Money-Making/Sources
This is a list of money-making grinds currently available in the game. The best grinds are linked from subpages of the money-making guide. Try to avoid changing headings, as that will break the sections in the rest of the guide.
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London Grinds[edit]
Can be done without leaving London.
Publishing Newspapers[edit]
Expected EPA: 4.361 - 4.804
- Requires
Shadowy 217 - Required for max profits:
Renown: The Great Game 40 or
Elongated Spindlewolf
Teaching Reputation of Your Laboratory 40- An acquaintance willing to send assassins after you faster than you publish newspapers.
See Publishing a Newspaper (Guide) for more information.
To begin publishing a newspaper a
Whirring Contraption is needed. This can be obtained using either Wilmot's End for +5.5 actions per publication or preferably Hearts' Game for +6 actions (+12.5 in the form of a
Brass Ring) per publication.
To fully maximize profits all
Journal of Infamy gained needs to be upconverted into
Extraordinary Implication and then into
Uncanny Incunabulum, producing some additional bonus items and costing
Connected: Benthic.
will be gained via Direct a small grant to Benthic College from the item Endowment of a University Fellowship, at the cost of 3 actions and 15
Flask of Abominable Salts bought from the Bazaar. All bonus items are sold at the Bazaar except the
Storm-Threnody which is more profitably sold at the Rat Market.
The end result when accounting for all actions spent and all items sold is an average gain of 0.186 and 0.04 actions per
Journal of Infamy gained when publishing a newspaper.
A gossipy and tantalising edition
- Requires
Renown: The Great Game 40 or
Elongated Spindlewolf and
Teaching Reputation of Your Laboratory 40 and an acquaintance willing to send assassins after you faster than you publish newspapers.
Choose all Salacious options then publish A gossipy and tantalising edition. Results in 148
and 2
Sulky Bats while costing 5
Scrap of Incendiary Gossip. This cost can be offset by buying 500
Inkling of Identity from the Rat Market for 500
and upconverting once into 105
, enough for 21 publications. Also keep in mind that the assassination card will take 1 action to resolve and yield rewards worth 12.5 .
Averaging everything out over 21 publications the end result is 112.04
over 19.92 actions per publication. Depending on
source this becomes 4.407 - 4.804 EPA.
An edition brimming with truth and wisdom or The finest kind of madness
Both editions give equivalent value, but until the
Hell-Scarred Gondolier is obtained it will be more profitable to publish An edition brimming with truth and wisdom. Both results in 118
and items worth 10 . The end result is 90.948
over 17.72 actions. Depending on
source this becomes 3.916 - 4.361 EPA.
Mr Chimes' Grand Clearing-Out Unveiled activities[edit]
Expected EPA: Up to 4.62
The Sunken Embassy
Gain 38 / 25
Fragments of Infernal Affairs per action by using Seek out spy-holes or Peel fact from falsehood respectively.
/
- Give an inordinately enormous stack of documents to the Brass Embassy results in
1 x Oneiromantic Revelation and
0 / 80 x Nevercold Brass Sliver. With
Parabolan Commander and 5 x
you can Compound your revelations into a Parabolan Parable (
Glasswork 12 to 100%) worth 4125
. Total of 91 / 131 actions for 416.5 / 412.5 - 4.57 / 3.14 EPA.
- Send an inordinately enormous stack of documents to Mount Palmerston results in
1 x Mortification of a Great Power and
0 / 80 x Lump of Lamplighter Beeswax. Total of 18 / 26 actions for 83.3 / 82.5 - 4.62 / 3.17 EPA
Underclay
Gain 33 / 30
Convincing Falsehoods per action by using Commingle fact and falsehood or Stage an introduction respectively.
- Send an Unfinished Man to Mahogany Hall results in
1 x Captivating Ballad and
270 / 0 x Shard of Glim. Total of 22 / 23 actions for 85.2 / 82.5 - 3.87 / 3.58 EPA.
The Spider Symposium
Gain 32.5
Chelicerae Clicked in Applause per action by using Posit that language makes reality.
- Accept some of the finest linen results in
1 x Parabola-Linen Scrap and
70 x Silk Scrap. Total of 22 actions 83.2 - 3.78 EPA.
L.B. Industries
Gain 32.4
Foreman's Favour per action by using Assist with assembly.
- Ask for a Crackling Device as payment results in
1 x Crackling Device and
50 x Bone Fragments. Total of 22 actions for 83 - 3.77 EPA.
Old Newgate
Gain 28.5
Bees Caught per action by using Betray both sides / Commune with the bees if available, otherwise Sow carnage / Set an ambush / Become leader of the [Flint / Dagger]
/
- Taste honey from an inordinate amount of bees results in
1 x Oneiromantic Revelation and
270 x Whispered Hint for 24 actions on average. With
Parabolan Commander and 5 x
you can Compound your revelations into a Parabolan Parable (
Glasswork 12 to 100%) worth 4125
. Total of 121 actions for 415,2 - 3.43 EPA.
- Send a moderate amount of Bees to Hell results in
1 x Vital Intelligence and
140 x Foxfire Candle Stub for 6 actions on average. Total of 6 actions for 17.9 - 2.98 EPA
The Tomb of the Silken Thread[edit]
Expected EPA: 4.86
- Requires
Watchful 267
See Forgotten Quarter Expeditions (Guide).
All expeditionary actions are assumed to be A buccaneering approach except for A sign? when available. The only other way to improve profitability is via supply sourcing. Notable options are:
- Burly guards and porters: Obtaining
Strong-Backed Labour from The Underclay approaches 3.72 EPA. - Hire a porter from the docks: Using Docks Favours exclusively to fund expeditions (and acquiring Rostygold at 3.1 EPA from Professional Activities) gives 4.86 EPA.
Brawling with Dockers[edit]
- Expected EPA: 3.38 - 3.39
- Requires 209-304
Dangerous
See Brawling with Dockers (Guide) for more information.
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. This grind focuses purely on earning eсhoes. Most relevant crates for that are:
- Accept a share of the extremely dusty crates/Claim the extremely dusty crates - 100/150 Brawling for
27.5/40 (
27.94/40.64 with access to
Upper River via Tinned Ham Arbitrage). - Accept a share of the coffer of Admiralty maps/Claim the coffer of Admiralty maps - 90/140 Brawling for
25/37.5 and
0.25 per each point of Brawling above the requirement (up to 100/150).
- Accept a share of the crates cleared out of Saint Cyriac's Illuminated College/Claim the crates cleared out of Saint Cyriac's Illuminated College - 50/70 Brawling for 15/20
and 0.25
per each point of Brawling above the requirement (up to 100/150).
All brawling actions other than Fight without taking your eye off the goods! have a increased or decreased challenge difficulty based on current amount of brawling, which necessitates changing actions taken for optimized brawling gain. While there's a large number of possible combinations of options, this guide focuses on establishing overall EPA ranges, and so only analyzes "Simple" and "Fussy" strategies with average brawling gain displayed as (Group)/(Solo).
Brawling Options:
- Simple option: 9.5/12.5 with rare success at 50%. Requires
Dangerous 209/292 - Fussy options, with rare successes estimated at 20%, requires
Dangerous 274/304
- Item options: 14/15.2 - except for
option at 13/14 which lacks rare success.
A Hunter's Instinct for Nightmares and an outfit with
Dreaded 15 and
Monstrous Anatomy 13.
Honed Ushanka and an outfit with
Bizarre 15 and
Kataleptic Toxicology 13.
Vigilant Chitin-Fur Boots and an outfit with
Respectable 15 and
Artisan of the Red Science 13.
Moray Heels and an outfit with
Respectable 15 and
Monstrous Anatomy 13. Option will not show without acquiring item.
Special Dispensation (must be fighting for yourself or for order).
- Airs options: 14/16
- Simple + Airs options: 11.75/14.25
- Item options: 14/15.2 - except for
Simple + Airs options (available 50% of the time on average) cant be used from the start as the Airs options are only possible to 100% after reducing their difficulty with accumulated Brawling.
Strategies:
- Simple strategy: Repeat Fight without taking your eye off the goods! until getting to target Brawling amount.
- Fussy strategies:
- In group - use BDR/Skill option 4 times, then, if needed, use Fight without taking your eye off the goods! combined with Airs options until getting to target Brawling amount.
- Solo - use BDR/Skill option 2 times, then Fight without taking your eye off the goods! 4 times, then, if needed, combine it with Airs options until getting to target Brawling amount.
Average EPA ranges for the various combinations, displayed as (Simple)/(Fussy)
- Accept a share of the extremely dusty crates - 12/9 actions total for
27.5 giving 2.29/3.05 EPA or 2.32/3.10 EPA with access to
Upper River. - Claim the extremely dusty crates - 13/12 actions for
40 giving 3.07/3.33 EPA or 3.12/3.38 EPA with access to
Upper River. - Accept a share of the coffer of Admiralty maps - 11/9 actions for
26.25/25.31 giving 2.38/2.81 EPA.
- Claim the coffer of Admiralty maps - 13/12 actions for
37.5/40 giving 2.88/3.33 EPA.
- Accept a share of the crates cleared out of Saint Cyriac's Illuminated College - 7/5 actions for
16.75/16.5 giving 2.39/3.3 EPA.
- Claim the crates cleared out of Saint Cyriac's Illuminated College - 7/7 actions for
21.75/22.6 giving 3.10/3.22 EPA.
Rat Market Utilization
- Requires
Renown: The Church 10
The crates out of Saint Cyriac's Illuminated College have a 10% chance to give 1x
Ratty Reliquary instead of 1x
Baptised Rattus Faber Corpse and 250x
Proscribed Material. While the raw echo value is equivalent, the Reliquary can be sold for up to 32% extra at the Rat Market and 5x
Corpses can be upconverted into a Reliquary with 1 action. On average this means that every 11 crates, with 2 additional actions for upconverting, results in:
- Accept a share of the crates cleared out of Saint Cyriac's Illuminated College - 79/57 actions for
196.25/193.50 giving 2.48/3.39 EPA.
- Claim the crates cleared out of Saint Cyriac's Illuminated College - 79/79 actions for
250.25/260.60 giving 3.16/3.29 EPA
A Trade in Reputations[edit]
- Requires
A Person of Some Importance - High
Shadowy and
Persuasive is an advantage. - High
Respectable,
Dreaded or
Bizarre is an advantage - Expected EPA: 2.8-3.3
The strength of this grind is that it has very low base requirements, but you can make it harder and more profitable if you want to.
- See A Trade in Reputations (Guide) for strategies.
Around level 270 is needed in the main attributes for max EPA, but around level 200 should reach above 2.8 EPA, and you can modify the strategy based on your strengths.
Professional Activities[edit]
- Requires a tier 3 Profession
- Stat requirements depend on Profession and player progression
- Expected EPA: At least 3.2-4.1, more for certain Professions and Specialisations
See Professional Activities (Guide) for details. As the player progresses through the game and unlocks more content, more options will unlock in this wheel, causing it to grow in value over time. Certain rewards can also be exchanged for
Rat-Shilling or
Hinterland Scrip, improving profitability.
Hearts' Game[edit]
- Raw EPA: 4.73 or 5.53 with the Rat Market.
- Minimal stat requirements
See Hearts' Game (Guide) for details. Stats have little effect on this grind and practically every action taken (apart from Visit the cottage to start a new run as well as cashing out) gives 1
Hearts' Game: Exploits regardless of performance. Therefore the longer you play the more efficient cashing out becomes, to the point the action cost for cashing out can be considered the items
Hearts' Game: Exploits cost + 1.
Mortification of a Great Power
Play the game, choose An illicit secret. Sell for 62.5 or
82.5 at the Rat Market. 3.28 EPA or 4.34 EPA with the Rat Market.
Scrap of Ivory Organza
Play the game, choose An antique scarf. Sell for 312.5 or
412.5 at the Rat Market. Up to 3.85 EPA or 5.09 EPA with the Rat Market.
Play the game, choose The dusty book. Sell for 123. Up to 4.73 EPA.
For Rat Market utilization:
Play the game for 650 actions, choose The dusty book payout 26 times (26 actions) and using Crackling Trade (1 action to enter Khan's Heart) make 2,062.5 in
Rat-Shillings plus 1,573 directly from selling the Maps and Scraps. This is a total of
3,635.5 over 677 actions (zailing excluded), or up to 5.37 EPA. If zailing is included (19 actions), a single cycle is 5.23 EPA, though this improves with stockpiling, piracy, and any other reasons to visit Khan's Heart.
Spare Docks favours can also be used to upconvert
Puzzling Maps for a hypothetical increase in EPA (up to 5.40 to 5.53 whether zailing is excluded), but the opportunity cost is probably greater than the benefit. Note that also upconverting
Partial Maps do give very slightly improved margins, but it's heavily relying on luck to give any worthwhile gain over only upconverting
Puzzling Maps.
- Requires
Shadowy Gains 20+ and at least one of
Complete Account of Croaking Beasts or
Unexpurgated Accounting of Aquatic Life-Forms
Play the game, choose The huge fossil ribcage and then using the Bone Market create a Reptile and/or Fish skeleton. The strategy for Hinterland Scrip grinding detailed here can be used to generate up to 744
over 74 actions, or 10.05 SPA. Using
Tinned Ham Arbitrage this becomes 393.13 over 74 actions, or 5.31 EPA.
University Laboratory Grinds[edit]
- Requires
Equipment for Scientific Experimentation 7+ - Recommended
Laboratory Services from a Visionary Student 5 and
Glass Studies 2
Due to the card based nature of the laboratory it's difficult to formulate any real strategies, therefore the focus will be on giving generalized estimates to hopefully improve overall Research Per Action (RPA) as well as give differnt EPA estimates based on those estimates.
Visionary Students at level 5 will unlock the option Leave your student to their own devices. This gives the most research of all students at 29 (or 38 with equipment level 9 using FATE) while also giving 1 of the following effects at 25% chance each:
1x Unlikely Connection,
1x Unwise Idea,
1x Unexpected Result or
-2 CP Nightmares. While they can be used to spend
Unavoidable Epiphany for 38 (45 w/FATE) research they will also generate 1 CP each of
Nightmares and
Disgruntlement, making it preferable to spend Ephphanies using the infrequent card
Eureka! for the same research without the drawbacks that
Disgruntlement adds.
The Intrusion of a Thought is an Infrequent card that gives research = (20 x
Unwise Idea) at the cost of +1 CP Menace per
. Choosing
Pursue an unthinkable line of inquiry results in
Nightmares which can be removed by the Visionary Student during normal research, negating the drawback.
Manifesting
Impossible Theorems[edit]
Expected EPA: 2.90 - 4.02
Total Lab Research Required 13,000 |
Total Parabolan Research Required 300 | Worth 1562.50
- Requires passing a
Watchful 500 challenge to conclude. Failure only results in
+2 CP Nightmares and allows immediate further attempts. - Recommended unlocking Ambition lab assistant and
Glass Studies 2 for most efficient
Parabolan Research gain
The least amount of actions for the Parabolan Research largely depends on which Ambition was chosen: 15 for
Nemesis and
Light Fingers, 22 for
Heart's Desire and 25 for
Bag a Legend along with the
Grubby Urchin. Although the Visionary Student takes 22 actions it will also accrue 22 CP
, requiring up to 8 actions to clear in the Parabolan Base Camp.
- 25 RPA - 521.0 actions Setup and researching, 16 - 26 entering and researching in Parabola, 1 to finish = 2.85 - 2.90 EPA
- 30 RPA - 434.4 actions Setup and researching, 16 - 26 entering and researching in Parabola, 1 to finish = 3.38 - 3.46 EPA
- 35 RPA - 371.5 actions Setup and researching, 16 - 26 entering and researching in Parabola, 1 to finish = 3.92 - 4.02 EPA
Studying
Queenly Attar[edit]
Expected EPA: 3.58 - 4.88
Total Lab Research Required 450 |
Total Parabolan Research Required 15 | Worth 62.50 or
82.50 with Ratket
- Requires:
A Vial of Queenly Attar
Kataleptic Toxicology Studies,
Kataleptic Toxicology 10+ and and
Glass Studies 2 is recommended.
If any of the Ambition assistants are employed, entering Parabola for research save 1 action at the cost of 50 - 100
Drop of Prisoner's Honey. Estimates will assume the prescence of Ambition assistants.
- 25 RPA - 19.0 actions Setup and researching, 3 entering and researching in Parabola, 1 to finish = 2.71 EPA or 3.58 EPA with Ratket
- 30 RPA - 15.0 actions Setup and researching, 3 entering and researching in Parabola, 1 to finish = 3.28 EPA or 4.34 EPA with Ratket
- 35 RPA - 12.9 actions Setup and researching, 3 entering and researching in Parabola, 1 to finish = 3.69 EPA or 4.88 EPA with Ratket
Forging
Infernal Sharpshooter's Rifles[edit]
Expected EPA: 3.13 - 4.29
Total Lab Research Required 100 stage 1, 1650 stage 2 | Worth 210 or
228.60 If sold in Jericho Locks souvenir shop with 6 Train luxuries then via Tin Ham Arbitrage, adding 1 action and travelling assumed done in conjunction with other reasons.
- 25 RPA - 5 actions Setup and researching stage 1, 67.0 to enter stage 2 and researching, 1 to finish = 2.87 EPA or 3.13 EPA via Souvenir-Ham Arbitrage
- 30 RPA - 5 actions Setup and researching stage 1, 56.0 to enter stage 2 and researching, 1 to finish = 3.38 EPA or 3.68 EPA via Souvenir-Ham Arbitrage
- 35 RPA - 4 actions Setup and researching stage 1, 48.2 to enter stage 2 and researching, 1 to finish = 3.94 EPA or 4.29 EPA via Souvenir-Ham Arbitrage
Assembling
Cartographer's Hoards[edit]
Expected EPA: 3.75 - 5.27
Total Lab Research Required | 2700 |
Nautical Focus |
Zeefaring 10+ is recommended | Worth 312 or
412 with Ratket
- 25 RPA - 109 actions Setup and researching, 1 to finish = 2.83 EPA or 3.75 EPA with Ratket
- 30 RPA - 90.0 actions Setup and researching, 1 to finish = 3.42 EPA or 4.52 EPA with Ratket
- 35 RPA - 77.2 actions Setup and researching, 1 to finish = 3.99 EPA or 5.27 EPA with Ratket
Bone Market Grinds[edit]
Licentiate victim skeletons[edit]
- Expected EPA: 3.81
Requirements
- Access to
The Bone Market. - The
Licentiate profession
Bizarre 0 or
Dreaded 0.
The cycle
- Supply a skeleton of your own
- Cap this with a victim's skull
- Declare it a humanoid
- 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]
- Expected EPA: 3.97 to 4.71
Requirements
- Access to
Moulin
Kataleptic Toxicology 8 and
Transfixing Squirrel is an advantage
Shapeling Arts 10 is an advantage.
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 any A Lesser Find cards you get, use obstacle cards to get out to Distance 8 before digging and heading back, making up any shortfall in supplies with Convince your team to keep going. 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 4.18 and 4.43 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 4.59 and 4.70. For a more detailed explanation of writing Monographs more generally see Writing a Monograph (Guide).
Heists of the Wellspring[edit]
Expected EPA: 4.18 or 4.92 with the Rat Market
Requirements
- An outfit with 12
Monstrous Anatomy and 10+
Glasswork - An outfit with 12
Glasswork - An outfit suitable for Moulin expeditions
Beneficial
By running expeditions to The Wellspring of Moulin with the Bandaged Navigator and the Miniature Major-General, you can gain
4 x Flask of Waswood Wellspring Water in exchange for (on average) 21.96 actions
100 x Piece of Rostygold and 10
. These flasks can be converted to
4 x Hiding Place of a Peculiar Item via Search Parabola for a Place in the Neath, for an average of ~5.09 actions each with 280
Shadowy, 12
Glasswork.
Gaining
Casing... from Search Parabola for a Place in the Neath (average 4.07 actions, plus 1 and
100 x Drop of Prisoner's Honey to enter Parabola) and then doing heists of The shaded estate on Hemlock Row and choosing any payout except for the Tragedy Procedure (average 10.11 actions with 11
Glasswork and 10.04 with 12[1]) gives 1 x item worth 62.5 that can be sold at the Rat Market and 16 x items worth
40 total.
1 expedition and 4 heists over 103.04 actions gives a total profit[2] of 431.58, or
511.58 with the Rat Market over , for an EPA of 4.18 or 4.92 with the Rat Market, using the 10
Glasswork in the heist outfit and marginally higher EPA with higher
Glasswork.
- ↑ ~0.001% chance of a heist ending in failure and thus ~0.0005% chance of a heist resulting in jail time without a quick switch to an outfit with -2
Suspicion, or some social actions followed by a -1
Suspicion outfit
- ↑ Taking into account the A Lesser Find and
Altered, Somehow profits from the expedition
The City of the Tracklayers[edit]
Communing[edit]
Expected EPA: 4.88 to 5
Requirements
- Built The City of the Tracklayers and communed once with the Creditor, the City and London
- Advanced Skills 15
- Access to the Sous or
Watchful 297
See Chthonic Communication (Guide) for more information. Chthonic Communication (Guide) Chthonic Communication (Guide)
Opportunity Cards[edit]
- Expected EPA: 5 to 5.20, with the Rat Market up to 6.20 EPA
Requirements
- Railway fully built
- Built The City of the Tracklayers
Hinterland Efficiency raised to 300- Late-game stats
Larcenies with Parabolan Casing[edit]
Expected EPA: 3.82 or 4.21 - 4.41 with the Rat Market
Requirements
- Access to
Balmoral
Shadowy 300 and
Shadowy Gains 6
A Marauder of the Clay Highwayman- One of
Glasswork 12
Kataleptic Toxicology 12 and
Acicular Squirrel (WHITSUN)
Cabinet Noir with a mirror installed for optimal EPA
The cycle
- Enter your
Parabolan Base-Camp, spending 1 action and 4 worth of
Prisoner's Honey, repeat the following sequence 9 times:
- Find the weakness in an opponent's defences
- Apply your own knowledge (Glasswork) or Allow your Acicular Squirrel to lead you (Kataleptic Toxicology)
- Sneak forward
- Case the place
Each subcycle yields 28 CP
Casing..., so repeating 9 times is 252 CP
Casing... for 37 actions total, precisely enough for 7 second-tier larcenies.
- Exit Parabola through the
Cabinet Noir (or any other location, spending 1 extra action to travel to Balmoral) and spend 1 action entering
A hidden camp nestled in the woods of Balmoral. - Do 7 second-tier larcenies.
- Ambush a courier on the card Larceny at Balmoral is the most profitable, yielding
2 x Vital Intelligence worth 25.4 after Tinned Ham Arbitrage or
33 from the Rat Market.
- The Larceny at Jericho Locks card (Seize a jewel smuggler's boat) and the Larceny at the Magistracy card (Break into the offices of Baseborn & Fowlingpiece), yields
2 x Magnificent Diamond and
2 x Legal Document respectively, worth 25.
- Burgle a Public House on the card Larceny at Ealing Gardens yields
1 x Nodule of Trembling Amber,
4 x Crate of Incorruptible Biscuits and between
0 - 49 x Jasmine Leaves resulting in 22.66 - 27.56, for an average of
25.11.
- Rob the Museum of Souls on the card Larceny at Burrow-Infra-Mump yields
1 x Silent Soul,
1 x Queer Soul, and
4 - 27 x Brilliant Soul resulting in 17 - 28.5, for an average of
22.75.
- Ambush a courier on the card Larceny at Balmoral is the most profitable, yielding
- Spend 1 last action to leave the camp and return to Balmoral, resetting the cycle.
Total payout depends on how often can you draw Larceny at Balmoral. Without Burrow, this happens 1/2 of the time: the average payout without the Rat Market is around 25.2 per larceny, for
176.4 in 46 actions, an average of 3.83 EPA.
With the Rat Market it becomes around 29 per larcenty, or
203 in 46 actions, an average of 4.41 EPA
With Burrow, this happens 1/3 of the time: without the Rat Market the average payout is around 25.13 per larceny, or
175.93 for 46 actions, a total of 3.82 EPA.
With the Rat Market it becomes 27.66 per larceny, or
193.66 for 46 actions, a total of 4.21 EPA
Larcenies with Helicon Casing[edit]
- Expected EPA: 4.09 EPA
Requirements:
Acquaintance with Helicon House
Morally and Physically Flexible Rubbery Cat (HALLOWMAS)
A Marauder of the Clay Highwayman- Many more requirements
Recommended
Watchful 209.
Espoused to.
A Pendant of Helicon Amber (FATE).
A Scholar of the Correspondence 17.
Renown: Rubbery Men 42.- At least one out of:
Rubbery Euphonium and
Dangerous 290 (or lower if you have higher Renown).
Rubbery Campanologist,
Rubbery Herald (both HALLOWMAS) and
Persuasive 290 (or lower if you have higher Renown).
Boneless Pianist (FATE)and
Persuasive 290 (or lower if you have higher Renown).
The cycle
- Show your Pendant of Helicon Amber at the door
- Enter with Just the right person
- Deploy your Morally and Physically Flexible Rubbery Cat 2 times
- Watch a Rubbery Calligraphist (option in The Sculpture Garden) 2 times
- Forget the biscuits, take the Solacefruit
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]
Requirements:
- Access to
The Hurlers - Preferably
Dangerous 317
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)
- Start with Stoking the Stove 1 and 7 Darkness (this is the state immediately after bringing the stove back to the station).
- 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.
- Perform the following loop 9 times:
- 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)
- Add more plaques to the stove (drops Darkness to 0, raises Stoking the Stove by 1 CP). This costs 1 action and 7 Plaques.
- 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)
- 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.
- 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.
- Hold your breath underwater 14 times.
- The first time gives 22 Final Breaths (1 Darkness)
- The second and third give 21 Breaths (2 Darkness)
- The fourth and fifth give 19 Breaths (3 Darkness)
- The sixth and seventh give 16 Breaths (4 Darkness)
- The eighth to tenth give 12 Breaths (5 Darkness)
- The eleventh to fourteenth give 8 Breaths (6 Darkness)
- In total, this costs 14 actions and gains 202 Breaths.
- 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.
- 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.
Barristering at Evenlode[edit]
- EPA: Up to 7.828 - 8.162
Requirements
Barrister of the Evenlode 10
Mithridacy 17
A Player of Chess 7
The Efficient Commissioner's Tale 1000 or
The Flower from Hell that Grows Under Your Skin
The City of the Tracklayers
See Barristering at Evenlode for details.
(Side) for the plaintiff in a civil suit of Gondoliers against a Society Matron
20 x Preserved Surface Blooms are assumed sourced from the Rat Market. EPA range is based on
Renown: The Docks from 0 to 52+.
Hinterland Prosperity is assumed cashed in for
Captivating Ballads and sold together with
Mortification of a Great Power at the Rat Market
Barristering at Evenlode (Guide)
Evenlode Diving[edit]
Expected EPA: 4.04 or 4.23 with the Rat Market
Requirements
Watchful 330
Mithridacy 10
Evenlode Diving Bell 6
Seeking a Submerged Throne Room 1
Moulin Archaeological Institute 3
Walking the Falling Cities 20 and
Touched by Fingerwork 20
See Diving in the Magistracy (Guide) and Writing a Monograph (Guide) for more information.
This guide will assume previous procurement of 375
Final Breaths, if not then they will be acquired at the end of the loop at the cost of lower EPA.
Diving cycle
- Dive in the Magistracy
- Descend while maximizing Watchful.
- Dive deeper 5 times.
- Search the lowest Floors until
Nightmares 7. - Look for the Throne Room with
75 x Final Breath otherwise ASCEND!. - Breathe an ancient air.
- Return to London to clear menaces with social actions.
- Return to the Magistracy.
- Repeat diving and clearing menaces 4 more times.
Starting at
Nightmares 0, spending on average 115 actions per dive for
27000 x Jade Fragments,
360 x First City Coins and
180 x Trace of the First City. 575 actions per 5 dive for
135000 x Jade Fragments worth 1350,
1800 x First City Coins and
900 x Trace of the First City.
Monograph Cycle
- In Mouling make 2 monographs for
428 x Final Breath, 375 for 5 cycles of diving and 26.5 from selling the excess.
- Make 4 monorgraph for
856 x Ambiguous Eolith and
4 x Bottle of Greyfields 1882, 428.08 or 434.928 via Tinned Ham Arbitrage.
- Make 6 monographs for
252 x Knob of Scintillack and
6 x Bottle of Greyfields 1882, 630.12 or
640.2 via Tinned Ham Arbitrage.
Each monograph will take 9 actions for a total of 108 actions for 12 monograph and yield items worth 1084.62 or
1101.628 with Tinned Ham Arbitrage over 108 actions.
The full loop of 5 dives and 12 monographs becomes 2764.128 or
2864.128 with the Rat Market over 676 actions for 4.04 EPA or 4.23 EPA with the Rat Market.
Selling very advanced identities[edit]
- Expected EPA: 4.44 - 4.65 or 5.28 - 5.44 with the Rat Market
Requirements:
- A
Cabinet Noir 2
Shadowy 300+- High
A Player of Chess
Recommended:
- Three outfits with
A Player of Chess 13 and one of the BDR stats at 15, one outfit for each of the BDR stats. - Shrine to Saint Joshua
One of:
Watchful 297- Access to
Marigold Station,
317 and all 3 of:
Correspondent or
ASotC 10,
Monster-Hunter or (
Dream-Trophies +
Zee hunter) > 100,
Midnighter or
Steward of the Discordance 1
Barrister 10,
17,
7 and
Commissioner's Tale 1000 or
Flower from Hell
See Cover Identities (Guide) for more information.
The biggest variable for EPA in this grind will be the method of collecting
Mortification of a Great Power for use in constructing Backstory. The most efficient methods, with optimal stats, being:
- The Sunken Embassy - 18 actions per
+ 0.80 in bonus resources.
- Requires
Watchful 297
- Requires
- Law-Hunting - 15 actions per
+2.50 in bonus resources.
- Barristering at Evenlode - 6 actions per
+ up to 14.47 - 16.47 in bonus resources (depending on
Renown: The Docks) but at the expense of
20 x Preserved Surface Blooms
Sell a very advanced identity to Devils/Spies
- Collect
20 x Mortification of a Great Power. - Travel to Balmoral, enter your
Cabinet Noirs hidden door and either Begin to construct a cover identity if you intend to sell it to Devils or Begin a cover identity with a background on the Surface if you intend to sell it to Spies. - Develop your cover identity more deeply until you have 10 elaboration. Assuming
300 x Shadowy this should take 11.16 actions on average. - Endow your cover identity with eccentricities 6 times.
- Make sure your cover identity has been observed in the right quarters 6 times.
- Credential your cover identity 6 times.
- Embed your cover identity in the story of a terrible humiliation 20 times.
- Exit your
Cabinet Noir and play the card Halfway to Hell and choose to Sell a very advanced identity to Devils or the card The Railway and the Great Game and choose to Sell a very advanced identity to Spies. Selling to devils also loses 4 favours (but does not require them), so the great game option is likely better. - Reenter your
Cabinet Noir and Make a leap of code-breaking insight 18 times and Interpret your Intercepted Document.
Constructing and selling the identity and deciphering the document will take on average 71.16 actions for a
Reported Location of a One-Time Prince of Hell or
Rumourmonger's Network worth 1560. Depending on
Mortification of a Great Power source this results in:
- The Sunken Embassy - 360 actions and
16 in bonus items. Resulting in
1576 over 431.16 actions for 3.65 EPA.
- Law-Hunting - 300 actions and
50 in bonus items. Resulting in
1610 over 371.16 actions for 4.33 EPA.
- Barristering at Evenlode - 120 actions and up to
289.4 - 329.4 in bonus items at the cost of
1000 in
. Resulting in 849.4 - 889.4 over 191.16 actions for 4.44 - 4.65 EPA.
Sell the Academic a very elaborate cover identity
- Collect
4 x Mortification of a Great Power. - Travel to Balmoral, enter your
Cabinet Noirs hidden door and Begin to construct a cover identity, - Develop your cover identity more deeply until you have 10 elaboration. Assuming
300 x Shadowy this should take 11.16 actions on average. - Endow your cover identity with eccentricities 6 times.
- Credential your cover identity 4 times.
- Embed your cover identity in the story of a terrible humiliation 4 times.
- Exit your
Cabinet Noir, travel to London, enter the University and under The Nonspecific Academic chose the option to Sell the Academic a very elaborate cover identity.
Constructing and selling the identity will take on average 27.16 actions for a
Dreadful Surmise worth 312.5 or
412.5 with the Rat Market. Depending on
Mortification of a Great Power source this results in:
- The Sunken Embassy - 72 actions and
3.20 in bonus items. Resulting in
315.7 /
415.7 over 99.16 actions for 3.18 EPA or 4.19 EPA with the Rat Market.
- Law-Hunting - 60 actions and
10 in bonus items. Resulting in
325.5 /
425.5 over 87.16 actions for 3.73 EPA or 4.88 EPA with the Rat Market.
- Barristering at Evenlode - 24 actions and
57.88 - 65.88 in bonus items at the cost of
200 in
. Resulting in 170.38 - 178.38 /
270.38 - 278.38 over 51.16 actions for 3.33 - 3.48 EPA or 5.28 - 5.44 EPA with the Rat Market.
Deciphering Documents[edit]
Expected EPA: 2.524 to 3.155
Requires:
- Reaching
Balmoral and building a
Cabinet Noir
Shadowy 300+ and a outfit with
Watchful 292 and
A Player of Chess 7 - 10- Being a
Midnighter for optimal EPA
See Deciphering (Guide) for more information.
Intercept a piece of post in the Balmoral tracklayer's offices has a 60/40 chance of giving a document with either
1 x Vital Intelligence (worth
25 or 12.7 via Tinned Ham Arbitrage) or
1 x Blackmail Material (worth 12.5 ) as a reward. With Shadowy 300 you have a 10% chance of failure, which gives a document with
1 x An Identity Uncovered! and
18 x Scrap of Incendiary Gossip (worth 11.5 in total) as a reward. Therefore, the reward spread is actually 54/36/10 for 12.7/12.5/11.5 respectively, averaging to
12.508. With Shadowy 334 you have a 100% chance of success, bringing the average value up to
12.62. Both documents require
Deciphering... 5. There are two ways to earn
Deciphering..., both more efficient if you're a Midnighter:
- Crack a code: This requires
Watchful 292 and
A Player of Chess 7 to 100%, and gives 5 CP or 6 CP as a Midnighter. - Make a leap of code-breaking insight: This requires
Watchful 292 and
A Player of Chess 10 to 100%, and gives 7 CP or 9 CP as a Midnighter. Rare success not counted as probabilities are unknown.
With
Shadowy300: 1 action to to get a document, 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.
With
Shadowy334: 1 action to to get a document, 3/2 actions to decipher, and 1 action to finish, with a total of 5/4 actions for 12.62. 2.524/3.155 EPA.
Marigold Emblems[edit]
Expected EPA: 3.76 to 4.21 EPA
- Main attributes at least 300
Jericho Library 2
A Church in the Wild 50 (for Rat Market utilization)- Menace reduction at 6 CP per action
After reaching
Marigold Station you can take commissions from The Gnarled Stationmaster (or Cerise Condottiere, depending on story outcomes - mechanically they're identical) for various rewards by:
- Accept another commission
- Depending on
The Marigold Bearer's Fate: Carve out the emblem, Scour the earth or Coax out the Knight - Return the Marigold
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
Verse of Counter-Creed. The last part can be done in 3 different ways:
- With
Jericho Library 2 you can spend 5 actions to Lend religiously for
150 x Hinterland Scrip worth 76.2 - With
A Submerged Rector you can draw the card A Jurisdictional Dispute in the Upper River and Noisily subvert the entire process to gain
36 x Hinterland Scrip instead of the 30 from the Library. Unreliable, but increases potential profits up to
180 x Hinterland Scrip worth 91.44 - With
A Church in the Wild 50 you can spend 5 action to Correct a Verse of Counter-Creed to exchange
5 x Verse of Counter-Creed for
5 x Sworn Statement (worth 12.5) and
5 x Uncanny Incunabulum (worth 62.5or 82.5
if sold on the Rat Market). Giving a maximum of 95
.
The full cycle is 53.5 actions (discounting actions spent on travel, since Verses can be stockpiled indefinitely) and using the various methods you get:
If you have 334 in one of the attributes 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
Verse of Counter-Creed, the full cycle is 2089 actions. Using the various cashing out methods will give:
Law-Hunting[edit]
Expected EPA: 4.33 EPA / 5.66 EPA (with Rat Market)
Recommended to bypass resource spending
Despite Hells rather chaotic nature, Law-Hunting is rather straightforward, The goal is to raise
Capturing a Law to 10 (55 CP total) by more or less repeating the same action and then receive rewards. But first you need to choose which Law to hunt and, as a consequence, what reward you will receive:
- Spatial Law -
1 Searing Enigma and
1 Extraordinary Implication - Temporal Law -
x 1 Night-Whisper and
x 1 Aeolian Scream - Causal Law -
x 1 Mortification of a Great Power and
x 1 An Identity Uncovered! - Ontological Law -
x 1 Oneiromantic Revelation and
x 1 Glass Gazette
Each reward is worth 62.5 + 2.5
, though the
and
can be sold at the Rat Market for 82.5 .
The Law will then take 1 of 3 forms, each having a corresponding form for you to take to more effectively hunt it. Having the appropriate form makes each hunt action give +6 CP
Capturing a Law. During the course of the hunt the Law is expected to change forms at least 2 times, necessitating changing your own form in response. Changing your form takes 1 action and costs items unless you have the recommended qualities listed above/below, in which case it will only take 1 action.
- Sigils form - Countered by Scholar form. Costs
x 4 Correspondence Plaque unless you are a
Correspondent or have
10 - Beast form - Countered by Hunter form. Costs
x 4 Tale of Terror!! unless you are a
Monster-Hunter or have
+
> 100 - Abstract Idea form - Countered by Idea form. Costs
x 4 Memory of Light unless you are a
Midnighter or have
1
During the hunt you have a chance to gain the hidden
Rogue Laws: An Advantage? quality. If you have this quality while your form is Scholar and the Rogue Laws form is Sigils, then you unlock the action
Make a breakthrough in legal theory (Hell's Chagrin), which grants you +9 CP of progress but makes the Law transform into its Beast form.
Used at the right time this can potentially shave an action off your loop since you then only need 8 more +6 CP actions to reach
10 Capturing a Law (55 CP)
Assuming that the Law changes form every 3-5 hunt actions, if Scholar vs Sigils is:
- Your 1st forms: Use Breakthrough at any time. The maximum 8 remaining hunt actions would be two forms' worth regardless.
- Your 2nd forms: Use Breakthrough when you have 24+ CP (
6 +3 CP). Your maximum 4 remaining hunt actions should all be spent on the Beast. - Your 3rd forms: Use Breakthrough when you have 44+ CP (
8 +8 CP). Either the breakthrough will be your last action before trapping the Law, or you can get the last 2 CP using the inefficient progress action after the Law transforms.
Worst case scenario the Law transforms just before you can finish it off and you have to spend one more action to transform, you'll be no worse off than if you'd ignored the Breakthrough option to begin with. Using Breakthrough too soon is better than using it too late and missing the chance of saving an action.
The minimum actions for the hunt is 10, assuming the Law never changes form. But since it's expected to do so at least 2 times and you have a 2/3 chance you will start in the wrong form and have to change, a minimum of 13 actions is reasonable to expect. Adding in the start and end actions while assuming no failures during the hunt and the entire loop will take 15 actions total.
Depending on Rat Market usage you then get items worth 65 or 85
for 4.33 EPA or 5.66 EPA
Ealing Spa[edit]
Expected EPA: 3.02
Since basic options are included in Simplest Endgame Grinds, this grind describes how to get the absolute most from the spa.
- For attending a treatment you need to be a Spirifier. On average you get 1.875 echoes in
Brilliant Souls and
Compromising Documents in addition to 50
Souls per action. Spirifiers can exchange 1000
Souls for 3000
Nevercold Brass Slivers and 2
Appalling Secrets in one action, for a total of 30.3 echoes. In 21 actions, ignoring travel (since souls can be stockpiled indefinitely), you get 67.8 echoes - 3.228 EPA. - For offering a treatment, besides
Mutersalt and
Kataleptic Toxicology 10, you need to have built the Virginia statue. With 5% chance of rare success, per 40 actions you get 190
Brilliant Souls (95 echoes), two
Silent Souls (25 echoes) and two
Favours: Hell. Considering the small deck in Upper River, it can be assumed that you will draw the statue card often enough to turn in all favours, spending one action to turn in two favours for 16.25 echoes on average (50/50 split between 12.5 and 20 echoes). 41 actions for 136.25 echoes - 3.32 EPA.
- If you don't have a statue, you can still cash in favours through A soothing sight. 140 actions for 665
Brilliant Souls (332.5 echoes) 7
Silent Souls (87.5 echoes) and 7
Favours: Hell. 2 traveling actions for a
Rumour of the Upper River (2.5 echoes). 7 cashing in actions for 2940
Nevercold Brass Slivers (29.4 echoes). 149 actions for 451.9 echoes - 3.03 EPA.
- If you don't have a statue, you can still cash in favours through A soothing sight. 140 actions for 665
Canal Cruising in Jericho Locks[edit]
Expected EPA: 6.06
- Requires
A Member of the Gondoliers - A Doctore of the Guild - Requires
A Church in the Wild 50 to gain full value from The Cedar-Woods
See Canal Cruising in Jericho Locks (Guide) for more information.
The main decider for profitability is determined in how effective
Esteem of the Guild can be gained, which relies on how effectively the required input material can be sourced. For this there are a few main options:
Cross Method - For
Crooked-Crosses without
Lyon Pursuivant of Arms Extraordinary: At the Dome of Scales Enter the Palatinate alone 24 times, then in Jericho: The Arborist's Hands Debate with the Nostalgic Landlady 6 times. Results in 6
Esteem over 31 actions, travel actions and
honey cost is not counted as it is assumed this is done in combination with other unrelated business in Parabola.
Favour Method - For those with
Favours: The Docks to spare: Build up
Favours from opportunity cards at 1 per action, with 5 favours go to Jericho Locks: The Lockside and Watch a parade then repeat 2 more times. Results in 6
Esteem over 18 actions. Travel actions are not included as it's assumed other reasons to visit are present, such as cashing in other factions favours.
Ratty Method - For those with efficient alternate sources of
Rat-Shillings: In the Rat Market buy
Map Scrap and
Inkling of Identity in batches of 500 each and upconvert twice into
Partial Map and
An Identity Uncovered!, then Furnish the Saturnine Gondolier with intelligence 3 times for 6
Esteem. Calculating the cost of this method is a bit more complicated but is mostly reliant on what RPA (Rat-Shillings Per Action) can be achieved from other sources. Note that upconverting will also produce bonus items, these are ignored and are not accounted for in the final EPA values.
All items gained from Canal Cruising is assumed to be sold at the Rat Market , sold for Hinterland Scrip and used for Tinned Ham Arbitrage and finally sold at the London Bazaar in that order.
The Cedar-Woods yields items with an average value of 123.75 , though it requires an average of 2.5 actions more to Correct a Verse of Counter-Creed which in turn requires
A Church in the Wild 50, to convert into sell-able items.
Cross Method: 3.48 EPA.
Favour Method : 5.50 EPA.
Method: 4.39 - 5.75 EPA.
The Eversmoulder yields items with an average value of 112.89 .
Cross Method: 3.42 EPA.
Favour Method - 5.64 EPA.
Ratty Method - 4.36 - 5.94 EPA.
The Octagonal Tomb - yields items with an average value of 115.25 though 25
are in the form of 2
Human Ribcages.
Cross Method - 3.49 EPA.
Favour Method - 5.76 EPA.
Ratty Method - 4.48 - 6.06 EPA.
Helicon House Grinds[edit]
Require access to the
Helicon House.
Fate-free Casing...-based grind
- Requirements:
- free entrance
Train Luxuries at least 4- A
Helicon House Companion that gives
1 x Fitting in at Helicon House
- 1st Phase:
- Enter Helicon House with your
Fitting In companion - Keep a close eye on everyone present twice (gives 8 CP of Casing...)
- Do actions that give 2 fitting in twice. See Helicon House (Guide). Some of these provides
Making Waves,
Inspired... etc. This is not considered here. - Forget the biscuits, take the Solacefruit for items worth 31 Scrip
- Enter Helicon House with your
- 2nd Phase:
- Enter Helicon House with your
Fitting In companion - Immediately Lay claim to any left-behind items for 26 Scrip.
- Enter Helicon House with your
- 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)
- Requirements:
- free entrance
- A
Helicon House Companion that gives
1 x Fitting in at Helicon House
Train Luxuries at least 4
Morally and Physically Flexible Rubbery Cat
- 1st Phase:
- Enter Helicon House
- Keep a close eye on everyone present (gives 5 CP of Casing...)
- Deploy your Morally and Physically Flexible Rubbery Cat (gives 6 CP of Casing... and consumes 3
Hand-picked Peppercaps) - Do actions that give 2 fitting in twice. See Helicon House (Guide). Some of these provides
Making Waves,
Inspired... etc. This is not considered here. - Forget the biscuits, take the Solacefruit for items worth 30 Scrip (a net profit of 27 Scrip, since 3 Peppercaps were consumed by the cat)
- 2nd Phase:
- Enter Helicon House with your
Fitting In companion - Immediately Lay claim to any left-behind items for 26 Scrip
- Enter Helicon House with your
- 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
- Requirements
- FATE
A Pendant of Helicon Amber - Access to one of the actions granting
3 x Fitting in at Helicon House. - (Optional) A
Helicon House Companion which grants Fitting In.
- FATE
- Rotation
- Use your Pendant to arrive late at the party with 2 Fitting In (3 with applicable Companion).
- Spend 3 actions gaining 9 more Fitting In.
- Forget the biscuits, take the Solacefruit on your way out, gaining 20 Solacefruit and 11-12 Peppercaps.
- Gives a total of 31-32 Scrip for 5 actions, worth 6.20-6.40 SPA.
This reaches 3.25 EPA when converted through Tinned Ham.
Unterzee Grinds[edit]
Require a Ship.
Khaganian Intrigue[edit]
- Expected EPA: 5.29 - 8.07
- Requires access to
Khan's Heart
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 before reaching
Strength of your Khaganian Network 20 are:
- Sabotage a power plant: This requires
Colour at the Chessboard 1-2, costs
5 x Intercepted Cablegram, takes 77 actions (1 to start, 75 to progress, 1 to finish), and yields
5 x Night-Whisper worth 312.5 or
4125 x Rat-Shilling (412,5 ) + 10 CP
Advancing the Liberation of Night:. - Plant a mirror: This requires
Connected: Fingerkings 4, costs
2 x Intercepted Cablegram, takes 15 actions (1 to start, 13 to progress, 1 to finish), and yields
1 x Oneiromantic Revelation (62.5 ) +
1 x Favours: Fingerkings. Additionally, if you are a
Parabolan Commander then
5 x Oneiromantic Revelation (312,5 ) can be spent with 1 action to Compound your revelations into a Parabolan Parable, which can be sold at the Rat Market for
4125 x Rat-Shilling (412,5 )
- Expand your network: This costs
2 x Intercepted Cablegram, takes 15 actions (1 to start, 13 to progress, 1 to finish), and yields a T6 item depending on the specific agent/
Airs of the Khanate range. (For detailed breakdown see here) Of the possible items the
Crackling Device and
Mortification of a Great Power can be sold at the Rat Market for
825 x Rat-Shilling (82.5 ). The
Much-Needed Gap,
Bottle of Fourth City Airag: Year of the Tortoise and
Oneiric Pearl can be sold at the Khaganian Market for
125 x Assortment of Khaganian Coinage (which can then be spent to buy
Crackling Device for
130 x Assortment of Khaganian Coinage).
Stalemate are worth
125 x Hinterland Scrip (63.5 ) and finally
Searing Enigma worth 62,5 . Any recruited agent also raises
Strength of your Khaganian Network by 1.
All of these intrigues cost
Intercepted Cablegrams, and there are two ways to get those:
- Intercept a cablegram: This takes 4 actions (1 to start, 2 to progress, 1 to finish) and yields
5 x Intercepted Cablegram +
1 x Vital Intelligence worth 25
Hinterland Scrip (12.7 ) or
165 x Rat-Shilling (16,5 )
- Tap a telegraph cable: This requires
Strength of your Khaganian Network 10, takes 15 actions (1 to start, 13 to progress, 1 to finish), and yields
50 x Intercepted Cablegram +
1 x Vital Intelligence worth 25
Hinterland Scrip (12.7 ) or
165 x Rat-Shilling (16,5 ) + either
1 x Queen Mate or
1 x Epaulette Mate, both worth 50
Hinterland Scrip (25.4 ).
Possible combinations include:
- Intercept a cablegram - 4 actions yielding
5 x Intercepted Cablegram + 16.5 . Sabotage a power plant - costs
5 x Intercepted Cablegram, takes 77 actions, and yields 412.5 . In total - 81 actions, yielding 429
, which is 5.29 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 41.9 . Sabotage a power plant 10 times - costs
50 x Intercepted Cablegram, takes 770 actions, and yields 4125 . In total - 785 actions, yielding 4166.9
, which is 5.30 EPA.
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 33 . Plant a mirror 5 times - costs
10 x Intercepted Cablegram, takes 75 actions, and yields 312.5 . In total: 83 actions, yielding 345.5
, which is 4.16 EPA.
- With
Parabolan Commander - 1 action upgrading, yields 412.5 . In total 84 actions, yielding 445.5
, which is 5.30 EPA
- With
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 41.9 . Plant a mirror 25 times - costs
50 x Intercepted Cablegram, takes 375 actions, and yields 1562.5 . In total: 390 actions, yielding 1604.4
, which is 4.11 EPA.
- With
Parabolan Commander - 5 action upgrading, yields 2062.5 . In total 395 actions, yielding 2104.4
, which is 5.32 EPA
- With
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 33 . Expand your network 5 times - costs
10 x Intercepted Cablegram, takes 75 actions, and yields 312.5 - 412.5 . In total: 83 actions, yielding 345.5 to 445.5
, which is 4.16 to 5.36 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 41.9 . Expand your network 25 times - costs
50 x Intercepted Cablegram, takes 375 actions, and yields 1562.5 to 2062.5 . In total: 390 actions, yielding 1 604.4 to 2104.4
, which is 4.11 to 5.39 EPA.
With
Strength of your Khaganian Network 20, An opportunity: (Opportunity) becomes available, which takes
1 x Emetic Revelation (12.5 ) and yield on average 75
worth of items for 12 actions. Many of these yield (either in part or entirely) items which can be sold directly for
Rat-Shilling or indirectly (via
Assortment of Khaganian Coinage) for decently high Rat Market utilization. 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, but with
An Agent of No Consequence you receive
5 x Emetic Revelation every 7 days spending 1 single action, more than enough to complete an entire cycle. The optimal end result is 8.07 EPA
Smuggling For the Gracious Widow[edit]
- Expected EPA: 4.63 or 5.22 with Rat Market
- Requires access to
Khan's Heart,
Strength of your Khaganian Network 1 and
Connected: The Widow 10
Spend 1 action on Contact the Widow to pick up the Attentive Chambermaid. Zail to the Khanate. Spend 1 action entering Khan's Heart. Spend 15 actions planting the Chambermaid, then collect your reward of a
1 x Bottle of Fourth City Airag: Year of the Tortoise. If you have less than
30 x Assortment of Khaganian Coinage, sell the Airag. Leave Khan's Heart. Go to The warehouses of the Peaceable & Godly Trading Company and spend 3 actions buying cargo with the Khaganian currency. Zail back to London, and spend 3 more actions delivering the crates.
That's 23 actions (plus 16 zailing actions) to get 60 from the crates, plus
95 x Assortment of Khaganian Coinage. Assuming you do that 25 times for a fully-amortised cycle, that's 575 (975) actions for 1500 in crates, plus
19 x Bottle of Fourth City Airag: Year of the Tortoise worth 1187.5, for a total of
2687.5 over 575 (975) actions for 4.63 (2.75) EPA. This can be boosted further by selling the Airag to buy
Crackling Device to sell at the Rat Market. This would give roughly 319.71 additional profit for
3007.21 over 575 (975) actions for 5.22 (3.08) EPA.
You can also Crack open a crate instead of delivering it, for a shot at more valuable cargo, like
3 x Uncanny Incunabulum,
3 x Magnificent Diamond, or another
Bottle of Fourth City Airag: Year of the Tortoise. Not accounting for the -2 CP
Connected: The Widow, the chance of +2 CP
Wounds, and assuming optimal use of the Rat Market and Crackling Trade each crate gives on average 21. Using the different estimates above this gives
75 extra over a fully-amortised cycle, for 4.80-5.36 (2.83-316) EPA
Since zailing constitutes a large part of actions spent it's best used in conjunction with other activities, such as Piracy, Khaganian Intrigue and Debriefing your Agent.
The Court of the Wakeful Eye[edit]
After progressing Associating with Radical Academics storyline, The Court of the Wakeful Eye becomes available, letting you exchange various Favours and items for up to 260
Tribute at a time. Depending on Zailing speed, zailing to the Court usually takes 4-5 actions and returning to London another 6-7 actions, leaving the court takes 1 additional action, for a total of 10-12 actions per Trip. At the Court, 20 Tribute can be exchanged for an item worth 62.5 per action, up to
812.5 for 52 actions per Trip. For the sake of optimization it will be assumed that
The Minister of Culture has been obtained and that all Tribute is exchanged for
Night-Whispers for Rat Market utilization. Also keep in mind that Tribute declines over time leading to reduced profits past the first Trips.
Winsome Dispossessed Orphan grind[edit]
Expected EPA: First Trip 6.22 - 7. Down to 3.59 - 3.79
First Trip:
This assumes no Orphans have been given to the Court and no leftover Tribute is present.
- Buy 8
Winsome Dispossessed Orphans from the Bazaar for 518.4 and present them to the Tiger Keeper for 183 Tribute in 8 actions.
- Zail to the Court in 4-5 actions and turn 180 Tribute into
562.5 worth of items (
742.5 with the Rat Market) in 9 actions then return to London in 6-7 actions.
Without the Rat Market this results in only 44.1, but with the Rat Market this results in
224.1 over 32-36 actions for 6.22 - 7 EPA
Repeat Trips
After the First Trip the Tribute value for Orphans has bottomed out to only 18 and will remain so indefinitely, meaning 20 Tribute now costs 72. With the Rat Market that means each Trip will at best cost
936 and yield
1072.5 in
Night-Whisper, a profit of 136.5 over 36-38 actions for 3.59 - 3.79 EPA
Mountain-sherd grind[edit]
Requirements
Persuasive 209
Expected EPA: First Trip 5.29 - 5.35. Down to 3.13 - 3.16
First Trip:
This assumes no Riches has been offered to the Court and no leftover Tribute is present.
- In Spite Descend and Assist an Unfinished Man then Extract confessions from the Calcified Men 20 times and finally Send the Unfinished Man to the Khanate. Each loop takes a total of 23 actions, repeat 7 times (total 161 actions) to get 7
Mountain-sherds. - Exchange the Sherds for 245 Tribute in 7 actions.
- Zail to the Court in 4-5 actions and turn 240 Tribute into
750 worth of items in 7 actions, then return to London in 6-7 actions.
This results in a total of 750 or
990 with the Rat Market, over 185-187 actions for 4.01 - 4.05 EPA or 5.29 - 5.35 EPA with the Rat Market.
Second Trip:
Same as the first but with 9 Sherds. 240 Tribute Along with the leftover Tribute from the first Trip this results in 245 Tribute. At the end of the Trip this results in 12 items worth 750 or
990 with the Rat Market, over 307-309 actions for 2.42 - 2.44 EPA or 3.20 - 3.22 EPA with the Rat Market.
Repeat Trips
At this point the Tribute value for Mountain-Sherds has bottomed out to only 22 and will remain so indefinitely. Each Trip will require 10 sherds and will yeild 625 or
825 with the Rat Market over 261-263 actions for 2.37 - 2-58 EPA or 3.13 - 3.16 EPA with the Rat Market.
Favour grind (using cards)[edit]
Expected EPA: First Trip 7.00 - 7.10. Down to 4.95 - 5.00
First Trip
This assumes no Favours has been offered to the Court and no leftover Tribute is present.
- Using opportunity cards, gain Favours with either the Docks, Bohemians, the Church, Society, or Criminals.
- Every time you have 7 Favours of the same faction, exchange them for Tribute. This assumes 1 action per card per Favour, 112 Favours and 128 actions will yield 260 Tribute.
- Zail to the Court in 4-5 actions and turn 260 Tribute into items worth
812.5 in 16 actions then return to London in 10-12 actions.
This results in a total of 812.5 or
1072.5 with the Rat Market, over 151 - 153 actions for 5.31 - 5.38 EPA to 7.00 - 7.10 EPA with the Rat Market.
Repeat Trips
At this point the Tribute value for Favours has bottomed out to only 11 and will remain so indefinitely. Each Trip will require 154 Favours over 176 actions for 242 Tribute. This will yield 750 or
990 with the Rat Market, over 198-200 actions for 3.75 - 3.78 EPA or 4.95 - 5.00 EPA with the Rat Market.
Options which give more than 1 Favour per action and/or give additional profit (e.g. A Visit, More Larks with the Young Stags, The Calendrical Confusion of 1899, 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 options that consume items and/or give menaces (faction cards, for example) will lower the EPA.
The Maze-Garden[edit]
- Located in
Polythreme
Screaming Map and ship recommended, but the tramp steamer also works.- Modified
Shadowy and
Dangerous 200 is an advantage - 1
Prisoner's Mask recommended per cycle.
Expected EPA: 4.36-5.08 See The Maze-Garden (Guide) for full information on the carousel.
Parabola Grinds[edit]
Require access to the
Parabolan Base-Camp.
Forcing Stalemates[edit]
Expected EPA: 4.27 for midnighters and 4.05 for others
Requirements
Route: The Chessboard
Parabolan Dominance exactly 4
Recommended
- The
Midnighter profession
A Player of Chess 16
The Boatman's Opponent 40
Chess: Mastery of the Game 100
Colour at the Chessboard 2-3.
Gathering cycle:
- Remain current Colour
- Recognise an opening because of your professional affiliations
- Open with a familiar move
- Play a move you learned from the Boatman 5 times
- Choose an epaulette mate or Choose a queen mate
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:
- Remain current Colour
- Recognise an opening because of your professional affiliations
- Open with a familiar move
- Sabotage your side
- Play a move you learned from the Boatman 4 times
- Force a Stalemate (+125 scrip, -360 pawns)
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]
Without Rat Market: 4.22 EPA
With Rat Market: 5.58 EPA
See indepth guide for Parabolan War (Guide)
The strategy for Parabolan wars is complicated to optimize, thankfully there is a handy Warplan Calculator to find your specific EPA. The Cat campaign has the fewest story actions of all long campaigns and is therefore the most profitable (Provided you Encourage the Prince to reject the King's offer), rewarding a
Parabolan Parable worth 312.5 , or up to 412.5
if sold on the Rat Market.
Here is an example gained with the linked calculator, without spending items for progress:
Oneiropomping[edit]
Expected EPA: 3 - 3.47
- Requires
Acquaintance: the Captivating Princess,
Kataleptic Toxicology 10 and
Persuasive 292 to 100%
See Oneiropomp (Guide) for more information.
This grind only describes a few different examples and doesn't include spending items, there are many more possible strategies - it's possible that more profitable loops exist.
1. Requires
Persuasive 292 to 100%:
- Inspire the Bohemian Sculptress - Lend - More! - Observe - Lend - Observe - Inspire her to imagine His Amused Lordship as a historical figure
- 7 actions for
Sworn Statements,
Intriguing Snippets and
Sighting of a Parabolan Landmark worth on average 21 , for 3 EPA.
2. Requires
The Marvellous and
Glasswork 15 to 100%:
- Inspire the Bohemian Sculptress - Transform - More! - Observe [ Transform - Observe ] x 3 - Inspire her to imagine His Amused Lordship as a historical figure
- 11 actions for
Comprehensive Bribe,
Intriguing Snippets and
Sighting of a Parabolan Landmark worth on average 33 , for 3 EPA.
- With
Oneiropomp 5 the The Honey-Addled Detective becomes available, giving
Uncanny Incunabulum instead of
Bribes that can be sold at the Rat Market, increasing the average payout to 35 for 3.18 EPA
- With
3. Requires
Acquaintance: the Captivating Princess,
Kataleptic Toxicology 10 and
Persuasive 292 to 100%:
- Tend the Captivating Princess' Dream-Garden - Care - More! - [ Care - Observe ] repeat until Intensity is evenly divisible by 6 - Make a thorough examination of the Princess' orangery
- This gives
Blackmail Material,
An Identity Uncovered! and
Intriguing Snippet. Because the difficulty of the repeat actions does not increase with intensity it's possible to continue for as long as desired. Over 18 actions this results on average in 3.138 EPA, with enough actions it can reach up to 3.475 EPA . Eventually.
Waswood Shore[edit]
Requirements
- Access to
The Waswood - That's it! No skills!
Expected EPA: 3+
Repeatedly Reach towards the shore with Airs 50+. 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.
Specifically, this stated EPA depends on the probability of rare success getting the Airag. Then we can calculate the expectation, so let's do the math!
Firstly, we assume that the probability of the normal failure and alternative failure are equal (25% each, for an overall failure rate of 50%), and also thusly that the game's stated overall failure/success probability of 50% is in fact true. We will also assume no value for Expertise of the 2nd/4th city (the writer pulls the old "leaving that as an exercise to the reader" trick), but they do have some value in the lab. Now, since we don't know the true rate of rare success, we assign it the variable , representing the percent chance of rare success (overall—NOT the probability that a given success will be rare [though that should in this case just be ]), which makes the probability of a normal success (0.5 - ).
Now, we consider the values of each outcome by their sell values:
- normal failure: 0.45
, with a probability of 0.25
- alt failure: 0.95
, with a probability of 0.25
- success: 5
, with a probability of (0.5 - )
- rare success: 62.5
, with a probability of
This gives us an expectation
If only there was a way to visualise how our EPA changed with different values of numbers... Oh right, graphing! From this plot we can see the following results:
- Without any Airag at all, this generates an expected 2.765 EPA
- This hits 3 EPA at ~0.4% rare success rate.
- At 1% rare success, we get 3.34 EPA. At 2%, 3.915 EPA. 3%, 4.49 EPA! (These higher probabilities are likely not the case, however—more data is needed.)
It's important to note that it does cost an action to enter as well as 100/50 drops of honey, so when calculating your final EPA, you'll need to multiply by a factor of where is your actions spent reaching, then subtract your personal honey cost. You also don't have access to any cards, which can be significant depending on your goals and playstyle.
Ultimately, we really need a large sample size to determine the small mystery probability and until that data is collected, it's hard to say just how profitable this should be. It's important to remember that even with an expectation of some EPA, it is just that—an expectation: while one can expect to approach that number if you try enough times, it can take a very long (technically infinitely long) to reach it. This is ultimately still an RNG grind, and some will be luckier than others. So while this analysis was prompted by my annoyance at the vagueness of the stated "3+" expected EPA, I now believe that it's possibly in fact the best way to succinctly present the results. Go figure.
Still, this has the potential to be a very simple, very profitable grind especially for those like me who have very middling stats (low 100s), unlocked parabola quickly before anything else, and are basically flat broke.The Roof Grinds[edit]
Requires access to The Roof.
The Stacks[edit]
- Expected EPA: 7.14
- Requires access to
Risen Burgundy - Recommended high Main Attributes;
and Defences;
See The Stacks (Guide) for more information.
Most books give the same 116 value payout but for the purposes of this guide it will be assumed that the target is The Book of Proper Speech, as all items gained can be sold for
once Risen Burgundy has been reached.
Each run is divided between 2 equally long stages; The first stage leads to finding and taking the book while the second stage leads to the reading room where the book can be read.
Route Traced through the Library and
Library Keys are spent for increased Progress gain and are both retained after exiting The Stacks, so gathering an excess will help expedite future runs or cover for runs where the opportunity to gather them may be lacking.
One of the two ways to get Keys is from the Librarians, which will only appear with at least 1 CP of the local Menace quality
Noises in the Library. To best gain this without sacrificing Progress it is useful to fail one of the following options, where a
Weasel of Woe can be equipped to guarantee failure;
- A Black Gallery: Light a lantern. Only accessible in the second stage, gives 5x Progress and +2 CP Noises.
- A Dead End?: Tie a rope to the railing and descend. Gives 5x Progress, +2 CP Wounds, +1-6 CP Noises and clears the hand.
Another option is to bring along
The Graven Apostate, which will add options to 2 card for increased Progress while also giving some amount of Noises, while also adding an additional card and a burden that aggravates Noises gained. This can lead to decreased efficiency if Noises gets out of hand.
Always play
- A Tea Room?: Consult your maps of the library. Ignore the other options, gives 10x Progress for 1x Route. Requires 5x Routes for 100% success.
- A Chained Volume. Changes ending payout to
312.50, available every 10th run.
- A Gaoler-Librarian: Try to lift one of its keys. Gives 1x Key.
- A Locked Gate. 15x Progress for 1x Key.
Play to gain Routes:
- A Librarian's Office: Pick through the drawers. 30% chance each of 1x Key, 1x Route or 40x
Tantalising Possibility. - A Map Room: Paint new routes upon maps of the library. Gives 1-2x Routes and 50x
Tantalising Possibility . Requires
Palette of Revealing Pigments - An Index: Search for a reference card. Giving 1-3x Routes.
- Play only if desperate for Routes: A Discarded Ladder. Giving 1-2x Routes, play if desperate for Routes.
Free 5x Progress cards:
- A Flowering Gallery: Keep going.
- A Black Gallery: Navigate by alternate senses.
- A Poison-Gallery: Use furniture as stepping stones.
Decent Progress:
- A Stone Gallery: Follow a borehole through the back of a bookcase. Gives 10x Progress for 2x Routes. Only available on the second stage.
- A Gallery of Faces: Sneak through the gallery. Gives 5-10x Progress and 1-2 CP Noises. Requires
Exploring with the Apostate
Useful to clear bad Cards:
- A Dead End?: Tie a rope to the railing and descend. Gives 5x Progress and clears the hand.
- A Grand Staircase: Make an informed decision Gives 5x Progress for 1x Route and clears the hand.
- The Shape of the Labyrinth: Rethink your movements. Gives 10x Progress for 2-5x Routes and clears the hand. Only play with an excess (15+) of Routes.
Scaling the Quartz[edit]
- Expected EPA 5.9 - 7
- Requires Access to
Stonegift - Recommended high Main Attributes;
For more information, see Scaling the Quartz (Guide)
To reach high EPA, you want to maximize Height gained per action. This is done best by increasing Momentum whenever possible, while ignoring Static Charge and minimizing using actions on increasing Flexibility. Effective EPA also depends on your Source of
Starved Expression, since 20 of them are required to start the climb.
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:
- Calling in Favours at the Shuttered Palace, Forgotten Quarter, and Wolfstack Docks gives 4.2 Echoes of items per favour, for an EPA of 2.1.
- If players call in their Society Favours at Court, this is increased. After saving up 6x Society Favours, they may be exchanged in a total of 3 actions (Traveling to the Court and calling in Favours twice) to obtain a profit of 25 E, or 2.8 EPA. Calling in those 6 Favours normally would give 25.2 E for 6 actions, at the regular 2.2 EPA.
- Calling in favours in the Flit to turn in Revolutionaries favours gives 12.6e for a total of four actions (3.15 EPA), 25 scraps + Bundle of Oddities (max value 230) (12.17e in scraps + 1.64e in oddities = 13.81e/4a = 3.46 EPA) for Urchin favours or 12e worth of items for four actions (3 EPA) for Criminal favours. Note that the common sources of Revolutionaries favours give a point of Suspicion, give a point of Suspicion and Scandal on failure or cost 50p in Compromising Documents.
- A furious and incoherent drunken rat gives 1.5 x [modified
Shadowy] pence per action in exchange for 6 CP of
Someone Is Coming, with a 1% rare success of 230e. With maximum
Shadowy (including a Mood, a Profession, and Overcapping), the rat can give up to 4.7e per theft; including the rare success, this option gives a maximum of approximately 7 echoes per attempt on average, or 1.15 echoes per SiC CP. SiC may also be exchanged for A Gift from the Capering Relicker; note that Raw material gives you 22E for 10CP SiC, which is a better deal.
Cards[edit]
This section only lists cards with greater than 2.5 EPA.
- The Calendrical Confusion of 1899 has a variety of options with good EPA. Check in with your Revolutionary contacts gets 7 EPA at 230 base
Watchful and requires
Language of Laces. If you have completed a certain ending in Heart's Desire, Inquire as to the state of your arrangement gets 4.78-5.76 EPA. - For those with an
Inculcating Kraken, lodgings at the Spire-Emporium at the Bazaar, and high enough level of
A Player of Chess, an option on the (Frequent!) Lofty Tower card gives on average 8.5 EPA for those with 14 aPoC. Profitability drops with each missing level of aPoC, but even with aPoC 11 this action still yields 5.1 EPA. - Arbor, of the Roses by grinding massive amounts of
Attar and then cashing it all out via Gift your Attar in tribute to the Roseate Queen can get up to 6.02 EPA if done in massive enough batches. More information can be found here. - Discordant Ripples are 3 sets of highly profitable red-bordered cards, one of which can be added to your deck at a time once you have made sufficient progress at the Hurlers. Since these are red-bordered cards which autofire when clicked on, you do not need an action to play them (click on them when you have no actions left). Their payouts range from 4e to 12.5e, although the most valuable cards also give significant menaces.
- Favours (the Docks, Bohemians, the Church, Society, or Criminals) to Tribute: see Money-Making#Favour_grind_(using_cards) (5.64 EPA) and Money-Making#The Court of the Wakeful Eye (Rat Market) (around 7 EPA)
- A Visit has options which give out two Favours and rewards dependent on relevant base stats. At 200/230 gives 4/4.6e from Repentant Forger (Criminals, Bohemians) or Wry Functionary (Society, Great Game), 3/3.45e from Sardonic Music-Hall Singer (Bohemians, Society), 5/5.6e from Regretful Soldier (Docks, Constables). Note that the Forger and Music-Hall Singer will give you two Favours useable in the above grind.
- All fear the Overgoat! (gives 3.65 EPA at maximum base
Watchful (scales with base
Watchful) - The High Castle: What Occurs in a Rooftop Shack (3e).
Acquaintance: the Repentant Forger 9 is required to 100% the action; failing the check increases your Acquaintance. - The Lofty Tower: the Potential of Premises at the Bazaar (2e + 4 scraps [3.7e incl. scraps])
Rare Frequency Cards:
- A disgraceful spectacle (12.5e, sell the item to allow the card to appear again)
- A commotion above! (2.9/2.5/2.2e, only in your lodgings)
Dreaming Zee-Dreams[edit]
- Requires a Ship
- Improved with access to
Khan's Heart and better ways of dealing with
Nightmares - Up to 6.81 EPA over 11 cards
When
Zailing the Unterzee, you will eventually draw cards that allow you to experience Zee dreams.
Southern Wind gives
Having Recurring Dreams: I Shot the Albatross,
Northern Wind gives
Having Recurring Dreams: Betwixt Us and the Sun and
Eastern Wind gives
Having Recurring Dreams: Upon a Painted Sea.
Each cycle of dreams takes 11 actions of dreaming and gives an
Oneiric Pearl.
Pearls can be exchanged for 62.5 worth of items with an action, or sold in the Khanate and exchanged for a
Crackling Device that can be sold at the rat market for 85 worth of items, at the cost of an action and 5
Assortment of Khaganian Coinage. In the long run, this ends up giving 62.5 or 81.73 per cycle.
Dreaming typically also gives nightmares.
- A cycle of Northern wind gives 19 CP
- A cycle of Southern wind gives 15 CP
- A cycle of Eastern wind gives no nightmares.
Assuming the winds are gained passively while travelling the zee, and that
Nightmares are cleared at 3 CP/action.
- The leftern value assumes throwing the pearls into the zee, while the rightern ones assumes exchanging the pearls for
Crackling Devices (requires access to
Khan's Heart)
Northern Wind: 3.41 / 4.46 EPA
Southern Wind: 3.68 / 4.81 EPA
Eastern Wind: 5.21 / 6.81 EPA
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]
- Raw EPA, T1 Profession: 8.125+
- Raw EPA, T3 Profession: 15.0
Every four weeks, you can assemble four
Professional Perks to get one
Trade Secret, which yields 125 for 11 actions - an EPA of 11.36.
The Rewards of Ambition (easy)[edit]
Once you have achieved your Ambition, this gives 62.5+ every four weeks.
- Owners of
A Vast Network of Connections,
A Winged and Taloned Steed, or
A Palatial Holiday Home receive items which can be sold at the Rat Market for 85, an additional
22.5 at the cost of another action.
A Vast Network of Connections additionally gives
5, for a total of roughly 87.5.
- Owners of
A Kitten-Sized Diamond will receive a
Magnificent Diamond if they have an
Ostentatious Diamond (which is consumed), for a total of 74.5.
Accept a gift from Balmoral's Castellan (easy)[edit]
- Raw EPA: 18.0
Requirements
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]
107.5 over 28 actions at 3.83 EPA EPA Improved through Piracy to 6.41-6.59 EPA
Somewhat low yield compared to other weekly actions. Note that challenges in the Snares and the Salt Steppes can have very high requirements.
Requirements
An Agent of No Consequence, the current end of Khaganian Intrigue (Guide)- Sufficient stats to 100% challenges in the Snares and the Salt Steppes. With piracy, 14+
Zeefaring is needed for the snares to be worth considering. Having a
Zubmersible or
Obstinate-class Cruiser is an advantage due to safety. - A source of
Fistful of Surface Currency or
Assortment of Khaganian Coinage.
The Cycle
- Gain 510 x
Fistful of Surface Currency or 30 x
Assortment of Khaganian Coinage (worth ~15E) - Travel to the Khanate from London via Trace a route through the Snares (at least 9 actions, approx. 10, 9 of which have Zee-EPA (Using 4EPA as Zee-EPA))
- Pay for cargo in Surface money or Pay for cargo in Khaganian money (3 actions)
- Enter Khan's Heart
- Receive the latest 'reports' from your 'agent'
- Return to London via Trace a route through the Snares (at least 9 actions, approx. 10, 9 of which have Zee-EPA)
- Deliver the crate to the Widow 3 times
This results in 107.5 for 28 actions, for a total of 3.83 EPA plus whatever you happen to pick up at zee. This assumes you're able to get either Surface Currency or Khaganian Coinage at sell value. This can be done by selling the occasional skeleton to The Trifling Diplomat while passing by or by selling skeletons to A Dreary Midnighter in London when he is the Occasional Buyer. Buying with
Fistful of Surface Currency is slightly preferable, since
Assortment of Khaganian Coinage can be used to buy Crackling Device and cashed out in the Rat-Market during its appropriate seasons. In fact, additional profit can be made by assembling a skeleton to sell to the Diplomat for Coinage for this purpose on your way to pick up the report.
Zailing around through
Shepherd's Wash and
The Sea of Voices with a Clipper would make the challenges more manageable, but would add 3 zailing actions both ways for a total of 12 one-way. Assuming a Zee-EPA of 3.5, this gives an EPA of 5.76. Using a zub would give around 5.57, though this could be increased by taking the route through the Snares on the way back. If you're doing other things on your journey and can discount parts of the trip, this will increase further. Discounting the distance from London to Shepherd's Wash both ways (e.g. when doing tribute runs) would give the EPAs 6.29 and 6.09 respectively.
The Starved Embassy (easy)[edit]
- Up to
22.50 for 1 action, plus the time cost to obtain the gift and up to 6CP Scandal.
- The Starved gift is somewhat random, but assuming 1 action to obtain an Extraordinary Implication and the cheap payout of 6 Aeolian Scream, you can get 6.25 EPA.
Board Meeting Dividends (moderate)[edit]
- Raw EPA: 5.0 - 8.21
- Several requirements for maximum efficiency
See Railway Board (Guide)#Optimising for Echoes: Boomeranging the Tentacled Entrepreneur for requirements and instructions.
- In the absolute worst case scenario (Ealing, no Luxuries, Pro-Labour Charter), this yields
95 for 19 actions, a total of 5 EPA. Using
Help from the Board Secretary will allow you to repeat this but lowers efficiency slightly to 4.87 EPA. - Once completely optimised (end of Railway, max luxuries, non-Labour charter), this yields
156 for 19 actions, for a total of 8.21 EPA.
Board Meeting Charity (complex)[edit]
- 2-3x
Bottle of Fourth City Airag: Year of the Tortoise per Board Meeting.
The card Rising Reports of Banditry is now an uncommon card, not an autofire, at 8 Banditry, making the raising and lowering of Banditry through cards in the upper river impractical. However this guide is still useful for detailing how to obtain
Bottle of Fourth City Airag: Year of the Tortoise from railway board meetings. This does not require
The Tale of the Clay Highwayman
Requirements
Board Member: Sinning Jenny
Board Member: the Gracious Widow
Involved in a Railway Venture 60 (Have build the station at
Jericho Locks)
Additionally at the start of the Board Meeting have:
Recommended
The cycle
- Propose special consideration to certain charitable groups
- Propose paying a dividend to the poor of the Hinterlands
- Propose special consideration to certain charitable groups
- Propose paying a dividend to the poor of the Hinterlands
- Propose special consideration to certain charitable groups
- Vote the Gracious Widow off the board
- Close the meeting
- Gain another 10CP Banditry to raise it to 8 (e.g. 5 x Feed information to the gang, net gain 17.5
).
- When Rising Reports of Banditry autofires, select Ticket sales are going down.
- Invite the Gracious Widow to the Board
- If debt remains, get rid of it (via e.g. Raise funds for the railway, -12.5
)
- If debt remains, get rid of it (via e.g. Raise funds for the railway, -12.5
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 Echoes, on average for 4.6EPA. If the
Bottle of Fourth City Airag: Year of the Tortoise are sold at the Khaganian Markets for
Crackling Devices according to Money-Making/Lategame#Crackling Trade, the net gain increases to 254.35 at the cost of 2.88 actions, increasing to 5.6EPA.
Board Meeting Assistance to Parabolan War (moderate-complex)[edit]
- Raw EPA: 9.51
- Requires 5 Board Meetings (5 weeks for completed Railways)
If you're engaged in a Parabolan War campaign, you can use your weekly board meeting to fully advance one stage in the war. It also causes 8 x
Ravages of Parabolan Warfare, but the weekly Time, the Healer is enough to remove those.
The following is slow: advancing one stage of the war per week, for a cash-out only after 5 weeks. So you'll only spend on average 8 actions per week, but those few actions end up being very profitable.
Requirements
Board Member: The Viscountess of the Viric Jungle- 3 other Board Members who are OK with Parabolan Warfare (e.g. The Drummer, September, or the Gracious Widow)
The cycle
Assume we start already at the end of one of the stages of the Cats campaign (i.e.
Advance! is already 24), with no Ravages:
- Move into Parabola. Costs 100 x
Drop of Prisoner's Honey (only 50 for Silverers) - Progress your campaign to the next stage.
- If you've just completed stage 4 (Along the Smoking Shore), ensure to Encourage the Prince to reject the King's offer.
- If you've just completed stage 5, collect your reward and start a new Cats campaign (no general).
- Return to London (0 actions)
- Assemble a board meeting:
- Propose you deploy your train in the Parabolan War on behalf of Cats
- The Viscountess automatically agrees.
- 4 extra actions to convince the other board members and declare victory.
- Wait for Time, The Healer to remove Ravages of the war.
This involves 5 board meetings (costing just 5 actions each), 5 entries into Parabola (costing 500 x Drops of Honey, which can be bought from the Bazaar for 20 Echoes), and 10 extra actions in Parabola to start a campaign, progress between the stages, and to collect the reward. The reward is a
Parabolan Parable, worth 312.5 Echoes. So we have (312.5 - 20) Echoes / 40 Actions = 7.3125 EPA (or 7.5625 for Silverers).
The Rat Market
If you wait for
The Rat-Season: Kifer-Caitiff, Skitter-Scatter or Dimmest-Dark, you can Sell a Parabolan Parable for 4000 Rat-Shillings (at the cost of an additional action). This means: (400 - 20 ) Echoes / 41 Actions = 9.268 EPA (or 9.512 for Silverers).
The Waters of the Wellspring (complex)[edit]
Somewhere between 4.55 and 4.8EPA, but only for
Crooked-Crosses.
Requirements
- One of
Recommended
- The
Crooked-Cross profession
Jericho Library 2
A Submerged Rector
The basic cycle
- Travel to Moulin
- Pay off your Assistants with Hinterland Scrip if necessary
- Recruit a Miniature Major-General
- Recruit a Bandaged Navigator
- Set off
- Move away from Moulin and deeper into the Waste (5 actions)
- The Wellspring, at Last
- Bathe in the waters
- Collect some Wellspring water
- Cross the Threshold
- Look for the fingerking
- At some point, Sell your Wellspring water to a honey-den 4 times
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
- Instead of Bathe in the waters, Dip your Cross in the Waters
Eventually
- Lend inventively to exchange
1 x Revisionist Historical Narrative for 
- Noisily subvert the entire process to exchange
1 x Verse of Counter-Creed for 
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.
The Heists of the Wellspring (complex)[edit]
- Raw EPA: 6.0+
Requirements
- A willingness to risk imprisonment
- An outfit that grants 12 Monstrous Anatomy
Recommended
- An Alliance with the Big Rat
- Being either a Silverer or a Crooked-Cross
- An outfit that gets you to both 12 Glasswork and 12 Monstrous Anatomy (Monstrous Anatomy is more important)
- Max level Parabolan Defences or a willingness to use social actions.
There are two basic components to this grind: Getting Flasks of Waswood Wellspring Water and turning them into Hiding Places of Peculiar Items, then stealing those items.
Step one: The Expedition
The basic cycle for a Wellspring expedition is as follows:
- Travel to Moulin
- Pay off your Assistants with Hinterland Scrip if necessary
- Recruit a Miniature Major-General
- Recruit a Bandaged Navigator
- Set off
- Move away from Moulin and deeper into the Waste (5 actions)
- The Wellspring, at Last
- Bathe in the waters
- Collect some Wellspring water
- Cross the Threshold
- Look for the fingerking
Once there, mark the time you made the 'Bathe in the Waters' action. On the following week, arrive just before this time elapses and collect 4 Flasks of Waswood Wellspring Water. Then when Viric Fades triggers, you'll be able to collect 4 more flasks in a single visit.
As soon as you are in Parabola, turn all you flasks into Hiding Places of Peculiar Items via Search Parabola for a Place in the Neath, and perform Find the weakness in an opponent's defences once.
When you leave Parabola, you will be afflicted with That Which Was Taken. Choose the nightmares option and lower it with Hide in your Base-Camp, or choose either wounds or nightmares and lower the menace with social actions.
Step two: The Heist
The goal is to begin the heist with 2 pieces of Inside Information using as few actions as possible. To do that you need Casing... and the best ways to get that are:
Including transportation costs, Purchase some assistance with casing... is the superior choice, even for Silverers. Ignoring them, Find the weakness in an opponent's defences is slightly better. So get your Casing... from Parabola if you're there already or don't have access to the Big Rat, get it from the Big Rat otherwise.
Once you have your Casing... go ahead and start the heist from The shaded estate on Hemlock Row, buy 2 pieces of inside information, and put on your outfit that gives both a Monstrous Anatomy and a Glasswork of 12. Note that passing the Monstrous Anatomy check is more important, so if getting it up to 12 requires replacing some Glasswork items you should still do it.
Once you reach A Prize Achieved, select the Captivating Ballad and sell it at the Rat Market. Repeat the above until you are out of Hiding Places.
Professional Improvements
Monster-Hunters will find it easier to obtain the required outfit.
Silverers will find it easier to obtain the desired outfit and take less damage from The Mirror's Hunger. This raises EPA to about 6.1. They also pay less to enter Parabola, useful for characters without access to the Big Rat.
Crooked-Crosses may Dip their Cross in the Waters for additional resources. With Jericho Library 2 and a Submerged Rector this brings EPA to about 6.3.
Folly
Using Purchase some assistance with casing... only twice and purchasing no Inside Information will net about 7 EPA. While this looks tempting, performing the most difficult heist 8 times a week with no Inside Information will certainly land you in prison eventually. But perhaps you really are the best thief in the Neath.
Using up Bone Market Exhaustion (easy - complex)[edit]
Your
Bone Market Exhaustion is reduced by 4 each week when
Time, the Healer fires. Depleting this quality by 4 each week can be extremely profitable.
Playing the Bone Market is rather intricate. Also note that Exhaustion at or above 4 can lock you out of profitable non-exhausting use of the bone market for weeks (or years). See Assembling a Skeleton (Guide) and this guide on Reddit.
Using up Exhaustion is hard in the mid-game, but still profitable. Exhaustion in itself is valued around 200 per week in bonus items. If you have
A Custom-Engraved Skull from FEAST OF THE ROSE, you can use those, leading to a net gain of 160 for 2 skulls.
If you're a lategame player, and are not risk-averse to losing access to the Bone Market (or simply don't like it), you could use the least number of actions to use up
Bone Market Exhaustion as efficiently as possible: see Assembling a Skeleton (Guide)/Recipes#Amalgamy Bomb.
The Nadir (complex)[edit]
- Raw EPA: 6.87 - 8.13
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 8.13EPA — see Cave of the Nadir (Guide)#Analysis for details
Risen Burgundy (moderate)[edit]
Two time-limited cards are particularly valuable:
Colour and Sound: Market Day 1x/week exchange for
250 x Stuiver
- Raw EPA: 12.5
A Deluge of Charity 1x/month
- Item worth
62.5
- See Risen Burgundy (Guide) for details.
Intermittent Actions[edit]
| This article is a work-in-progress by Kislev needs elaboration on world events |
These grinds are profitable but operate on a much longer timescale, from weeks to even years. This includes grinds tied to seasonal events, World Qualities, or that otherwise only open up after multiple time-limited events.
Discordant Soul Redemption (complex)[edit]
| This page contains information about the Deeper Discordant Studies, which are designated by FBG to require strict spoiler protection. Proceed below at your own risk. |
Difficult requirements for maximum efficiency; between 6.63-11.40 EPA, not counting Discordant Ripples and optional bones. Between the extremely steep requirements and the long time scale, this is only of interest to those grinding highly expensive items such as Hellworms, Hesperidean Cider, the Heptagoat, and A Woeseller.
Discussion for this grind is hosted separately at Deeper Discordant Studies (Guide)/Completed, to avoid spoilers.
Living World Events[edit]
Zee Monster Hunts[edit]
Angler Crabs[edit]
Ravenous Lifeberg[edit]
Midnight Whale[edit]
A War in Spite[edit]
The Great Crate Commotion[edit]
Seasonal Grinds[edit]
FEAST OF THE ROSE[edit]
Currently, there are no known money grinds only available during the Feast of the Rose.
WHITSUN[edit]
De Gustibus (easy)[edit]
Around 2.5-5.5 epa, depending on items offered.
For an endgame player, most of the options for redemption at De Gustibus are fairly disappointing. The most profitable is to grab a
Tiny Cave Fish at HALLOWMAS and hold onto it for a few months, which gives a net of 11 for two actions. Other options, including
A Recipe for Zzoup, are not worth playing.
Gaining
De Gustibus: Eggxhaustion is only about 2.5e as well; fairly good for a player in the early or midgame, but not worth it for an endgame player unless you really care about the
Making Waves.
Hellworm Cheese (easy, but exclusive)[edit]
Annual benefit of 62.5-125 for Hellworm owners.
If you have
Your Very Own Miniature Hellworm, saddled or not, one of the items you can produce from milking it is, surprisingly enough,
Hellworm Milk. This can be given to the Questionable Cheesemonger at Whitsun and, one entire year later, be turned into
Ripened Wheel of Hellworm Cheese.
Hellworm cheese is worth 62.5 at the Bazaar, but one and only one time, you may become
A Purveyor of Cruel and Unusual Cheeses, worth 312.5, or
357.5 with use of the Rat Market.
SUMMER[edit]
There's no way of knowing what Estival will be like in any given year, but it's usually balanced so that participating in the event is more profitable than normal gameplay.
FRUITS OF THE ZEE[edit]
TBD for new Fruits.
HALLOWMAS[edit]
Menace Profit (easy)[edit]
Indirectly increases profit of other grinds.
The most interesting thing about Hallowmas from a money-making perspective is that it makes Menaces free, and in fact slightly profitable with
Spirit of Hallowmas (though Spirit is not that profitable to grind directly). There aren't any grinds exclusive to Hallowmas, but it's encouraged to try riskier and more menacing actions here. Grinds that involve menaces directly as well, such as dealing with
The Mirror's Hunger from Wellspring visits, become more profitable at Hallowmas.
As noted above as well, you may want to pick up a
Tiny Cave Fish for selling to De Gustibus.
CHRISTMAS[edit]
Christmas Cards (easy, social)[edit]
Efficient source of Second Chances for various uses.
As part of the Christmas cheer, you can send and recieve
Potential Christmas Cards. In addition to being very efficient menace cleanses, these lovely cards are also one of the most efficient sources of Second Chances in the game, and they're uncapped at that! Coordinate with friends and try to make sure you don't waste any of them, and if you're looking for particular Second Chances, be sure to try shuffling the Airs of London, which is most profitably done by Brawling.
Stockpiles of Second Chances from Christmas can be useful for several things when it comes to money-making. All of the types but especially
Hard-Earned Lessons can be useful when Zailing in dangerous regions like
The Snares and
The Pillared Sea. Smart use of Second Chances can be the difference between reaching port with all your Plunder intact or paying an unexpected visit to the Boatman. The card
An Unlikely Garden in the
Cave of the Nadir also benefits from a stockpile of
Confident Smiles.
Second Chances can also be directly utilised on
The End of Battles in the
Cave of the Nadir: exchanging
3 x Sudden Insight for
Bottle of Fourth City Airag: Year of the Tortoise is probably the most profitable overall when arbitraged in the Khanate for
Crackling Device, but all of the options are worth at least 62.5. Note you need
Favours: Tomb-Colonies in order to profitably redeem
Collection of Curiosities.
Extras & Historical[edit]
Money-Making/Extras show simple end-game grinds - grinds that aren't as good as the ones listed here, but only uses a single click. The page also lists ways to spend Fate in order to grind money.
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.