| |
     
|
Financing for the Young Ruk
by Steven DesJardin Reprinted from the Kabuki Kronicles Issue VIII - The Newsletter of the Disciples of Light - Originally released April 1994
On
turn 24, Mudlark Limetree left Dallor's Far Post equipped with gator
armor and with 75 oculars in his pocket. Another mudwalker left
Dallor's at about the same time, nearly broke except for the four
gator hides he had finally gained enough wealth to acquire. Chris
Meyer suggested that the hillocks Mudlark had been exploring were
the source of his exceptional wealth; I was pretty sure that wasn't
true, so I dug up all my old turns and figured out exactly where
my money had come from, with the following results:
- koala teeth - 43
- dactyl hides - 42
- ancient graveyards - 40 (inc 10 carrion talons)
- hillocks - 19 (inc 12 gaba stones)
- crab exoscales - 13
- spider springs - 10
- stench glands, squzskins, purple lotus leaves - 8 each
- porququills - 6
- purpumpkin - 2
So
koala teeth and dactyl hides have been the big winners for me, with
a combined total of 85 oculars. Ancient graveyards account for another
40 (and that's a bit low, since I also got treasure I can sell at
far inns). With a payoff in the neighborhood of 7 oculars for one
combat, these are good candidates for fast money. Miscellaneous
creature parts account for 45 oculars. None of these creatures individually
will give you a big payoff, but many of them (like mandibular crabs
or porqubeasts) are easy kills, and it's worth going out of your
way to hit them.
My advice to the eager young ruk hoping to make a killing is to
use your maps and use your A order to do just that - kill. Try to
fight five or six creatures per turn, if you can (Mudlark is averaging
about four kills/turn, and I'd like to get that up a bit higher).
Think of health as a resource; in return for 10 health lost fighting
a killer koala bear, you get 7 oculars back in the form of koala
teeth. Every battle has some ratio of oculars gained to health lost.
Seek out those creatures for which the ratio is highest (wimps like
squeezy snakes, valuable parts like dactyl hides).
Keep your healthiness low enough that you're healing 20 points a turn,
unless you have good reason to fear Shroudian attack; you don't
get oculars for not getting into fights. Avoid fights that have
no reward. There's no point losing 20 health battling a smite if
you already have a smite pike. (Fighting other players is even worse.
Keep your friendliness high.) Try to carry a calabash pipe and umber
grass at all times (you won't be able to, but try). Pass lotus plants
when you can - they're free money, after all. I'd like to reemphasize
the usefulness of the A order. 16 points spent practicing your weapon
is less effective than 6 points spent getting into a fight. And
you can spend the 10 action points you save on jazzercise, and build
up both your health and muscle. (Remember what I said about health
being a resource? Jazzercise gets you the resource that gets you
oculars.) Generally speaking, you should only quest for knowledge
when you're trying to get a particular blurb, and do weapon practice
only in unusual circumstances.
Mudlark
hasn't visited a far inn yet. Once he does, the strategy will change.
Treasure, in the form of coins and baubles or unwanted weapons and
armor, will take on a greater importance. The tomb of mumi is a
good place to explore. A couple of easy battles (for the well-equipped
monster) yields a typical payoff of around 10-20 oculars, and it's
generally safe to go in twice per turn. Once you have a shovel,
graveyards are also a lucrative source of treasure. (Part of Mudlark's
success is due to his looting an ancient graveyard with a large
clam shell and getting a Tuvian shovel as treasure.) Hillocks are
still worth exploring -- three times. Once you have all the jagged
bodkins you can carry, the treasure isn't worth the health it'll
cost you, unless you plan to go all the way and clear the hillock.
Caves
are great fun to explore, a good source of creature blurbs and voodoo
ingredients, and generally the treasure you get is well worth the
health it costs you. But both kinds of caves have a down side. Large
caves cost 60 action points to enter, which makes it difficult to
do much else that turn, and require three torches (which you may
not be able to replace quickly). Small caves are cheaper and more
cost-effective, but if another monster's visited one recently, the
cave will be empty and your order will be wasted. [In short, large
caves are expensive, and small caves are risky.]
Don't overlook rattler darts; at 12-18 oculars for six of them at a Far
Inn, they're a great source of revenue. Remember what I said about
health being a resource? An I 5 or an I 3 order is worth the oculars
if you spend that health wisely. Go into a Far Inn in a blaze of
glory, hitting graveyards and tombs and creatures for all you're
worth, and use the inn to recover. You can't be attacked at an inn,
so it's a safe place to push your luck to the limit.
And
of course it's better to do something than to do nothing. Entering
a hillock may not be a great investment of resources, but if you're
going from point A to point B and there's nothing else interesting
along the way, then you may as well kill a Knolltir or two. If you
can't find anything at all worth doing on the route you want to
travel, consider taking an extra turn to reach your objective and
see if that expands the range of possibilities to something interesting.
And while this article is solely about making money, Monster Island
is not. You might face a choice between a hillock and a mandibular
crab: the crab is a cheap and lucrative kill, but the hillock is
more fun. A common dilemma is whether to travel on or off the map;
on the map is generally more profitable, but off the map travel
adds to the DoL database and can lead to more exciting discoveries.
As the game progresses you will discover many goals, only some of
which require money; if you play wisely, it will not be long before
wealth is at best a secondary consideration.
Return to Tips...
|