spearings you get 10 total, removing 1.47 actions. The final action cost is therefore 108.98, for 3.79 EPA.

Evenlode Diving[edit]

Requirements

The cycle

  1. Dive in the Magistracy
    1. Descend in your Watchful outfit
    2. Dive deeper five times
    3. Search the lowest Floors until Nightmares 7
    4. ASCEND!
  2. Return to London to clear menaces with social actions
  3. Return to the Magistracy
  4. Repeat diving and clearing menaces five times

Starting at Nightmares 0, on average you spend 115 actions per dive, for 27000 x Jade Fragments, 360 x First City Coins and 180 x Trace of the First City. Per 5 dives you spend 575 actions for 135000 x Jade Fragments, 1800 x First City Coins and 900 x Trace of the First City.

  1. Write monographs about the Fourth City 12 times (travel is amortized)
    1. Investigate the Fourth City's decline or Investigate the Fourth City's War against Hell
    2. Examine First City Coins thrice
    3. Examine traces of the First City thrice
    4. Conclude a long thesis on the subject
    5. Sell to The Disgraced Diplomat

Per monograph you spend 9 actions, 150 x First City Coins and 75 x Trace of the First City for 1 x Bottle of Greyfields 1882 (0.02 ) and 108.712 (after Tinned Ham Arbitrage). Per 12 monographs you spend 108 actions, clear your First City Coins Traces of the First City for 1304.544 .===

With 5 dives and 12 monographs you spend 683 actions for 2654.544 . yielding 3.866 EPA.


Selling very advanced identities[edit]

Requirements

Recommended

The main idea of this grind is making a cover identity with maximum nuance, credentials, witnesses and elaboration and 500 points of backstory. The biggest part of this grind is grinding 20 x Mortification of a Great Power in the Sunken Embassy, so watchful is definitely the most important stat in this grind.

This should take 429.97 actions for an item worth 1560 echoes and 16 echoes in beeswax, so 3.67 EPA.


Deciphering Documents[edit]

After reaching Balmoral and setting up a Cabinet Noir, you can intercept documents and decipher them for various rewards - it's recommended to have at least A Player of Chess 7, Watchful 292 and Shadowy 300, and for maximum efficiency you need to be a Midnighter. The main documents sources are:

There are two ways to earn Deciphering..., both more efficient if you're a Midnighter:

For dealing with Suspicion you need to earn Disappearing... through covering your tracks (which is also more efficient if you're a Midnighter), with 5/6 CP per action. As Eliminate a good deal of suspicion action requires 11/10 additional actions to earn Disappearing... 10 and eliminates 33 CP, 1 CP Suspicion can be abstracted as 0.36/0.33 actions. Therefore, EPA of deciphering depends on specific document, your A Player of Chess level and whether you're a Midnighter:

  • Intercept a piece of post requires 1 action to start, 3/2 actions to decipher, and 1 action to finish, with a total of 5/4 actions for 12.508 . 2.5026/3.127 EPA.
  • Intercept a message requires 3.258/3.249 actions to start, 24/20/18/14 actions to decipher, and 1 action to finish, with a total of 28.258-18.249 actions for 62.5 . 2.211-3.424 EPA.
  • Steal a curious document from the Tracklayers' Office requires 1.172/1.166 actions to start, 24/20/18/14 actions to decipher, and 1 action to finish, with a total of 26.172-16.166 actions for 62.5 . 2.388-3.866 EPA.

Marigold Emblems[edit]

After reaching Marigold Station you can take commissions from Gnarled Stationmaster (or, if he's replaced by Cerise Condottiere, from him - mechanically they're identical) for various rewards. For maximum efficiency you need to have Persuasive, Watchful and Dangerous all at 300, Jericho Library 2, and clear menaces using social actions, at 6 CP per action. Steps:

With 90% chances on all challenges, on average you spend 3.1 actions and gain 0.8 CP Menaces for (again, depending on The Marigold Bearer's Fate) Verse of Counter-Creed, Cave-Aged Code of Honour or Brass Ring. Per 15 emblems on average you spend 46.5 actions and gain 12 CP Menaces for 5 x Verse of Counter-Creed, 5 x Cave-Aged Code of Honour (62.5 ) and 5 x Brass Ring (62.5 ). With two additional actions spent clearing Menaces and five spent cashing out Verses for 150 x Hinterland Scrip (76.2 ), the full cycle is 53.5 actions for 201.2 . 3.76 EPA. (Discounting actions spent on travel, since Verses can be stockpiled indefinitely.)

If you have 334 in one of the stats and therefore have 100% chance on one of the challenges, on average you spend 3.06 actions and gain 0.53 CP Menaces per emblem. Per 600 emblems on average you spend 1836 actions and gain 318 CP Menaces for 200 x Verse of Counter-Creed, 200 x Cave-Aged Code of Honour (2500 ) and 200 x Brass Ring (2500 ). With 53 additional actions spent clearing Menaces and 200 spent cashing out Verses for 6000 x Hinterland Scrip (3048 ), the full cycle is 2089 actions for 8048 . 3.85 EPA.

If you have A Submerged Rector you can draw cards in Upper River and boost EPA somewhat, cashing out Verses partially (since you probably can't draw enough cards for them all) through Noisily subvert the entire process for 36 instead of 30 Scrip per Verse.


Ealing Spa[edit]

Since basic options are included in Simplest Endgame Grinds, this grind describes how to get the absolute most from the spa.

Eversmoulder Trips[edit]

After reaching Jericho Locks and raising A Member of the Gondoliers to 6, you can convert various resources into Esteem of the Guild and spend it on trips to various destinations. Most profitable destination is the Eversmoulder, on average giving 1 x Primaeval Hint (62.5 ), 2.5 x Uncanny Incunabulum (31.25 ) and 18 x Moves in the Great Game (9.144 ) for a total of 102.894 . If you are a Crooked-Cross, not a Lyon Pursuivant of Arms Extraordinary and have unlocked Parabolan War, the following loop is possible:

32 actions for 102.894 . 3.215 EPA.

Alternatively, if you're gaining Esteem through Watch a parade, getting favours at roughly one per action rate from cards in London or Moulin (with Moulin Commemorative Development exactly 22) and traveling to Jericho every time you accumulate 5, you spend 15 actions getting favours, 3 watching parades, 6 traveling (gaining additional 15 from 6 x Rumour of the Upper River and 2 on trip itself. 26 actions for 117.894 - 4.534 EPA.


Helicon House Grinds[edit]

Require access to the Helicon House.

Fate-free Casing...-based grind

  • 2nd Phase:
  • Alternate between the two phases
  • Gives a total of 635 Scrip per 106 actions, i.e. 5.99 SPA (plus 0.14 EPA on average, depending on entrance method)

This equals 3.18 EPA when converted through Tinned Ham.

By using Join in with a Rubbery Euphonium 2 or another 3 Fitting in action instead, you reach 6.27 SPA. This equals 3.33 EPA when converted through Tinned Ham.

Fate-free Casing...-based grind (with the Morally and Physically Flexible Rubbery Cat HALLOWMAS)

  • 2nd Phase:
  • Gives a total of 680 Scrip per 112 actions, i.e. 6.07 SPA (plus 0.16 EPA on average, depending on entrance method).

This equals 3.24 EPA when converted through Tinned Ham.

By using Join in with a Rubbery Euphonium 2 or another 3 Fitting in action instead, you reach 6.34 SPA. This equals 3.38 EPA when converted through Tinned Ham.

FATE-locked Fitting In-based grind

This reaches 3.25 EPA when converted through Tinned Ham.

Unterzee Grinds[edit]

Require a Ship.

Khaganian Intrigue[edit]

By setting up a Cover Identity and zailing across the zee, you can play a number of Intrigues at Khan's Heart - however, you need to ensure that your Cover Identity and your chosen outfit permits you to 100% the challenges to increase you Intrigue in all hours in the Khanate day cycle. See the guide for details on such outfits. The main intrigues for earning money are:

All of these intrigues cost Intercepted Cablegrams, and there are two ways to get those:

Possible combinations include:

With Strength of your Khaganian Network 20, An opportunity: (Opportunity) becomes available, which takes 1 x Emetic Revelation (12.5 ) and can yield 62.5 worth of items for 12 actions for ideally 4.17 EPA. The upside of this method is that the sequence of Opportunities is deterministic and good cycles exist which only give you sellable items. The downside is that you need Emetic Revelations to do this. If you grind them by using options which yield Khanite currency, convert that into light bulbs and sell these in London, one Revelation will take about 3.66 actions. This will lower the efficiency of that grind to just about 4 EPA.


The Court of the Wakeful Eye[edit]

After completing Associating with Radical Academics storyline, The Court of the Wakeful Eye lets you exchange various Favours and items for Tribute, up to 260. Zailing to the Court takes 6 actions, and returning to London takes 8 if you use Zubmarine or Majestic Pleasure Yacht/7 if you use Swift Zee-Clipper or The Cladery Heart, for a total of 14/13 actions per trip. At the Court, 20 Tribute can be exchanged for 62.5 worth of items in 4 actions, up to 812.5 /52 actions per trip. The most efficient strategies are:

Winsome Dispossessed Orphan grind[edit]

  • Buy 10 Winsome Dispossessed Orphans from the Bazaar for 648
  • Exhange them for 250 Tribute in 10 actions
  • Zail to the Court in 6 actions
  • Turn 240 Tribute into 750 worth of items in 48 actions
  • Return in 8/7 actions
  • Buy another 10 Winsome Dispossessed Orphans from the Bazaar for 648
  • exchange them for 250 Tribute in 10 actions
  • Zail to the Court in 6 actions
  • Turn 260 Tribute into 812.5 worth of items in 52 actions
  • Return in 8/7 actions.

144/142 actions for 266.5 - 1.85/1.87 EPA.

Mountain-sherd grind[edit]

231/230 actions for 762.625 - 3.301/3.315 EPA.

Favour grind (using cards)[edit]

  • Using opportunity cards, gain Favours with either the Docks, Bohemians, the Church, Society, or Criminals.
  • Every time you have 5 favours of the same faction, exchange them for 20 Tribute. Assuming 1 action/card per Favour, you get 260 Tribute in 78 actions
  • Zail to the Court in 6 actions
  • Turn 260 Tribute into 812.5 worth of items in 52 actions
  • Return in 8/7 actions.

144/143 actions for 812.5 - 5.64/5.68 EPA. Options which give more than 1 Favour per actions and/or give additional profit (e.g. A Visit, More Larks with the Young Stags, fate-locked Restoring souls from A Trade in Souls, The Tower of Eyes if you have Augmented Electrostatic Machine, professional payments, etc.) will increase the EPA further, while faction cards which give menaces might cut into your profits a bit.

Parabola Grinds[edit]

Require access to the Parabolan Base-Camp.

Forcing Stalemates[edit]


Gathering cycle:

9 actions for a Vienna Opening (5 Hinterland Scrip), mate (50 Hinterland Scrip) and 138 Well-Placed Pawns. Per 60 cycles you spend 540 actions for 3300 Hinterland Scrip and 8280 Well-Placed Pawns.

Spending cycle:

9 actions and 360 Well-Placed Pawns for a Vienna Opening (5 Hinterland Scrip) and a Stalemate (125 Hinterland Scrip). Per 23 cycles you spend 207 actions and 8280 Well-Placed Pawns for 2990 scrip.

With 60 gathering and 23 spending cycles you have no leftover pawns, spending 747 actions for 6290 Scrip/3195.32 echoes - 4.277 EPA.

If you are NOT a Midnighter, the value is lessened somewhat at A Player of Chess 13: you lose the Vienna Opening and gain 10 (for a total of 148) Well-Placed Pawns. At 90 cycles (810 actions), get 4500 Hinterland Scrip (in Queen and Epaulette mates) and 13320 Well-Placed Pawns. Spending cycles (37 of them) are 333 actions and 37 Stalemates worth 4625 scrip. 1143 actions for 9125 Scrip/4635.5 echoes yields 4.055 EPA (7.983 SPA). This decreases with less aPoC; 12 aPoC gives 4.026 EPA (7.925 SPA). [NOTE: If you find the loss (or gain) of Advancing the Liberation of Night distasteful, you can use the Endgame 'Betray' action to switch to the opposite side. You can stay on those pieces as long as you want--the AtLoN check won't apply.]


Parabolan War[edit]

This grind is updated; please correct any errors

For maximum efficiency, you need:


Steps (0-action branches not displayed):

86 actions for an item worth 312.5 echoes, a total of 3.634 EPA.

You can raise this by using the Airs -dependent options in the first stage. Instead of Rally your army onward / Scout the way ahead 14 times, try to get 4 successes on Deploy Counter-Factual Phantasies or Lead your army through forgotten trenches. For a Dangerous/Watchful level of 292 this should raise the EPA to ~3.9, after accounting for Ravages. Spending resources which are easy to acquire for your character will raise EPA to a maximum of about 4, whilst spending hard to get ones will lower it to about 3.8. Since ravages are randomly selected through War's Scars, optimal play is often not possible.


Oneiropomping[edit]

Requires access to Viric Jungle. While this grind only describes two loops and doesn't count rare successes, there are many more possible strategies - it's possible that more profitable loops exist.

First loop requires Persuasive 292 to 100%:

7 actions for 2 Sworn Statements, 10 Intriguing Snippets and, on average, 105 Sighting of a Parabolan Landmark - 17.5 echoes in total, 2.5 EPA.

Second loop requires The Marvellous and Glasswork 15 to 100%:

11 actions for, on average, 1 Comprehensive Bribe, 15 Intriguing Snippets and 180 Sighting of a Parabolan Landmark - 33.5 echoes in total, 3.045 EPA.


Waswood Shore[edit]

Requires access to The Waswood. Reach towards the shore 2) has an EPA of over 3 when including rare success. Note that Airs can be shuffled at no action cost by leaving and returning to the Waswood, so it is not necessary to take the less profitable option.

Rat Market Grinds[edit]

Revolve around getting the sellable at Rat Market The Rat Market (Area) items most efficiently, mainly through already existing grinds. Basic tips:

Publishing Newspapers (Rat Market)[edit]

You can grind Uncanny Incunabula to sell during The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. Since the exact calculations are relatively complicated, they require a spreadsheet - below is a brief summary:

  • Out of 104 copy editions, The finest kind of madness is the most efficient since all gained items can be upconverted into Incunabula - however, it requires you to have built a station at Jericho Locks. Per two newspapers you spend 37 actions to get 236 x Journal of Infamy and 8 x Extraordinary Implication. Accounting for spending Connected: Benthic (assumed to be gained through through buying Flasks of Abominable Salts and directing grants) and additional items (in particular, Storm-Threnodies are assumed to be sold on Rat Market as well) on successes and rare successes (assumed 10% chance with Journals and 5% chance with Implications, for the 54/6/40 and 57/3/40 success/rare success/failure spreads respectively), upconversion of those items and selling them in bulk in addition to newspapers themselves can be abstracted as 48.959 actions for 203.804 - 4.162 EPA.
  • With slight editions, you spend 38.73 actions for 296 x Journal of Infamy and 4 x Sulky Bat (0.8 ). Accounting for additional factors as described above, upconversion and selling in bulk in addition to newspapers themselves 52.606 actions for 221.414 - 4.208 EPA.

Mr Chimes' Grand Clearing-Out Unveiled activities (Rat Market)[edit]

Each of the five activities has at least one reward that can be sold or converted into a sellable item.


Brawling with Dockers (Rat Market)[edit]

You can grind Ratty Reliquaries to sell during The Rat-Season: Vial-Vane, Take-and-Toil or Wine-Whisper:


Assembling Fossilised Apes (Rat Market)[edit]

You can grind Crackling Devices to sell during The Rat-Season: Take-and-Toil, Wine-Whisper or Rise-and-Rake by selling Carved Balls of Stygian Ivory for Assortment of Khaganian Coinage instead of and buying devices for 130 coinage each. Assuming similar selling in bulk to make travel actions negligible, this version (exact calculations can be seen in the same spreadsheet on Rat Market list) spends 15.09 actions for 80.7 per ape which is 5.34 EPA. If your Monstrous Anatomy is lower than 15, failure chance on applying a Fossilised Forelimb can be abstracted as adding 1.x Antiquity instead of 2 per Forelimb - removing 4 Coinage from skeleton reward on average per each missing point. 5.18 EPA at 14, 5.02 EPA at 13, 4.85 EPA at 12, 4.69 EPA at 11, 4.52 EPA at 10. With Bone Market Fluctuations: you get 22 Carved Balls of Stygian Ivory instead of 18, meaning extra 20 Coinage. However, in this version EPA also drops more rapidly with lower Monstrous Anatomy, removing 5 Coinage from skeleton reward per each missing point. 6.14 EPA at 15, 5.95 EPA at 14, 5.75 EPA at 13, 5.54 EPA at 12, 5.34 EPA at 11, 5.14 EPA at 10.


Deciphering Documents (Rat Market)[edit]

You can Night-Whispers to sell during The Rat-Season: Dimmest-Dark, Freeze-and-Fall, Lying-Longing by intercepting and deciphering a message. With one additional action to Sell a Night-Whisper for 850 Rat-Shillings, you spend 29.258-19.249 actions for 85 - 2.905-4.415 EPA.


Evenlode Diving (Rat Market)[edit]

You can grind Uncanny Incunabula to sell during The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. Since the exact calculations are relatively complicated, they require a spreadsheet. In short, the difference from basic diving stars after the diving itself - Jade Fragments are upconverted, not sold, and the resulting Relics of the Third City together with First City Coins are used to publish purely Tragic Monographs (start with Chronicle the history of Gaider's Mourn or Chronicle the history of Port Carnelian and sell to The Militant Curate), while Traces of the First City are used to publish purely Cautionary Monographs (start with Investigate the Fourth City's decline and sell to The Exiled Antiquarian). Accounting for spending Connected: Benthic (assumed to be gained through through buying Flasks of Abominable Salts and directing grants) and additional items on successes and rare successes (assumed 5% chance, for the 57/3/40 success/rare success/failure spread), upconversion of Implications and selling resulting Incunabula in bulk in addition to diving/monographs themselves can be abstracted as 219.045 actions for 860.129 - 3.926 EPA.


Marigold Emblems (Rat Market)[edit]

You can cash out Verses of Counter-Creed through Correct a Verse of Counter-Creed instead of Lend religiously, selling resulting Uncanny Incunabula during The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall - correspondingly, you need A Church in the Wild 50 instead of Jericho Library 2.

  • With all three stats at 300 bulk selling adds 1 action and 8.8 with total 54.5 actions for 210 - 3.85 EPA.
  • With 334 in one stat, bulk selling adds 40 actions and 352 with total 2129 actions for 9400 - 3.94 EPA.

Eversmoulder trips (Rat Market)[edit]

You can sell Uncanny Incunabula during The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. With 2.5 Incunabula per trip on average it adds 0.5 actions and 11.25 echoes to the grind. In Crooked Cross version you spend 32.5 actions for 114.144 - 3.512 EPA. In Docks version you spend 26.5 actions for 129.144 - 4.873 EPA.


Khaganian Intrigue (Rat Market)[edit]

Many intrigues and other activities have rewards that can be sold or converted into a sellable item. You can:


The Court of the Wakeful Eye (Rat Market)[edit]

You can grind Night-Whispers to sell during The Rat-Season: Dimmest-Dark, Freeze-and-Fall, Lying-Longing:


Parabolan War (Rat Market)[edit]

You can grind Parabolan Parables to sell during The Rat-Season: Kifer-Caitiff, Skitter-Scatter or Dimmest-Dark. The strategy is largely the same, except that since Yourself campaign doesn’t give Parables, the next best thing is The Cats (for Parable you need to Encourage the Prince to reject the King's offer) - this campaign only adds two extra actions. Adding third to Sell a Parabolan Parable for 4000 Rat-Shillings makes the total 89 actions for 400 - 4.494 EPA.


Oneiropomping (Rat Market)[edit]

With Marvellous loop you can grind Uncanny Incunabula to sell during The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall, choosing to Take charge of the Honey-Addled Detective and Extract clues from his thoughts instead of corresponding Sculptress options. You spend 11 actions for, on average, 1 x Uncanny Incunabulum, 9 x Appalling Secret and 180 x Sighting of a Parabolan Landmark. Additional action to Sell an Uncanny Incunabulum for 200 Rat-Shillings, turning Incunabulum into 20 . 12 actions for 39.35 - 3.279 EPA.


Reference[edit]

The most profitable action in the game is A special delivery? although it is very expensive (in terms of actual money). There are more efficient ways to gain Echoes via Fate, see the section on Fate-locked grinds at the top of the page.

These aren't grinds, classically, but are here to show you how many echoes you're earning in various repeatable activities:

Unfinished Business[edit]

Most Unfinished Business storylets average 1 Echo per action in a specific type of item. Note that this means they are roughly equivalent to a 2 EPA grind that is used to buy the items directly from the Bazaar. Rare successes and ranged successes slightly alter the overall EPA of some Unfinished Business from a high of 1.2525 EPA for A sure bet to a low of 0.95 EPA for The anatomy of a secret and Mischief and brass (.95 EPA)

Cards[edit]

This section only lists cards with greater than 2.5 EPA.

Rare Frequency Cards:

Grinding (3200) Scraps to trade in with one of the Relickers for a Tier 8 (1562.5e) item is only efficient if an average rate of 3+ Scraps per action is maintained, giving roughly 1.5 EPA. Scraps are generally worth approximately .5e each.

Weekly actions[edit]

These are all actions that you can do once per week. Some depend on Time, the Healer, other on living stories. These are especially great for casual players who do not have the time to spend 1008 actions per week.

As you will only do these schemes once a week, they will take longer to enter your muscle memory than e.g. the newspaper grind. If you spend an hour reading up on bone market recipes while your actions are maxed out, this will not result in an optimal EPA. The low-hanging fruits are labeled easy and are recommended for everyone.

The complex schemes are mostly interesting for people who already spend 900 actions per week, but want to gain the last possible bits of efficiency.

A Professional Reward (easy)[edit]

With a tier one profession, over 8.125EPA. With a tier three profession, 15EPA.

Every four weeks, you can assemble four Professional Perks to get one Trade Secret, which yields 125 for 11 actions, for a total of 11.36EPA.


The Rewards of Ambition (easy)[edit]

This gives 62.5 every four weeks after you have finished your ambition.


Accept a gift from Balmoral's Castellan (easy)[edit]

Requirements

Recommended

All Castellans give you a gift worth 63.5 after Tinned Ham Arbitrage. If you fail the checks for the 2 actions traveling to/from Balmoral, 15.875 EPA. Succeeding those is worth 5, raising EPA to 18 EPA.


Receive the latest 'reports' from your 'agent' (easy)[edit]

Somewhat low yield compared to other weekly actions. Note that challenges in the Snares and the Salt Steppes can have very high requirements.

Requirements

The Cycle

  1. Gain 3 x Favours: Criminals
  2. Travel to the Khanate from London via Trace a route through the Snares(approx. 8 actions)
  3. Have some cargo loaded onto your ship 3 times
  4. Enter Khan's Heart
  5. Receive the latest 'reports' from your 'agent'
  6. Return to London via Trace a route through the Snares (approx. 8 actions)
  7. Deliver the crate to the Widow 3 times

This results in 107.5 for 29 actions, for a total of 3.7 EPA plus whatever you happen to pick up at zee.


Board Meeting Dividends (moderate)[edit]

If you have a Pro-Labour Railway Charter, you can use Furnace or Cornelius in lieu of The Vicountess's Persuasive 200 check. However, this will lower the final payout by 10 and lower EPA by 0.52.

Recommended

The cycle

  1. Boomerang the Tentacled Entrepreneur
    1. Invite the Tentacled Entrepreneur to the Board
    2. Vote the Tentacled Entrepreneur off the Board
    3. 5 actions to convince your board members and declare victory
  2. Voting for dividends 2 times
    1. Vote a dividend to the shareholders
    2. 5 actions to convince your board members and declare victory

In the absolute worst case scenario (Ealing, no Luxuries, Pro-Labour Charter), this yields 100.08 for 19 actions (after Tinned Ham Arbitrage), a total of 5.26 EPA. Note that using Help from the Board Secretary will allow you to repeat this but lowers efficiency slightly to 5.13 EPA. With the Recommended qualities, this yields 156.08 for 19 actions, for a total of 8.21 EPA.


Board Meeting Charity (complex)[edit]

By repeatedly cycling proposals you can get up to 2-3x Bottle of Fourth City Airag: Year of the Tortoise per Board Meeting. Requirements

Additionally at the start of the Board Meeting have:

Recommended

The cycle

  1. Propose special consideration to certain charitable groups
  2. Propose paying a dividend to the poor of the Hinterlands
  3. Propose special consideration to certain charitable groups
  4. Propose paying a dividend to the poor of the Hinterlands
  5. Propose special consideration to certain charitable groups
  6. Vote the Gracious Widow off the board
  7. Close the meeting
  8. Gain another 10CP Banditry to raise it to 8 (e.g. 5 x Feed information to the gang, net gain 17.5 ).
  9. When Rising Reports of Banditry autofires, select Ticket sales are going down.
  10. Invite the Widow to the board.

In total, you have six items on the board agenda, each of which should take six actions. Combined with the rest of the actions this should take in total 42.66 actions.

Your net gain will be 196.66 Echos, on average for 4.6EPA.


The Waters of the Wellspring (complex)[edit]

This one is really only worth it for Crooked-Crosses.

Requirements

Recommended

The basic cycle

  1. Travel to Moulin
  2. Recruit a Miniature Major-General
  3. Recruit a Bandaged Navigator
  4. Set off
  5. Move away from Moulin and deeper into the Waste (5 actions)
  6. The Wellspring, at Last
  7. Bathe in the waters
  8. Collect some Wellspring water
  9. Cross the Threshold
  10. Look for the fingerking

You should always be able to make it to the Wellspring without incurring menaces. The basic cycle yields 48.20 and 1 x Memory of a Much Lesser Self for 19 actions, for a floor of 2.53EPA. This is much lower yield than other weekly actions, but playing A Lesser Find and Something Nacreous will raise EPA to something around 2.8EPA.

If you keep track of when Viric Fades is going to trigger (by e.g. adding Bathe in the waters to your list of plans and adding a note stating the last time you did it), then you can arrive at the Wellspring shortly before Viric Fades, Collect some Wellspring water, and wait for Viric Fades so you can Bathe in the waters as normal. This allows you to gain an extra four flasks of Wellspring water, gaining 50 at the cost of 5 additional actions, raising the basic cycle to 4.09EPA.

Recommended

  1. Instead of Bathe in the waters, Dip your Cross in the Waters

Eventually

This cycle yields after THA 95.63 for 21 actions, for a floor of 4.55EPA. Again, the true EPA will be slightly higher at around 4.8EPA.


Using up Bone Market Exhaustion (complex)[edit]

See Assembling a Skeleton (Guide), and especially Assembling a Skeleton (Guide)/Recipes#Exhausting Recipes. Your Bone Market Exhaustion drops by four every week, which corresponds to 200E worth of bonus items.

Playing the bone market is rather intricate. Also note that exhaustion can lock you out of profitable non-exhausting use of the bone market for weeks (or years).


The Nadir (complex)[edit]

Requirements

The Nadir can be entered once a week without spending Fate. Players are forcibly ejected from the cave when reaching 10 x Irrigo whereupon it is not possible to return until the next visit from Time, the Healer (unless they wish to pay 50 Fate). Optimal play yields approximately 5.7 EPA — see Cave of the Nadir (Guide)#Analysis for details

Historical[edit]

Coin.png

Some grinds have been nerfed so much are simply become unavailable that they are not mentioned on this page anymore. These grinds are preserved here for historical interest but are no longer relevant for Money-Making.