Trading
Trading trains two ways — never through your own buying and selling. Study at a Merchant's Guild (a gold cost per session), or take a Trade Contract: source the goods the guild asks for, carry them to the named town's Guild, and hand them in for XP and gold. Ranking up buys NPC shop discounts, a lighter auction-house listing fee, and more concurrent listings. See the Trading section for the courses, contracts, and perks.
Recipes
| Lvl | Recipe | Inputs | Makes | XP | Timer | Success | Where |
|---|---|---|---|---|---|---|---|
| 1 | Study Ledgers | 5 gold | xp only | 10 | 47s | 100% | Wyckmouth |
| 10 | Study Contracts | 20 gold | xp only | 14 | 52s | 100% | Wyckmouth |
| 20 | Study Markets | 45 gold | xp only | 21 | 57s | 100% | Wyckmouth |
| 30 | Study Caravans | 80 gold | xp only | 30 | 62s | 100% | Mistval |
| 40 | Study Ventures | 130 gold | xp only | 42 | 67s | 100% | Mistval |
Success is the base chance at the required level — it climbs 1% per level above the requirement, plus tools, gear, and drinks. 100% never fails. A failed craft still spends its ingredients.