Money-Making/Sources

From Fallen London Wiki

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

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 E 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. 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 E and 0.04 actions per Journal of Infamy gained when publishing a newspaper.

A gossipy and tantalising edition

Choose all Salacious options then publish A gossipy and tantalising edition. Results in 148 Journal of Infamy 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 Scrap of Incendiary Gossip , enough for 21 publications. Also keep in mind that the assassination card will take 1 action to resolve and yield rewards worth 12.5 E . Averaging everything out over 21 publications the end result is 112.04 E over 19.92 actions per publication. Depending on Whirring Contraption 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 Journal of Infamy and items worth 10 E . The end result is 90.948 E over 17.72 actions. Depending on Whirring Contraption source this becomes 3.916 - 4.361 EPA.


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

Expected EPA: Up to 4.62

  • Requires at most 297 Watchful Shadowy Dangerous Persuasive

The Sunken Embassy
Gain 38 / 25 Fragments of Infernal Affairs per action by using Seek out spy-holes or Peel fact from falsehood respectively.

Underclay
Gain 33 / 30 Convincing Falsehoods per action by using Commingle fact and falsehood or Stage an introduction respectively.

The Spider Symposium
Gain 32.5 Chelicerae Clicked in Applause per action by using Posit that language makes reality.

L.B. Industries
Gain 32.4 Foreman's Favour per action by using Assist with assembly.

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]


The Tomb of the Silken Thread[edit]

Expected EPA: 4.86

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:


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:

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 + 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:

Average EPA ranges for the various combinations, displayed as (Simple)/(Fussy)

Rat Market Utilization

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 Baptised Rattus Faber Corpse 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:


A Trade in Reputations[edit]

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.

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 E 62.5 or E 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 E 312.5 or E 412.5 at the Rat Market. Up to 3.85 EPA or 5.09 EPA with the Rat Market.


Salt Steppe Atlas

Play the game, choose The dusty book. Sell for E 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 E 2,062.5 in Rat-Shillings plus E 1,573 directly from selling the Maps and Scraps. This is a total of E 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.

Leviathan Frame

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 Hinterland Scrip over 74 actions, or 10.05 SPA. Using Tinned Ham Arbitrage this becomes E 393.13 over 74 actions, or 5.31 EPA.


University Laboratory Grinds[edit]

This guide is incomplete. You can help by expanding it.
What needs work: More advice needed for best general practises for maximizing Research

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.

  • Laboratory Services from a Visionary Student 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 among the Students Disgruntlement, making it preferable to spend Ephphanies using the infrequent card Eureka! for the same research without the drawbacks that Disgruntlement among the Students 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 Unwise Idea . 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 E 1562.50

The least amount of actions for the Parabolan Research largely depends on which Ambition was chosen: 15 for Laboratory Services from an Esurient Smith Nemesis and Laboratory Services from Hephaesta Light Fingers, 22 for Laboratory Services from Cora Bagley Heart's Desire and 25 for Laboratory Services from April Bag a Legend along with the Laboratory Services from a Grubby Urchin Grubby Urchin. Although the Visionary Student takes 22 actions it will also accrue 22 CP Nightmares , 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 A Vial of Queenly Attar Queenly Attar[edit]

Expected EPA: 3.58 - 4.88

Total Lab Research Required 450 | Total Parabolan Research Required 15 | Worth E 62.50 or E 82.50 with Ratket

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 E 210 or E 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 E 312 or E 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

The cycle

  1. Supply a skeleton of your own
  2. Cap this with a victim's skull
  3. Declare it a humanoid
  4. Sell to the Theologian or Grandmother for 15 E 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

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

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 E 62.5 that can be sold at the Rat Market and 16 x items worth E 40 total.

1 expedition and 4 heists over 103.04 actions gives a total profit[2] of E 431.58, or E 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.

  1. ~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
  2. 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

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

The cycle

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

Each subcycle yields 28 CP Casing..., so repeating 9 times is 252 CP Casing... for 37 actions total, precisely enough for 7 second-tier larcenies.

  1. 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.
  2. Do 7 second-tier larcenies.
  3. 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 E 25.2 per larceny, for E 176.4 in 46 actions, an average of 3.83 EPA.
With the Rat Market it becomes around E 29 per larcenty, or E 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 E 25.13 per larceny, or E 175.93 for 46 actions, a total of 3.82 EPA.
With the Rat Market it becomes E 27.66 per larceny, or E 193.66 for 46 actions, a total of 4.21 EPA


Larcenies with Helicon Casing[edit]

  • Expected EPA: 4.09 EPA

Requirements:

Recommended

The cycle

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

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


Holding your breath in the Hurlers[edit]

Requirements:

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 Plaque Correspondence Plaques. Generates large amounts of Final Breath for Tinned Ham Arbitrage. (Source)

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

In total you spend 73 actions and 196 Plaques for 805 Final Breath 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 Plaque 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 Journal of Infamy Journals of Infamy (the Scrap of Incendiary Gossip 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 Plaque 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 Plaque 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

See Barristering at Evenlode for details.

River.png (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

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

  1. Dive in the Magistracy
    1. Descend while maximizing Watchful.
    2. Dive deeper 5 times.
    3. Search the lowest Floors until Nightmares 7.
    4. Look for the Throne Room with 75 x Final Breath otherwise ASCEND!.
    5. Breathe an ancient air.
  2. Return to London to clear menaces with social actions.
  3. Return to the Magistracy.
  4. 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 E 1350, 1800 x First City Coins and 900 x Trace of the First City.

Monograph Cycle

  1. In Mouling make 2 monographs for 428 x Final Breath, 375 for 5 cycles of diving and E 26.5 from selling the excess.
    1. Investigate the Fourth City's decline.
    2. Examine traces of the First City 6 times.
    3. Conclude a long thesis on the subject.
    4. Sell to The Exiled Antiquarian.
  2. Make 4 monorgraph for 856 x Ambiguous Eolith and 4 x Bottle of Greyfields 1882, E 428.08 or 434.928 via Tinned Ham Arbitrage.
    1. Investigate the Fourth City's decline.
    2. Examine traces of the First City 6 times.
    3. Conclude a long thesis on the subject.
    4. Sell to The Disgraced Diplomat.
  3. Make 6 monographs for 252 x Knob of Scintillack and 6 x Bottle of Greyfields 1882, E 630.12 or E 640.2 via Tinned Ham Arbitrage.
    1. Investigate the Fourth City's decline or Investigate the Fourth City's War against Hell.
    2. Examine First City Coins 6 times.
    3. Conclude a long thesis on the subject.
    4. Sell to The Disgraced Diplomat.

Each monograph will take 9 actions for a total of 108 actions for 12 monograph and yield items worth E 1084.62 or E 1101.628 with Tinned Ham Arbitrage over 108 actions.

The full loop of 5 dives and 12 monographs becomes E 2764.128 or E 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:

Recommended:

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:

  • Law-Hunting - 15 actions per Mortification of a Great Power +E 2.50 in bonus resources.
    • Requires Watchful Shadowy Dangerous Persuasive 317 and Correspondent or A Scholar of the Correspondence 10, and Monster-Hunter or Dream-Trophies of Parabola + A Hunter of Zee-Beasts > 100, and Midnighter or Steward of the Discordance 1


Sell a very advanced identity to Devils/Spies

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 E 1560. Depending on Mortification of a Great Power source this results in:

  • The Sunken Embassy - 360 actions and E 16 in bonus items. Resulting in E 1576 over 431.16 actions for 3.65 EPA.
  • Law-Hunting - 300 actions and E 50 in bonus items. Resulting in E 1610 over 371.16 actions for 4.33 EPA.
  • Barristering at Evenlode - 120 actions and up to E 289.4 - 329.4 in bonus items at the cost of E 1000 in Preserved Surface Blooms . Resulting in E 849.4 - 889.4 over 191.16 actions for 4.44 - 4.65 EPA.


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 E 312.5 or E 412.5 with the Rat Market. Depending on Mortification of a Great Power source this results in:

  • The Sunken Embassy - 72 actions and E 3.20 in bonus items. Resulting in E 315.7 / E 415.7 over 99.16 actions for 3.18 EPA or 4.19 EPA with the Rat Market.
  • Law-Hunting - 60 actions and E 10 in bonus items. Resulting in E 325.5 / E 425.5 over 87.16 actions for 3.73 EPA or 4.88 EPA with the Rat Market.
  • Barristering at Evenlode - 24 actions and E 57.88 - 65.88 in bonus items at the cost of E 200 in Preserved Surface Blooms . Resulting in E 170.38 - 178.38 / E 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:

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 E 12.7 via Tinned Ham Arbitrage) or 1 x Blackmail Material (worth E 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 E 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 E 12.508. With Shadowy 334 you have a 100% chance of success, bringing the average value up to E 12.62. Both documents require Deciphering... 5. There are two ways to earn Deciphering..., both more efficient if you're a Midnighter:

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 E 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 E 12.62. 2.524/3.155 EPA.


Marigold Emblems[edit]

Expected EPA: 3.76 to 4.21 EPA

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:

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 E ) and 5 x Brass Ring (62.5 E ), 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:

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:

  • Jericho Library : 201.2E . 3.76 EPA
  • A Submerged Rector : 221.52E . 4.14 EPA
  • A Church in the Wild : 220E . 4.11 EPA


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 E ) and 200 x Brass Ring (2500 E ). 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:

  • Jericho Library : 8048E . 3.85 EPA
  • A Submerged Rector : 8860.8E . 4.24 EPA
  • A Church in the Wild : 8800E . 4.21 EPA

Law-Hunting[edit]

Expected EPA: 4.33 EPA / 5.66 EPA (with Rat Market)

Requirements

  • Access to Marigold Station
  • Dangerous Watchful Persuasive 317 to 100% challenges

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:

Each reward is worth 62.5E + 2.5E , though the Night-Whisper and Mortification of a Great Power can be sold at the Rat Market for 82.5E .


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.

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 (Capturing a Law+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 (Capturing a Law+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 65E or 85E 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.


Canal Cruising in Jericho Locks[edit]

Expected EPA: 6.06

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:

  • Crooked-Cross 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 of the Guild Esteem over 31 actions, travel actions and Drop of Prisoner's Honey honey cost is not counted as it is assumed this is done in combination with other unrelated business in Parabola.
  • Favours: The Docks Favour Method - For those with Favours: The Docks to spare: Build up Favours: The Docks 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 of the Guild 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.
  • Rat-Shillings 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 of the Guild 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.
    • With 30 RPA every 6 Esteem of the Guild Esteem takes 23.67 actions.
    • With 50 RPA every 6 Esteem of the Guild Esteem takes 17 actions.

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.

Discovered: The Cedar-Woods The Cedar-Woods yields items with an average value of 123.75 E , 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.
Crooked-Cross Cross Method: 3.48 EPA. Favours: The Docks Favour Method : 5.50 EPA. Rat-Shillings Method: 4.39 - 5.75 EPA.

Discovered: The Eversmoulder The Eversmoulder yields items with an average value of 112.89 E .
Crooked-Cross Cross Method: 3.42 EPA. Favours: The Docks Favour Method - 5.64 EPA. Rat-Shillings Ratty Method - 4.36 - 5.94 EPA.

Discovered: The Octagonal Tomb The Octagonal Tomb - yields items with an average value of 115.25 E though 25 E are in the form of 2 Human Ribcages.
Crooked-Cross Cross Method - 3.49 EPA. Favours: The Docks Favour Method - 5.76 EPA. Rat-Shillings Ratty Method - 4.48 - 6.06 EPA.


Helicon House Grinds[edit]

Require access to the Helicon House.

Fate-free Casing...-based grind

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

This equals 3.18 EPA when converted through Tinned Ham.

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

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

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

This equals 3.24 EPA when converted through Tinned Ham.

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

FATE-locked Fitting in at Helicon House Fitting In-based grind

  • 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]

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:

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

Possible combinations include:

With Strength of your Khaganian Network 20, An opportunity: (Opportunity) becomes available, which takes 1 x Emetic Revelation (12.5 E ) and yield on average 75 E 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]

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 E 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 E 1500 in crates, plus 19 x Bottle of Fourth City Airag: Year of the Tortoise worth E 1187.5, for a total of E 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 E 319.71 additional profit for E 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 E 21. Using the different estimates above this gives E 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 E 62.5 per action, up to E 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 E 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 E 562.5 worth of items (E 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 E 44.1, but with the Rat Market this results in E 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 E 72. With the Rat Market that means each Trip will at best cost E 936 and yield E 1072.5 in Night-Whisper, a profit of E 136.5 over 36-38 actions for 3.59 - 3.79 EPA


Mountain-sherd grind[edit]

Requirements

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.

This results in a total of E 750 or E 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 E 750 or E 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 E 625 or E 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 E 812.5 in 16 actions then return to London in 10-12 actions.

This results in a total of E 812.5 or E 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 E 750 or E 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]

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


Gathering cycle:

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

Spending cycle:

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

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

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


Parabolan War[edit]

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 312.5E , or up to 412.5E if sold on the Rat Market.

Here is an example gained with the linked calculator, without spending items for progress:

  • Watchful Shadowy Dangerous Persuasive 300, Kataleptic Toxicology A Player of Chess Glasswork Mithridacy 10, no General and no starting morale: 68 campaign actions and 10 story actions gives 312.5/412.5E . 4.00 / 5.28 EPA
    • Adding a Laboratory augmented (level 3) Cat General reduces campaign actions to 63.88 for 4.22 / 5.58 EPA

Oneiropomping[edit]

Expected EPA: 3 - 3.47

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%:

2. Requires The Marvellous and Glasswork 15 to 100%:

3. Requires Acquaintance: the Captivating Princess, Kataleptic Toxicology 10 and Persuasive 292 to 100%:


Waswood Shore[edit]

Requirements

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 E , with a probability of 0.25
  • alt failure: 0.95 E , with a probability of 0.25
  • success: 5 E , with a probability of (0.5 - )
  • rare success: 62.5E , 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; Watchful Shadowy Dangerous Persuasive and Defences; Insubstantial Inerrant Neathproofed

See The Stacks (Guide) for more information.
Most books give the same E 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 E 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;

Another option is to bring along Acquaintance: The Graven Apostate 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

Play to gain Routes:

Free 5x Progress cards:

Decent Progress:

Useful to clear bad Cards:

Scaling the Quartz[edit]

  • Expected EPA 5.9 - 7
  • Requires Access to Stonegift
  • Recommended high Main Attributes; Watchful Shadowy Dangerous

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:

Cards[edit]

This section only lists cards with greater than 2.5 EPA.

Rare Frequency Cards:

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 E 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 E 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 E 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)

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 Perk Professional Perks to get one Trade Secret, which yields E 125 for 11 actions - an EPA of 11.36.

The Rewards of Ambition (easy)[edit]

Once you have achieved your Ambition, this gives E 62.5+ every four weeks.

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

  • Raw EPA: 18.0

Requirements

All Castellans give you a gift worth E 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 E 5, raising EPA to 18 EPA.


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

  • E 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

The Cycle

  1. Gain 510 x Fistful of Surface Currency or 30 x Assortment of Khaganian Coinage (worth ~15E)
  2. 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))
  3. Pay for cargo in Surface money or Pay for cargo in Khaganian money (3 actions)
  4. Enter Khan's Heart
  5. Receive the latest 'reports' from your 'agent'
  6. Return to London via Trace a route through the Snares (at least 9 actions, approx. 10, 9 of which have Zee-EPA)
  7. Deliver the crate to the Widow 3 times

This results in E 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 E 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
  • In the absolute worst case scenario (Ealing, no Luxuries, Pro-Labour Charter), this yields E 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 E 156 for 19 actions, for a total of 8.21 EPA.

Board Meeting Charity (complex)[edit]

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

Additionally at the start of the Board Meeting have:

Recommended

The cycle

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

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

Your net gain will be 196.66 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 254.35E 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

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:

  1. Move into Parabola. Costs 100 x Drop of Prisoner's Honey (only 50 for Silverers)
  2. Progress your campaign to the next stage.
    1. If you've just completed stage 4 (Along the Smoking Shore), ensure to Encourage the Prince to reject the King's offer.
    2. If you've just completed stage 5, collect your reward and start a new Cats campaign (no general).
  3. Return to London (0 actions)
  4. Assemble a board meeting:
    1. Propose you deploy your train in the Parabolan War on behalf of Cats
    2. The Viscountess automatically agrees.
    3. 4 extra actions to convince the other board members and declare victory.
  5. 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

Recommended

The basic cycle

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

You should always be able to make it to the Wellspring without incurring menaces. The basic cycle yields E 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 E 50 at the cost of 5 additional actions, raising the basic cycle to 4.09EPA.

Recommended

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

Eventually

This cycle yields after THA E 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

Recommended

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:

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

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]

  • Roughly E 200 per week at various EPA

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 E 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 E 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

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 E 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 E 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 E 62.5 at the Bazaar, but one and only one time, you may become A Purveyor of Cruel and Unusual Cheeses, worth E 312.5, or E 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 E 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.