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.
London Grinds[edit]
Can be done without leaving London.
Publishing Newspapers[edit]
Requirements
Shadowy 217
Newspaper
Watchful 200 or
Persuasive 200
Expected EPA: 3.73 (3.93 with extra requirements, 4.21 when combined with Rat market)
Extra recommendations
Renown: The Great Game 40
Teaching Reputation of Your Laboratory 20
- (Active) enough acquaintances that they hire assassins equally fast or faster than you slight them
- See Publishing a Newspaper for more information.
Basic cycle
- Finish the 'The missing Woman' carousel in
Wilmot's End to get
2 x Whirring Contraptions.
- Use them in
Doubt Street to publish any edition requiring 104 pages of copy (note that this requires not taking 'Employ a little theatrical accountancy' option).
A full cycle is items worth 138 for 37 actions, a total of 3.73 EPA.
With recommended
- Take only and all Salacious options including A column revealing certain facts about an acquaintance.
- Publish A gossipy and tantalising edition.
This will result in 148 x Journal of Infamy and
2 x Sulky Bats (by The interception of scandal). While slighting consumes
2 x Scraps of Incendiary Gossip, that is equivalent to 0.35 actions since you can Publish a seditious edition twice (also using slight) and earn
214 x Scrap of Incendiary Gossip in 37 actions.
A full cycle is items worth 148.8
for 37.35 actions, a total of 3.98 EPA.
If whomever you've Slighted retaliates, then this gives you a 12.5 item for an extra action on that card. So this means 173.8
over 39.35 actions = 4.416 EPA.
Mr Chimes' Grand Clearing-Out Unveiled activities[edit]
- Expected EPA: Up to 3.8 EPA with
Watchful 297
Mr Chimes' Grand Clearing-Out added five new activities similar to Brawling with Dockers. There are many differences from Brawling, but the most relevant to Money-Making are the lack of difficulty scaling and lack of caps on secondary rewards. This means that you can spend as long as you want raising progress quality simply by repeating the single most efficient option, allowing us to amortize actions spent on entering/claiming the rewards/exiting. Since one point of every progress quality is worth 0.1 , EPA is essentially progress per action/10. Below are listed maximum EPAs for each activity.
- The Sunken Embassy - 3.8 EPA with Seek out spy-holes (requires
Watchful 297 to 100%).
- Underclay - 3.3 EPA with Commingle fact and falsehood (requires
Mithridacy 15 to 100%) or Convince the Calcified Man that you are of Polythreme (requires
A Clay Arm to access and
Mithridacy 10 to 100%).
- Spider Symposium - 3.2 EPA with Posit that language makes reality (requires
Persuasive 300 to 100%).
- L.B. Industries - 3.2 EPA with Assist with assembly (requires
Shadowy 297 to 100%).
- Old Newgate - 2.85 EPA with cycling between best randomizer options, Betray both sides/Hunt a swarm of drones/Commune with the bees (requires
Dangerous 209,
Monstrous Anatomy 7 and
Mithridacy 10 to 100% all three).
For a detailed breakdown of options and rewards in these activities see respective guides - The Sunken Embassy (Guide), Underclay (Guide), The Spider Symposium (Guide), L. B. Industries (Guide), Hunting Bees in Old Newgate (Guide).
The Tomb of the Silken Thread[edit]
Requirements:
Watchful 267
Expected EPA: 3.41
- Buying
Strong-Backed Labour to fund expeditions to The Tomb of the Silken Thread gives 2.9096 EPA (if you reinvest the profits into more SBL).
- Obtaining
Strong-Backed Labour from The Underclay approaches 3.409 EPA.
- Using Docks Favours exclusively to fund expeditions (and acquiring Rostygold at 3EPA by Brawling) gives 4.272 EPA.
Brawling with Dockers[edit]
- Requires high
Dangerous
- Expected EPA: 2.1-3.3
If you have unlocked Intervene in a Dockers' Brawl, you can use it to grind echoes with varying efficiency depending on whether you're fighting in group or solo, specific crates you pick and your Dangerous, Skills, BDR and items. For a detailed breakdown of options and rewards see Brawling with Dockers (Guide) - this grind focuses purely on earning eсhoes. Most relevant crates for that are:
- 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).
- 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).
While there's a large number of possible combinations of options, this guide focuses on establishing overall EPA ranges, and so only analyzes least-demanding and most-demanding strategies. Regarding the most demanding - with rare successes estimated at 25%, average Brawling per action gain is 14.25 (in group)/15.5 (solo) for BDR/Skill options, 14.25/16.25 for Airs options, and 11.625/14.125 for Fight without taking your eye off the goods! combined with Airs options (available 50% of the time on average). However, since Airs options are only possible to 100% after reducing their difficulty with accumulated Brawling, you can't use them from the start.
- Least-demanding - have Dangerous 209/292 and simply repeat Fight without taking your eye off the goods! until getting to target Brawling amount, for 9/12 Brawling per action.
- Most-demanding - have Dangerous 274/304 and at least one out of:
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.
Special Dispensation (must be fighting for yourself or for order). Note that unlike the other options, this one does not have rare successes.
- 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.
EPA ranges for the various combinations:
- Accept a share of the extremely dusty crates - 13 (least-demanding)/9 (most-demanding) actions for 27.5
. 2.115/3.055 EPA (2.149/3.104 with access to
Upper River).
- Claim the extremely dusty crates - 14/12 actions for 40
. 2.857/3.333 EPA (2.902/3.386 with access to
Upper River).
- Accept a share of the coffer of Admiralty maps - 11/8 actions for 25/25.5
. 2.272/3.187 EPA.
- Claim the coffer of Admiralty maps - 13/12 actions for 38.5/40
. 2.961/3.333 EPA.
- Accept a share of the crates cleared out of Saint Cyriac's Illuminated College - 7/5 actions for 16/16.75
. 2.285/3.35 EPA.
- Claim the crates cleared out of Saint Cyriac's Illuminated College - 7/7 actions for 20.5/22.25
. 2.928/3.178 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.
University Laboratory Grinds[edit]
Require access to the University Laboratory.
This article is incomplete. You can help the Fallen London Wiki by expanding it.
Reason: With recent changes to the Lab, lab research is rather less predictable. For instance, having a Secret College is helpful, and being a Correspondent with a high Scholar of the Correspondence level can be quite helpful. Because cards are undiscardable, the laboratory is harder to control. Simulation analyses are requested for the below projects. |
Researching
Impossible Theorems[edit]
Studying
Queenly Attar[edit]
Forging
Infernal Sharpshooter's Rifles[edit]
Creating
Cartographer's Hoards[edit]
Bone Market Grinds[edit]
Assembling Fossilised Apes[edit]
Wiki note: As of 11 August 2022 Fossil Apes are no longer a viable grind, due to a increase in Fossilised Forelimb cost
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).
Larcenies with Parabolan Casing[edit]
- Expected EPA: 4.10
Requirements
- Access to
Balmoral
Shadowy 300
A Marauder of the Clay Highwayman
- One of
Glasswork 12
Kataleptic Toxicology 12 and
Acicular Squirrel (WHITSUN)
The cycle
- In your
Parabolan Base-Camp, 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 36 actions.
- Enter
A hidden camp nestled in the woods of Balmoral.
- Do seven second-tier larcenies.
- The option on the Larceny at Balmoral card (Ambush a courier) is the most profitable, yielding
25.4 from the
2 x Vital Intelligence after Tinned Ham Arbitrage.
- The next best choices are on 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), both yielding
25 of items.
- Ignore the cards for larcenies in Ealing Gardens (
24.4) and/or Burrow-Infra-Mump (
22).
- The option on the Larceny at Balmoral card (Ambush a courier) is the most profitable, yielding
Total payout depends on how often can you draw Larceny at Balmoral. Without Burrow, this happens 1/2 of the time: the average payout is 25.2 per larceny, or 176.4
for 43 actions, a total of 4.10 EPA.
With Burrow, this happens 1/3 of the time: the average payout is 25.13 per larceny, or 175.93
for 43 actions, a total of 4.09 EPA.
Larcenies with Helicon Casing[edit]
- 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.
Evenlode Diving[edit]
- Expected EPA: 3.87
Requirements
Watchful 330
Mithridacy 10
Evenlode Diving Bell 6
Moulin Archaeological Institute 3
- One of
The cycle
- Dive in the Magistracy
- Descend in your Watchful outfit
- Dive deeper five times
- Search the lowest Floors until
Nightmares 7
- ASCEND!
- Return to London to clear menaces with social actions
- Return to the Magistracy
- Repeat diving and clearing menaces five times
Starting at Nightmares 0, on average you spend 115 actions per dive, for
27000 x Jade Fragments,
360 x First City Coins and
180 x Trace of the First City. Per 5 dives you spend 575 actions for
135000 x Jade Fragments,
1800 x First City Coins and
900 x Trace of the First City.
- Write monographs about the Fourth City 12 times (travel is amortized)
Per monograph you spend 9 actions, 150 x First City Coins and
75 x Trace of the First City for
1 x Bottle of Greyfields 1882 (0.02
) and 108.712
(after Tinned Ham Arbitrage). Per 12 monographs you spend 108 actions, clear your
First City Coins
Traces of the First City for 1304.544
.===
With 5 dives and 12 monographs you spend 683 actions for 2654.544 . yielding 3.866 EPA.
If you clear Nightmares at the Nadir, and exit by converting Final Breaths into Mortifications, you spend 659 actions for 2779.544 (counting Mortifications at 62.5 echoes). yielding 4.218 EPA.
Selling very advanced identities[edit]
- Expected EPA: 3.67 EPA
Requirements:
- A
Cabinet Noir
- Very high
Shadowy
- High
A Player of Chess
Recommended
Watchful 297
- Three outfits with
A Player of Chess 13 and one of the BDR stats at 15, one outfit for each of the BDR stats.
- Very high
Shadowy
- Shrine to Saint Joshua
The main idea of this grind is making a cover identity with maximum nuance, credentials, witnesses and elaboration and 500 points of backstory. The biggest part of this grind is grinding 20 x Mortification of a Great Power in the Sunken Embassy, so watchful is definitely the most important stat in this grind.
- Begin with going Eastward or Westward in Seeking Documents in the Sunken Embassy
- Seek out spy-holes 16 times.
- Then go out and Send an inordinately enormous stack of documents to Mount Palmerston Repeat these steps until you have
20 x Mortification of a Great Power. You will also accrue some
Lump of Lamplighter Beeswax, 1600 to be exact.
- Go to All aboard! and Take the sleeper all the way to Balmoral
- Go into your
Cabinet Noir and Begin to construct a cover identity until you have 10 elaboration. Assuming
300 x Shadowy this should take 10.97 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
- 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.
- Make a leap of code-breaking insight 18 times and Interpret your Intercepted Document.
This should take 429.97 actions for an item worth 1560 echoes and 16 echoes in beeswax, so 3.67 EPA.
Deciphering Documents[edit]
Expected EPA: Up to 3.86
After reaching Balmoral and setting up a
Cabinet Noir, you can intercept documents and decipher them for various rewards - it's recommended to have at least
A Player of Chess 7,
Watchful 292 and
Shadowy 300, and for maximum efficiency you need to be a
Midnighter. The main documents sources are:
- Intercept a piece of post: This has a 60/40 chance of giving a document with either
1 x Vital Intelligence (
25 x Hinterland Scrip/12.7
) or
Blackmail Material (12.5
) as a reward. However, since it's currently impossible to 100% the Shadowy challenge, 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 (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
. All these documents require
Deciphering... 5.
- Intercept a message: This requires
Balmoral: Darkness to 100% the Shadowy challenge and gives a document with
1 x Night-Whisper (62.5
) as a reward. However, to access this action you first need to Seek admittance and then Sneak down to the Kitchens of Balmoral - this Shadowy challenge isn't currently 100%-able. With Shadowy 300 you have a 15% chance of failure which wastes an action and gives 2 CP
Suspicion, meaning that on average you spend 3.15 actions in total and get 0.3 CP Suspicion. This document requires
Deciphering... 15.
- Steal a curious document from the Tracklayers' Office: This requires
Following up Rumours of Cornelius 3 and gives a document with
1 x Primaeval Hint (62.5
) as a reward. However, since it's currently impossible to 100% the Shadowy challenge, with Shadowy 300 you have a 10% chance of failure which wastes an action and gives 2 CP
Suspicion, meaning that on average you spend 1.1 action and get 0.2 CP Suspicion. This document requires
Deciphering... 15.
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 5/6 CP.
- Make a leap of code-breaking insight: This requires
Watchful 292 and
A Player of Chess 10 to 100%, and gives 7/9 CP (rare success not counted).
For dealing with Suspicion you need to earn Disappearing... through covering your tracks (which is also more efficient if you're a Midnighter), with 5/6 CP per action. As Eliminate a good deal of suspicion action requires 11/10 additional actions to earn Disappearing... 10 and eliminates 33 CP, 1 CP Suspicion can be abstracted as 0.36/0.33 actions. Therefore, EPA of deciphering depends on specific document, your
A Player of Chess level and whether you're a Midnighter:
- Intercept a piece of post requires 1 action to start, 3/2 actions to decipher, and 1 action to finish, with a total of 5/4 actions for 12.508
. 2.5026/3.127 EPA.
- Intercept a message requires 3.258/3.249 actions to start, 24/20/18/14 actions to decipher, and 1 action to finish, with a total of 28.258-18.249 actions for 62.5
. 2.211-3.424 EPA.
- Steal a curious document from the Tracklayers' Office requires 1.172/1.166 actions to start, 24/20/18/14 actions to decipher, and 1 action to finish, with a total of 26.172-16.166 actions for 62.5
. 2.388-3.866 EPA.
Marigold Emblems[edit]
Expected EPA: 3.76 EPA
- Expects main attributes at 300
After reaching Marigold Station you can take commissions from Gnarled Stationmaster (or, if he's replaced by Cerise Condottiere, from him - mechanically they're identical) for various rewards. For maximum efficiency you need to have
Persuasive,
Watchful and
Dangerous all at 300,
Jericho Library 2, and clear menaces using social actions, at 6 CP per action. Steps:
- 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 Verses for
150 x Hinterland Scrip (76.2
), the full cycle is 53.5 actions for 201.2
. 3.76 EPA. (Discounting actions spent on travel, since Verses can be stockpiled indefinitely.)
If you have 334 in one of the stats and therefore have 100% chance on one of the challenges, on average you spend 3.06 actions and gain 0.53 CP Menaces per emblem. Per 600 emblems on average you spend 1836 actions and gain 318 CP Menaces for 200 x Verse of Counter-Creed,
200 x Cave-Aged Code of Honour (2500
) and
200 x Brass Ring (2500
). With 53 additional actions spent clearing Menaces and 200 spent cashing out Verses for
6000 x Hinterland Scrip (3048
), the full cycle is 2089 actions for 8048
. 3.85 EPA.
If you have A Submerged Rector you can draw cards in Upper River and boost EPA somewhat, cashing out Verses partially (since you probably can't draw enough cards for them all) through Noisily subvert the entire process for 36 instead of 30 Scrip per Verse.
Ealing Spa[edit]
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
Eversmoulder Trips[edit]
Expected EPA: 3.215
After reaching Jericho Locks and raising
A Member of the Gondoliers to 6, you can convert various resources into
Esteem of the Guild and spend it on trips to various destinations. Most profitable destination is the Eversmoulder, on average giving
1 x Primaeval Hint (62.5
),
2.5 x Uncanny Incunabulum (31.25
) and
18 x Moves in the Great Game (9.144
) for a total of 102.894
. If you are a
Crooked-Cross, not a
Lyon Pursuivant of Arms Extraordinary and have unlocked Parabolan War, the following loop is possible:
- Enter the Palatinate alone 24 times
- Debate with the Nostalgic Landlady 6 times
- Charter a barge to the Eversmoulder
- Leave the barge
32 actions for 102.894 . 3.215 EPA.
Alternatively, if you're gaining Esteem through Watch a parade, getting favours at roughly one per action rate from cards in London or Moulin (with Moulin Commemorative Development exactly 22) and traveling to Jericho every time you accumulate 5, you spend 15 actions getting favours, 3 watching parades, 6 traveling (gaining additional 15
from
6 x Rumour of the Upper River and 2 on trip itself. 26 actions for 117.894
- 4.534 EPA.
Helicon House Grinds[edit]
Require access to the Helicon House.
Fate-free Casing...-based grind
- 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: 4.1 (5.10 with Rat Market)
- 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 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 (312.5
) + 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.
- 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 - which one depends on a specific agent/
Airs of the Khanate range. Academic, Thief and Diplomat give
Searing Enigma,
Crackling Device and
Bottle of Fourth City Airag: Year of the Tortoise respectively, each worth 62.5
. Dissident gives
Stalemate worth 125
125 x Hinterland Scrip (63.5
). Tailor and Engineer give
Much-Needed Gap, and Physician gives
Oneiric Pearl, each worth
125 x Assortment of Khaganian Coinage. Since you can buy
Crackling Device for 130 coinage, 125 can be abstracted as 60.096
. Aristocrat, Officer and Soldier give
Mortification of a Great Power. Currently, it can only be cashed out though Cover Identities, spending to gain
26 x Cover Identity: Backstory with Embed your cover identity in the story of a terrible humiliation option. Simplest way is to just Fence this identity, which gives
1 x Magnificent Diamond per 5 backstory points (essentially 2.5
per 1 point). Since there’s no cap on backstory, the actions/additional rewards for raising Elaboration/fencing can be removed from calculation, and cashout can be abstracted as 1 action/65
per Mortification. Therefore, on average you spend additional 3 actions and gain 626.288
per 10 agents/0.3 actions and 62.6288
per 1 agent. Also, any recruited agent 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
).
- 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
) + 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 + 12.7
. Sabotage a power plant - costs
5 x Intercepted Cablegram, takes 77 actions, and yields 312.5
. In total - 81 actions, yielding 325.2
, which is 4.015 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Sabotage a power plant 10 times - costs
50 x Intercepted Cablegram, takes 770 actions, and yields 3125
. In total - 785 actions, yielding 3163.1
, which is 4.029 EPA.
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 25.4
. Plant a mirror 5 times - costs
10 x Intercepted Cablegram, takes 75 actions, and yields 312.5
. In total: 83 actions, yielding 337.9
, which is 4.071 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Plant a mirror 25 times - costs
50 x Intercepted Cablegram, takes 375 actions, and yields 1562.5
. In total: 390 actions, yielding 1600.6
, which is 4.104 EPA.
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 25.4
. Expand your network 5 times - costs
10 x Intercepted Cablegram, takes 76.5 actions, and yields 313.144
. In total: 84.5 actions, yielding 338.544
, which is 4.006 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Expand your network 25 times - costs
50 x Intercepted Cablegram, takes 382.5 actions, and yields 1565.72
. In total: 397.5 actions, yielding 1 603.82
, which is 4.034 EPA.
With Strength of your Khaganian Network 20, An opportunity: (Opportunity) becomes available, which takes
1 x Emetic Revelation (12.5
) and can yield 62.5
worth of items for 12 actions for ideally 4.17 EPA. The upside of this method is that the sequence of Opportunities is deterministic and good cycles exist which only give you sellable items. The downside is that you need
Emetic Revelations to do this. If you grind them by using options which yield Khanite currency, convert that into light bulbs and sell these in London, one Revelation will take about 3.66 actions. This will lower the efficiency of that grind to just about 4 EPA.
The Court of the Wakeful Eye[edit]
After completing Associating with Radical Academics storyline, The Court of the Wakeful Eye lets you exchange various Favours and items for Tribute, up to 260. Zailing to the Court takes 6 actions, and returning to London takes 8 if you use
Zubmarine or
Majestic Pleasure Yacht/7 if you use
Swift Zee-Clipper or
The Cladery Heart, for a total of 14/13 actions per trip. At the Court, 20 Tribute can be exchanged for 62.5
worth of items in 4 actions, up to 812.5
/52 actions per trip. The most efficient strategies are:
Winsome Dispossessed Orphan grind[edit]
Expected EPA: 1.80 (4.79 with Rat Market)
- Buy 10
Winsome Dispossessed Orphans from the Bazaar for 648
- Exchange them for 250 Tribute in 10 actions
- Zail to the Court in 6 actions
- Turn 240 Tribute into 750
worth of items (1020 with Rat Market) in 48 actions
- Return in 8/7 actions
- Buy another 10
Winsome Dispossessed Orphans from the Bazaar for 648
- exchange them for 250 Tribute in 10 actions
- Zail to the Court in 6 actions
- Turn 260 Tribute into 812.5
worth of items (1105 with Rat Market) in 52 actions
- Return in 8/7 actions.
148/146 actions for 266.5 - 1.80/1.83 EPA (with Rat Market, 173/171 actions, 829
- 4.79/4.85 EPA)
Mountain-sherd grind[edit]
Requirements
Persuasive 209
- Access to
Tribute
Expected EPA: 3.30 EPA (4.28 with Rat market)
- Do the following 7 times (total 161 actions) to get 7
Mountain-sherds:
- Descend
- Assist an Unfinished Man
- Extract confessions from the Calcified Men 20 times (requires
Persuasive 209 to 100% the challenge.)
- Send the Unfinished Man to the Khanate
- Exchange those sherds for 245 Tribute in 7 actions
- Zail to the Court in 6 actions
- Turn 240 Tribute into 750
worth of items in 48 actions
- Every fourth trip, turn the leftover tribute into another 62.5
worth of items (average 15.625
, 1 action)
- Return in 8/7 actions
Favour grind (using cards)[edit]
Requirements
- Requires a ship
Successful Terms as Governor - (from
Port Carnelian)
- Spends favours
Expected EPA: 5.54 (6.48 with Rat market)
- 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 23 Tribute. Assuming 1 action/card per Favour, you get 241-263 Tribute in 88 actions, depending on leftovers from previous trips.
- Zail to the Court in 6 actions.
- Turn 260 Tribute into 812.5/875
worth of items in 52/56 actions, depending on whether the tribute 260 or more.
- Return in 8/7 actions.
The 260 Tribute case occurs in 4/20 or 1/5 cases, so on average 147.8/148.8 actions for 825 - 5.54/5.58 EPA. 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]
The strategy for Parabolan wars is complicated, and you're recommended to check Parabolan War (Guide) for a calculator to find your specific EPA. The profitability is boosted by doing the Cat campaign and selling the Parable on the rat market.
Based on the default calculator at end-game stats, this should reach at least 5.4 EPA with the rat market.
Oneiropomping[edit]
Requires access to Viric Jungle. While this grind only describes two loops and doesn't count rare successes, there are many more possible strategies - it's possible that more profitable loops exist.
First loop requires Persuasive 292 to 100%:
- Inspire the Bohemian Sculptress
- Lend power to the dream
- More! Further!
- Observe and learn
- Lend power to the dream
- Observe and learn
- Inspire her to imagine His Amused Lordship as a historical figure
7 actions for 2 Sworn Statements, 10
Intriguing Snippets and, on average, 105
Sighting of a Parabolan Landmark - 17.5 echoes in total, 2.5 EPA.
Second loop requires The Marvellous and
Glasswork 15 to 100%:
- Inspire the Bohemian Sculptress
- Transform dream into prophecy
- More! Further!
- Observe and learn
- Transform dream into prophecy
- Observe and learn
- Transform dream into prophecy
- Observe and learn
- Transform dream into prophecy
- Observe and learn
- Inspire her to imagine His Amused Lordship as a historical figure
11 actions for, on average, 1 Comprehensive Bribe, 15
Intriguing Snippets and 180
Sighting of a Parabolan Landmark - 33.5 echoes in total, 3.045 EPA.
Waswood Shore[edit]
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 visualize 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.Rat Market Grinds[edit]
A player-created Guide is available for this content: The Rat Market (Guide) |
These grinds require efficiently obtaining items that can be sold at the Rat Market for
Rat-shillings at a better rate than their sell price elsewhere. Each Rat-shilling is worth
0.10.
Any grind requires cashing out during the appropriate Rat-Season. Take a look at the guide to plan out your grinds.
Items that sell higher at The Rat Market:
12.50 items for
200 (170 in bulk), a mark-up of +60% (+36% in bulk). Selling items in bulk is only worth doing if your grind is higher than 3.75 EPA, since you’re saving 4 actions but losing
15 profit.
62.50 items for
850, a mark-up of +36%
312.50 items for
4000, a mark-up of +28%
Once you have Rat-shillings, you can convert them to Echoes or Hinterland Scrip by spending the shillings on items to resell at the Bazaar or in the Upper River.
Rat Market items that can be sold elsewhere:
The Fabulous Diamond profit can be increased by
10 per diamond by trading it in The Hurlers for
Hinterland Scrip. This requires
Hurlers Commercial Development 2, and costs actions for the trade and for travelling to and from the Upper River. The action cost can be mitigated by saving diamonds to trade all in one trip.
- Trade one diamond for
625 (at value, as
1 is equal to
0.50), plus
5 in
Stolen Kisses.
- Spend the scrip on
5 x Tinned Ham at
125 (equal to
62.50) each.
- Sell the ham to the Bazaar for
63.50 each, a profit of
1 per ham (
5 total per diamond).
Publishing Newspapers (Rat Market)[edit]
Expected EPA: 4.21
You can grind Uncanny Incunabula to sell during
The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. Since the exact calculations are relatively complicated, they require a spreadsheet - below is a brief summary:
- Out of 104 copy editions, The finest kind of madness is the most efficient since all gained items can be upconverted into Incunabula - however, it requires you to have built a station at
Jericho Locks. Per two newspapers you spend 37 actions to get
236 x Journal of Infamy and
8 x Extraordinary Implication. Accounting for spending
Connected: Benthic (assumed to be gained through through buying
Flasks of Abominable Salts and directing grants) and additional items (in particular,
Storm-Threnodies are assumed to be sold on Rat Market as well) on successes and rare successes (assumed 10% chance with Journals and 5% chance with Implications, for the 54/6/40 and 57/3/40 success/rare success/failure spreads respectively), upconversion of those items and selling them in bulk in addition to newspapers themselves can be abstracted as 48.959 actions for 203.804
- 4.162 EPA.
- With slight editions, you spend 38.73 actions for
296 x Journal of Infamy and
4 x Sulky Bat (0.8
). Accounting for additional factors as described above, upconversion and selling in bulk in addition to newspapers themselves 52.606 actions for 221.414
- 4.208 EPA.
Mr Chimes' Grand Clearing-Out Unveiled activities (Rat Market)[edit]
Expected EPA: Up to 4.39
Each of the five carousels opened up by the Grand Clearing-Out has at least one reward that can be sold or converted into a sellable item.
- The Sunken Embassy with Give an inordinately enormous stack of documents to the Brass Embassy can produce either
1 x Oneiromantic Revelation and
80 x Nevercold Brass Sliver for 18 actions (using Seek out spy-holes, requires
Watchful 297 to 100%), or
1 x Oneiromantic Revelation for 26 actions (using Peel fact from falsehood, requires
Mithridacy 10 to 100%). Every 5 Revelations you can Compound your revelations into a Parabolan Parable (requires
Glasswork 12 to 100%) and then Sell a Parabolan Parable for 4000 Rat-Shillings, spending Revelations and 2 actions for 400
. 92/132 actions for 404/400
- 4.39/3.03 EPA.
- Underclay can produce:
- With Send an Unfinished Man to Mahogany Hall -
1 x Captivating Ballad and
270/120/0 x Shard of Glim for 22/23.4/27 actions, using Commingle fact and falsehood (requires
Mithridacy 15 to 100%), Provide a reference (requires
Shadowy 147 to 100% and assumes combination with Enter the house (White))/Stage an introduction (requires
Shadowy 209 to 100%) and Invent fabricated histories (requires
Shadowy 147 to 100%) respectively. Additional action to Sell a Captivating Ballad for 850 Rat-Shillings, turning Ballad into 85
. 22/23.4/27 actions for 87.7/86.2/85
- 3.98/3.68/3.14 EPA.
- With Send the Unfinished Man to teach Third City history -
1 x Storm-Threnody and
260/200/100 x Shard of Glim for 7 actions, combining Extract confessions from the Calcified Men (requires
Persuasive 209 to 100%) with Commingle fact and falsehood/Provide a reference or Stage an introduction/Invent fabricated histories. Additional action to Sell a Storm-Threnody for 200 Rat-Shillings, turning Threnody into 20
. 8 actions for 22.6/22/21
- 2.82/2.75/2.62 EPA.
- With Send an Unfinished Man to Mahogany Hall -
- Spider Symposium with Accept some of the finest linen can produce
1 x Parabola-Linen Scrap and
300 x Silk Scrap for 22 actions (using Posit that language makes reality, requires
Persuasive 300 to 100%). Additional action to Sell a Parabola-Linen Scrap for 850 Rat-Shillings, turning Scrap into 85
. 23 actions for 88
- 3.82 EPA.
- L.B. Industries can produce:
- With Accept old coins as a reward -
2 x Fourth-City Echo (each sells for 125 shillings/12.5
and 0 actions) and
210 x Bone Fragments for 10 actions (using Assist with assembly, requires
Shadowy 297 to 100%). 10 actions for 27.1
- 2.71 EPA.
- With Accept a reverent thanks for your labour -
1 x Ratty Reliquary and
180 x Bone Fragments for 6 actions (using Assist with assembly, requires
Shadowy 297 to 100%). Additional action to Sell a Ratty Reliquary for 200 Rat-Shillings, turning Reliquary into 20
. 7 actions for 21.8
- 3.11 EPA.
- With Ask for a Crackling Device as payment -
1 x Crackling Device and
300 x Bone Fragments for 22 actions (using Assist with assembly, requires
Shadowy 297 to 100%). Additional action to Sell a Crackling Device for 850 Rat-Shillings, turning Device into 85
. 23 actions for 88
- 3.82 EPA.
- With Accept old coins as a reward -
- Old Newgate with Taste honey from an inordinate amount of bees can produce either
1 x Oneiromantic Revelation and
270 x Whispered Hint for 24 actions on average (cycling between best randomizer options, Betray both sides/Hunt a swarm of drones/Commune with the bees, requires
Dangerous 209,
Monstrous Anatomy 7 and
Mithridacy 10 to 100% all three), or
1 x Oneiromantic Revelation for 26 actions (using Set an ambush/Sow carnage, requires
Watchful/
Dangerous 147 to 100%). Every 5 Revelations you can Compound your revelations into a Parabolan Parable (requires
Glasswork 12 to 100%) and then Sell a Parabolan Parable for 4000 Rat-Shillings, spending Revelations and 2 actions for 400
. 122/132 actions for 404/400
- 3.31/3.03 EPA.
Brawling with Dockers (Rat Market)[edit]
- Expected EPA: Up to 3.37
You can grind Ratty Reliquaries to sell during
The Rat-Season: Vial-Vane, Take-and-Toil or Wine-Whisper:
- Brawling in group with Accept a share of the crates cleared out of Saint Cyriac's Illuminated College can produce
1 x Baptised Rattus Faber Corpse and 13.5/14.25
in assorted materials for 7/5 actions. Every 5 corpses you can Deliver the bodies to their final end and then Sell a Ratty Reliquary for 200 Rat-Shillings, spending corpses and 2 actions for 20
. 37/27 actions for 87.5/91.25
- 2.36/3.2 EPA (not counting rare successes since their chance is currently unknown).
- Solo brawling with Claim the crates cleared out of Saint Cyriac's Illuminated College can produce
1 x Baptised Rattus Faber Corpse and 18/19.75
in assorted materials for 7 actions. Every 5 corpses you can Deliver the bodies to their final end and then Sell a Ratty Reliquary for 200 Rat-Shillings, spending corpses and 2 actions for 20
. 37 actions for 110/118.75
- 2.97/3.37 EPA (not counting rare successes since their chance is currently unknown).
Deciphering Documents (Rat Market)[edit]
- Expected EPA: Up to 4.415
You can grind Night-Whispers to sell during
The Rat-Season: Dimmest-Dark, Freeze-and-Fall, Lying-Longing by intercepting and deciphering a message. With one additional action to Sell a Night-Whisper for 850 Rat-Shillings, you spend 29.258-19.249 actions for 85
- 2.905-4.415 EPA.
Evenlode Diving (Rat Market)[edit]
- Expected EPA: 3.92-4.59
You can grind Uncanny Incunabula to sell during
The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. Since the exact calculations are relatively complicated, they require a spreadsheet. In short, the difference from basic diving stars after the diving itself -
Jade Fragments are upconverted, not sold, and the resulting
Relics of the Third City together with
First City Coins are used to publish purely Tragic Monographs (start with Chronicle the history of Gaider's Mourn or Chronicle the history of Port Carnelian and sell to The Militant Curate), while
Traces of the First City are used to publish purely Cautionary Monographs (start with Investigate the Fourth City's decline and sell to The Exiled Antiquarian). Accounting for spending
Connected: Benthic (assumed to be gained through through buying
Flasks of Abominable Salts and directing grants) and additional items on successes and rare successes (assumed 5% chance, for the 57/3/40 success/rare success/failure spread), upconversion of Implications and selling resulting Incunabula in bulk in addition to diving/monographs themselves can be abstracted as 219.045 actions for 860.129
- 3.926 EPA.
If you clear Nightmares at the Nadir, convert Breaths to Mortifications on exit and have a few Ironic materials to make exceptional monographs, then it is 214.045 actions for 957.629 - 4.474 EPA
With Connected: Benthic obtained from exhibiting a Leviathan Frame with a St. John Head and 2 Holy Thighs 3 times (with a custom-saint statue in Burrow), it is 211.045 actions for 968.129 - 4.587 EPA
Marigold Emblems (Rat Market)[edit]
- Expected EPA: 3.94
You can cash out Verses of Counter-Creed through Correct a Verse of Counter-Creed instead of Lend religiously, selling resulting
Uncanny Incunabula during
The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall - correspondingly, you need
A Church in the Wild 50 instead of
Jericho Library 2.
Eversmoulder trips (Rat Market)[edit]
- Expected EPA: 3.51
You can sell Uncanny Incunabula during
The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall. With 2.5 Incunabula per trip on average it adds 0.5 actions and 11.25 echoes to the grind. In Crooked Cross version you spend 32.5 actions for 114.144
- 3.512 EPA. In Docks version you spend 26.5 actions for 129.144
- 4.873 EPA.
Khaganian Intrigue (Rat Market)[edit]
- Expected EPA: Up to 5.135
Many intrigues and other activities have rewards that can be sold or converted into a sellable item. You can:
- Grind
Corresponding Sounders to sell during
The Rat-Season: Freeze-and-Fall, Lying-Longing or Candle-Canker.
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 25.4
. Obtain a Corresponding Sounder - costs
10 x Intercepted Cablegram, takes 77 actions, and yields
1 x Corresponding Sounder. Sell a Corresponding Sounder for 4000 Rat-Shillings - costs
1 x Corresponding Sounder, takes 1 action and yields
4000 x Rat-Shilling (400
). In total: 86 actions, yielding 425.4
, which is 4.946 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Obtain a Corresponding Sounder 5 times - costs
40 x Intercepted Cablegram, takes 385 actions, and yields
5 x Corresponding Sounder. Sell a Corresponding Sounder for 4000 Rat-Shillings 5 times - costs
5 x Corresponding Sounder, takes 5 actions and yields
20000 x Rat-Shilling (2000
). In total: 405 actions, yielding 2038.1
, which is 5.032 EPA.
- Intercept a cablegram twice - 8 actions yielding
- Grind
Crackling Device to sell during
The Rat-Season: Take-and-Toil, Wine-Whisper or Rise-and-Rake.
- Intercept a cablegram 4 times - 16 actions yielding
20 x Intercepted Cablegram + 50.8
. Expand your network 10 times - costs
20 x Intercepted Cablegram, takes 150 actions, and on average yields
1 x Searing Enigma (62.5
),
1 x Crackling Device (85
and 1 additional action to sell),
1 x Bottle of Fourth City Airag: Year of the Tortoise (
125 x Assortment of Khaganian Coinage),
Stalemate (
125 x Hinterland Scrip/63.5
),
2 x Much-Needed Gap (
250 x Assortment of Khaganian Coinage),
1 x Oneiric Pearl (
125 x Assortment of Khaganian Coinage),
3 x Mortification of a Great Power (195
and 3 additional actions to sell as outlined in basic grind).
500 x Assortment of Khaganian Coinage) can be abstracted as 3.846
Crackling Device, with 3.846 additional actions to sell them for 326.923
. In total: 173.846 actions, yielding 783.723
, which is 4.508 EPA.
- Tap a telegraph cable twice - 30 actions yielding
100 x Intercepted Cablegram + 76.2
. Expand your network 50 times - costs
100 x Intercepted Cablegram, takes 789.23 actions, and yields 3664.615
(as outlined above). In total: 819.23 actions, yielding 3 740.815
, which is 4.566 EPA.
- If you have a large number of
Emetic Revelation, or already have a large
Assortment of Khaganian Coinage then you can grind
Nevercold Brass Sliver from the Sunken Embassy approaching 380 per action in large batches. From there you can head over to the Khanate to grind a large
Assortment of Khaganian Coinage to use in the action Commission the manufacture of a Crackling Device which can be found in the Iron quarter of the Khanate. To source the coins you can use an Opportunity in the Khanate cycling through 5, 7, 9, and 6. This should give two items sellable for
125 x Assortment of Khaganian Coinage and
125 x Assortment of Khaganian Coinage along with about 60E of other materials. To source the Emetic Revelations you can buy
Khaganian Lightbulb from the Graphite Quarter and sell them back in London. Abstracting the numbers you get 10.61 actions to get the brass, 7.86 actions to get the coins (after accounting for actions to get coins to buy and sell bulbs for revs to continue grind), 1 action to commission the device and 1 to sell it resulting in
850 x Rat-Shilling (85
) and 11.88
from other rewards. That gives a total reward of 86.88
/20.5 Actions which is is 4.725 EPA.
- Intercept a cablegram 4 times - 16 actions yielding
- Grind
Parabolan Parables to sell during
The Rat-Season: Kifer-Caitiff, Skitter-Scatter or Dimmest-Dark. Besides the basic intrigue setup, requires
Glasswork 12 for maximum efficiency.
- Intercept a cablegram twice - 8 actions yielding
10 x Intercepted Cablegram + 25.4
. Plant a mirror 5 times - costs
10 x Intercepted Cablegram, takes 75 actions, and yields
5 x Oneiromantic Revelation. Compound your revelations into a Parabolan Parable - costs
5 x Oneiromantic Revelation, takes 1 action and yields
1 x Parabolan Parable. Sell a Parabolan Parable for 4000 Rat-Shillings - costs
1 x Parabolan Parable, takes 1 action and yields
4000 x Rat-Shilling (400
). In total: 85 actions, yielding 425.4
, which is 5.004 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Plant a mirror 25 times - costs
50 x Intercepted Cablegram, takes 375 actions, and yields
25 x Oneiromantic Revelation. Compound your revelations into a Parabolan Parable 5 times - costs
25 x Oneiromantic Revelation, takes 5 actions and yields
5 x Parabolan Parable. Sell a Parabolan Parable for 4000 Rat-Shillings 5 times - costs
5 x Parabolan Parable, takes 5 actions and yields
20000 x Rat-Shilling (2000
). In total: 400 actions, yielding 2038.1
, which is 5.095 EPA.
- Intercept a cablegram twice - 8 actions yielding
- Grind
Night-Whispers to sell during
The Rat-Season: Dimmest-Dark, Freeze-and-Fall, Lying-Longing.
- Intercept a cablegram - 4 actions yielding
5 x Intercepted Cablegram + 12.7
. Sabotage a power plant - costs
5 x Intercepted Cablegram, takes 77 actions, and yields
5 x Night-Whisper. Sell a Night-Whisper for 850 Rat-Shillings 5 times - costs
5 x Night-Whisper, takes 5 actions and yields
4250 x Rat-Shilling (425
). In total - 86 actions, yielding 437.7
, which is 5.089 EPA.
- Tap a telegraph cable - 15 actions yielding
50 x Intercepted Cablegram + 38.1
. Sabotage a power plant 10 times - costs
50 x Intercepted Cablegram, takes 770 actions, and yields
50 x Night-Whisper. Sell a Night-Whisper for 850 Rat-Shillings 50 times - costs
50 x Night-Whisper, takes 50 actions and yields
42500 x Rat-Shilling (4250
). In total - 835 actions, yielding 4288.1
, which is 5.135 EPA.
- Intercept a cablegram - 4 actions yielding
The Court of the Wakeful Eye (Rat Market)[edit]
- Expected EPA: Up to 6.48
You can grind Night-Whispers to sell during
The Rat-Season: Dimmest-Dark, Freeze-and-Fall, Lying-Longing:
- Winsome Dispossessed Orphan grind gives you
25 x Night-Whisper for 148/146 actions and 1296
. Additional 25 actions to Sell a Night-Whisper for 850 Rat-Shillings 25 times, turning them into 2125
. 173/171 actions for 829
- 4.792/4.848 EPA
- Mountain-sherd grind gives you
49 x Night-Whisper for 924/920 actions. Additional 49 actions to Sell a Night-Whisper for 850 Rat-Shillings 49 times, turning them into 4165
. 973/969 actions for 4165
- 4.28/4.298 EPA.
- Favour grind gives you
12.2 x Night-Whisper for 147.8/148.8 actions on average. Additional 12.2 actions to Sell a Night-Whisper for 850 Rat-Shillings 12.2 times, turning them into 1037
. 160/161 actions for 1037
6.481/6.441 EPA. Options which give more than 1 Favour per actions and/or give additional profit (e.g. A Visit, More Larks with the Young Stags, fate-locked Restoring souls from A Trade in Souls, The Tower of Eyes if you have Augmented Electrostatic Machine, professional payments, etc.) will increase the EPA further.
Combination Tribute Grinds[edit]
The above three methods all have disadvantages: Favours has the highest EPA but relies on card draws which limits realtime output, Orphans requires a large amount of starting cash, Mountain Sherds is fully grindable but has lower EPA, and both orphans and sherds have some inefficiency due to not getting 13 items on every trip. However, they can be combined in various ways to maintain full efficiency for each voyage while reducing some of the disadvantages of each individual tribute source, and to provide flexibility.
Requirements
- Same as above three
- The Minister of Culture
The below table assumes that all tribute is turned in for Night-Whispers, which are then sold to the Rat Market during the weekends that it buys them. Actions are listed for twenty tribute cycle/trips, including zailing with a zub or yacht (14 actions); for the zee-clipper, subtract 1 action per trip, and for the tramp steamer, add 2. Favours are assumed to require 1 action each, and have no other cost; in reality, occasionally drawing A Visit will slightly reduce total actions for favours, but this will be balanced by the minor item/menace costs for many of them. Below table is for 20 cycles, with leftover tribute applied each cycle. If Favours are applied to top out at 260, 261, 262, 263--with the over-cap 1,2,3 tribute being discarded prior to the zail--the EpA increases somewhat.
Parabolan War (Rat Market)[edit]
- Expected EPA: 4.49
You can grind Parabolan Parables to sell during
The Rat-Season: Kifer-Caitiff, Skitter-Scatter or Dimmest-Dark. The strategy is largely the same, except that since Yourself campaign doesn’t give Parables, the next best thing is The Cats (for Parable you need to Encourage the Prince to reject the King's offer) - this campaign only adds two extra actions. Adding third to Sell a Parabolan Parable for 4000 Rat-Shillings makes the total 89 actions for 400
- 4.494 EPA.
Oneiropomping (Rat Market)[edit]
- Expected EPA: 3.28
With Marvellous loop you can grind Uncanny Incunabula to sell during
The Rat-Season: Skitter-Scatter, Dimmest-Dark or Freeze-and-Fall, choosing to Take charge of the Honey-Addled Detective and Extract clues from his thoughts instead of corresponding Sculptress options. You spend 11 actions for, on average,
1 x Uncanny Incunabulum,
9 x Appalling Secret and
180 x Sighting of a Parabolan Landmark. Additional action to Sell an Uncanny Incunabulum for 200 Rat-Shillings, turning Incunabulum into 20
. 12 actions for 39.35
- 3.279 EPA.
Heists of the Wellspring (Rat Market)[edit]
- Expected EPA: 4.92
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
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 (average 10.11 actions with 11
Glasswork and 10.04 with 12, ~0.001% chance of a heist ending in failurea 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) gives
1 x Captivating Ballad and
16 x Touching Love Story. Selling the
Captivating Ballad at the Rat Market gives a total profit of 511.58
per expedition[1], for an EPA of 4.92
with 10
Glasswork in the heist outfit and marginally higher EPAs with higher
Glasswork.
- ↑ Taking into account the A Lesser Find and
Altered, Somehow profits from the expedition
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.
- Drawing The Aftermath of the Great Sink of 1899 twice, and then A Gift from the Capering Relicker (playing the Bone Market branch), gives 26
over 3 card draws (the last of which is guaranteed to occur immediately), which is 8.67 EPA.
- The Calendrical Confusion of 1899 has a variety of options with good EPA. Choosing Purchase wine at cut-rate prices can get anywhere from 5.31 EPA to 12.28 EPA at 230 base
Persuasive assuming you have the glim on hand. 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.
- The Neath's Mysteries (A strange sort of prank is 4 EPA)
- 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)
- The Bonfire of the Decencies (7.5e, but requires high bizarre, 6+ bizarre give greater than 5e)
Grinding (3200) Scraps to trade in with one of the Relickers for a Tier 8 (1562.5e) item is only efficient if an average rate of 3+ Scraps per action is maintained, giving roughly 1.5 EPA. Scraps are generally worth approximately .5e each.
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 in the long run.
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]
With a tier one profession, over 8.125EPA. With a tier three profession, 15EPA.
Every four weeks, you can assemble four Professional Perks to get one Trade Secret, which yields 125 for 11 actions, for a total of 11.36EPA.
The Rewards of Ambition (easy)[edit]
This gives 62.5 every four weeks after you have finished your ambition.
Accept a gift from Balmoral's Castellan (easy)[edit]
Requirements
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 Improved through Piracy to 6.41-6.59 EPA
Somewhat low yield compared to other weekly actions, without piracy. Note that challenges in the Snares and the Salt Steppes can have very high requirements, especially with piracy options.
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
Zubmarine 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
130 x Assortment of Khaganian Coinage can be used to buy Crackling Device and cashed out in the Rat-Market during its appropriate seasons.
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.
Board Meeting Dividends (moderate)[edit]
If you have a Pro-Labour Railway Charter, you can use Furnace or Cornelius in lieu of The Vicountess's Persuasive 200 check. However, this will lower the final payout by
10 and lower EPA by 0.52.
Requirements
Recommended
Charter of the Great Hellbound Railway not 4: Worker Ownership
Train Luxuries 6
Board Member: Jovial Contrarian and
Portable Fingerking Moot (Replaces One of in Requirements)
The cycle
- Boomerang the Tentacled Entrepreneur
- Invite the Tentacled Entrepreneur to the Board
- Vote the Tentacled Entrepreneur off the Board
- 5 actions to convince your board members and declare victory
- Voting for dividends 2 times
- Vote a dividend to the shareholders
- 5 actions to convince your board members and declare victory
In the absolute worst case scenario (Ealing, no Luxuries, Pro-Labour Charter), this yields 100.08 for 19 actions (after Tinned Ham Arbitrage), a total of 5.26 EPA. Note that using
Help from the Board Secretary will allow you to repeat this but lowers efficiency slightly to 5.13 EPA. With the Recommended qualities, this yields
156.08 for 19 actions, for a total of 8.21 EPA.
Board Meeting Charity (complex)[edit]
- 2-3x
Bottle of Fourth City Airag: Year of the Tortoise per Board Meeting.
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 Widow to the board.
- If debt remains, get rid of it (via e.g. Raise funds for the railway, -12.5E)
In total, you have six items on the board agenda, each of which should take six actions. Combined with the rest of the actions this should take in total 42.66 actions.
Your net gain will be 196.66 Echos, on average for 4.6EPA.
Board Meeting Assistance to Parabolan War (moderate-complex)[edit]
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]
About 6.0 EPA, more for some professions.
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]
See Assembling a Skeleton (Guide), and especially Assembling a Skeleton (Guide)/Recipes#Exhausting Recipes. Your Bone Market Exhaustion drops by four every week, which corresponds to 200E worth of bonus items.
Playing the bone market is rather intricate. Also note that exhaustion can lock you out of profitable non-exhausting use of the bone market for weeks (or years).
Using up Exhaustion is hard in the mid-game, but still profitable. Exhaustion in itself is around 200 per week. If you have
A Custom-Engraved Skull from FEAST OF THE ROSE, you should use those most weeks, leading to a net gain of 160
for 2 skulls. The exception to the rule is when the Phantasist is around - then you'll be able to spend all your exhaustion through other means.
The Nadir (complex)[edit]
Highly random, but in the long-term, 5.7EPA.
Requirements
The Nadir can be entered once a week without spending Fate. Players are forcibly ejected from the cave when reaching 10 x Irrigo whereupon it is not possible to return until the next visit from Time, the Healer (unless they wish to pay 50 Fate). Optimal play yields approximately 5.7EPA — see Cave of the Nadir (Guide)#Analysis for details
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.