Category Archives: Guide
If you were wondering how my sell old games business was going, the answer is Very Good, thank you.
In fact, I am down to just two games left out of the original picture: Persona 2 and Castlevania: SotN. Everything else sold surprisingly quickly. And so I wanted to take a moment to share both how I sold the games and how I shipped them.
First, I sold on PriceCharting.com. Since that is one of the main sites to gauge how much a game is worth in the first place, it seemed easy enough to just sell it there. And just like with Wikipedia, you can always check the sources yourself (sold eBay and/or Amazon listings) to make sure the price is legit.
There are two interesting things about PriceCharting as well. One, they don’t charge listing fees or really fees of any kind. You do have to set up a Paypal account (which gets a cut) and then turn that into a business-level account and give them some rights to that in order for them to accept payment on your behalf, but it’s not that complicated. Two, PriceCharting tell you how many people have wishlisted a specific game and will then email them all if you list your game for less than the average price. Compare that with… what, listing on eBay and hoping people happen to search for it the week your auction is up?
Prior to selling anything though, you have to prepare for shipping.
After a lot of research, I went for a simple solution: USPS. If you live in the US, you can go to USPS.com and order packing material delivered to your house, for free! Specifically, I ordered Priority Mail DVD Boxes and Priority Mail Padded Envelopes. You can also order bubble wrap from USPS too, but it’s cheaper on Amazon. After a week or so, all your packaging will arrive and you will be in business.
Then just… use all of the things.
For PS1 games in jewel cases, I wrapped them up in one square (12″) of bubble wrap, then placed them inside the cardboard DVD box. I then cut strips of additional bubble wrap to stuff the DVD box some more to prevent the jewel case from sliding around too much. Once the DVD box is sealed shut, I put that inside the bubble mailer, which I then folded over and sealed. The end product looks like this:
Overkill? Maybe. The DVD box by itself seems too open to the elements for my liking, and I’m not even the one spending literal hundreds of dollars for a PS1 game. The bubble mailer would otherwise be the ideal method, but what else are you going to do to prevent it from sloshing around in there and possibly cracking the case? My shipping method combines the benefits of both for literally the same price. Specifically, a flat rate of $9.65 for 2-day shipping and a tracking number.
The Post Office probably wouldn’t be happy using their packaging this way, but ¯\_(ツ)_/¯
PS2 games in comparison are a breeze. I shipped them the same way, but the DVD boxes are built to hold them better than jewel cases, so bubble wrap is hardly necessary. Sometimes I cut a small square to place inside the game case though, to help lessen damage in case the disk comes loose.
The most advanced maneuver I had to do was the “double-double” wherein the same guy bought two double-jewel case PS1 games. Unlike the photo above with PS2 games, you can’t fit two jewel cases in a single DVD box. I did discover though that if you box up the two games separately and then cut off the cardboard “wings” of both DVD cases, you can just barely fit two of the cardboard cases inside one bubble mailer.
I ended up springing for extra insurance for that particular package, so I didn’t save much shipping-wise.
And shipping costs are kind of the rub for this hustle. Yeah, it’s absolutely worth it to sell the games if you still have them. But once you get down to the $40 range, paying 25% of that to ship it out starts to seem a bit silly. Then again, 75% of something is worth more than 0% sitting in a box, so maybe I keep things moving until it starts getting not worth the time spent driving to the Post Office.
Anyway. Might seem like a weird post, but this was precisely the sort of thing I was looking for before I started this endeavor, so… you’re welcome, internet. This is me paying it forward.
I have finally “beat” Slay the Spire: meeting my end goal of reaching Ascension 20 (A20) on all four characters. There is technically a higher plane of difficulty whereby you face the secret final boss while also on A20, but I am satisfied with where I am. Specifically because games at the A20 level are already incredibly frustrating and unfun already – no need to delve further into self-flagellation.
For giggles, I’m going to post my thoughts on each of the classes, in the order that I reached A20:
The base mechanics of the Watcher (e.g. double/triple damage) are so powerful that I often found myself progressing despite not having any specific deck or relic combos. It does lend itself to being annoying in how much mental math you have to do lest you miscalculate and end up taking double damage in return. Or in the case of Blasphemy, outright losing the game.
Every Watcher run starts by upgrading Eruption ASAP. After that, my successful decks basically had a hodgepodge of loose synergies with Flurry of Blows (stance dancing), cards with Scrying, and Talk to the Hand. I was always happy to see Tantrum and Fear No Evil. Upgraded Blasphemy is fantastic. Omniscience is an auto-include any time it’s offered, even if I didn’t have Power cards at that point; Omniscience into Wish feels like cheating (it is).
The only successful Defect runs I have had revolved around Orbs and Focus-stacking. The Inserter relic is always a welcome boost, and lets you save gold/deck space by ignoring Capacitor and Runic Capacitor. Inserter also allows you to take Consume with no downsides, and possibly ignore Defragment and Biased Cognition altogether. In the absence of Inserter, I focused (har har) on Biased Cognition and trying to get artifact to avoid the downsides.
Beyond that, it really came down to getting Glacier and Creative AI, even against the Awakened One. Upgraded Seek is amazing. My success with All for One decks is probably 20%; it feels more like a trap.
The only consistently successful strategy for A15+ runs for me has been Shiv decks. Two Accuracy cards (upgraded or not) plus as many Cloak and Dagger and Blade Dances as I can draft. Always draft a Corpse Explosion if offered. Things get infinitely easier if you can snag one of the scaling attack relics (Kunai or Shuriken), or Oriental Fan or After Image. A Thousand Cuts and Envenom are generally overkill. Poison isn’t bad, but hallway fights are worse.
Yuck. In pretty much every run, you are entirely dependent on which relics you pick up. Corruption + Dead Branch runs make everything worth it, but they are frustratingly rare. Upgraded True Grit is almost always good. Immolate is an amazing hallway card that is still good in boss fights. Fiend Fire can also end many hallway fights by itself with no setup (vulnerability helps).
Again though, your ultimate strategy will vary based on what relics you pick up.
Artifact is insanely powerful. While negating a random enemy debuff is whatever, Artifact also removes the downside of some self-buffs. For example, Biased Cognition and Wrath Form are powerful cards that have scaling downsides… unless you have Artifact. Additionally, it can also be used to make the lowly Flex Potion just straight-up give you +5 Strength for the rest of the fight. For this reason, the shop relic Clockwork Souvenir is crazy powerful.
When in doubt, upgrade your cards. In a recent Defect run, I got a Sunder and Shovel early in Act 1. Instead of upgrading the Sunder, I chose to fish at Rest sites all the way to the boss. I died. Relics can be amazing, but remember you will be playing cards in every fight inbetween, and saving a few extra HP times however many fights will generally make more of a difference than you think.
Hallway fights matter. When you look at cards like Hyperbeam or Blasphemy, you might think “These are useless against bosses.” Maybe. But if you die before making it to the boss, or end up needing to Rest instead of upgrading cards, none of it matters anyway. So if you have the chance to snag a card or two that helps in hallway fights, grab them.
Here are a few critical beginner tips to make your experience in My Time at Portia more pleasant.
1. Slow Down Game Speed
One of the first things I recommend doing is opening the Options screen and reducing the Game Speed. All this controls is how quickly the clock ticks in the game. So, instead of burning two hours of daylight heading over to your neighbor’s house to chat, it may only take 30 minutes to cover the same ground. This will also give you more opportunity to use all of your Stamina on digging/logging.
For myself, I pushed it all the way down to 60%. This gives me plenty of time to stock all my furnaces, talk to who I need to, and complete all my chores with plenty of time to explore a bit more before hitting the sack. If you want to burn some more daylight, you can speed it back up at any time.
2. All your Storage is Linked
Even though the game mentions this in a loading screen tip, it wasn’t until a few dozen hours into the game that I realized that all your storages are linked. What this means is that if you have one easily-accessible storage chest, you can open it and then browse the contents of all the others, even if they are inside your house (which I recommend doing to save real estate).
Why is this useful? Because you can name each chest and then put that stuff in the chest and easily find them later. I have chests for Metal, Wood, Cloth, Foodstuffs, relics from Ruins #1, Ruins #2, etc etc etc. Considering how often you have to physically put stuff on your hotbar to assemble things, it’s helpful to organize all your stuff.
3. Fishing = $$$
If you haven’t already learned this from the Fishing Tournament in the first month, Fishing is one of the most lucrative endeavors in the game. As soon as you craft your first fishing pole, you can purchase bait from Sophia’s store and then head to the fishing hole near the waterfall. Goliaths are the common catch there and each one has a book value of 350g. The King Goliaths are very rare and hard to reel in, but their book value is 5000g. I recommend not selling those until you have two, because…
4. Breed Fish for Easy Cash
At a certain point, you’ll be able to craft a fish tank. If you plop two fish of the same type (and rarity) into the tank and feed them regularly, eventually you’ll get a 3rd fish. There’s a distinct lack of any kind of useful interface with the fish tank, but basically you can dump in as much food as you want and the fish feed themselves until it runs out. As long as they aren’t hungry, another invisible timer will be counting down until a third fish appears in the tank. Just make sure you don’t accidentally pull a fish out of the tank until they have bred, because it resets to timer even if you put it back.
For practical purposes: put in two King Goliaths (or other 5000g fish pairs), load it up with food, and then 7-8 days later you will have a 3rd 5000g fish. Rinse and repeat for some nice passive income.
5. Don’t Overthink Relationships
There are a few dozen members of the Portia community, and quite a few reasons why you might want to cozy up to all of them. For example, store discounts, extra stat buffs, periodic presents, or because you want to make one of them your beau. Just don’t go too crazy with it though.
Each star or heart container represents 100 relationship points. Talking with townsfolk confers… +1 point each day. Sparring with them confers… +1 point. Playing Rock-Paper-Scissors… yeah, +1 point. While there are Skills that can be unlocked to boost these numbers, they pale in comparison to the other avenues to raise relationships. Giving gifts, for example. Most townsfolk appreciate certain food dishes, and giving them it on the daily is worth +10 points each time.
Additionally, about midway through the game, you “unlock” the ability to go on Play Dates with most townsfolk, once per person per week. If you plan out things right, you can fairly easily score +25 to +40 points in an evening. This isn’t even counting the bonuses (+20 to +35) that come from quests, or them viewing relics you place in your yard, or when you complete their Commissions.
In short, don’t get hung up on talking to everyone everyday.
6. Embrace the Dig
Early on you will unlock some Abandoned Ruins. While these locations have buried relics to chase, the biggest draw is just to find a mineral vein and dig. And dig. And dig some more. While you do need Wood to power the Furnaces that turn all of the copper (etc) ore into usable bars, the vast majority of your time in MtaP will be spent digging. So embrace it.
Also, Pro Tip: you can trade up to 999 Rock for Wood at a 1:1 ratio at A&G Construction. While you will want to keep some Rock around to turn into Bricks on occasion, this conversion will save you a lot of time if you don’t have to split your time between digging and logging.
7. Note the Economy
Prices in Portia fluctuate: down to the low 70% all the way to 135%. Every vendor is affected by the same multiplier shown in the upper-right of the vendor window. Changes are typically gradual, so you’ll have some idea of the direction things are moving. Needless to say, if you are wanting to sell things, you will get more bang for your buck saving it for high-price days. Just keep in mind that each vendor has a maximum amount of money they have each day, so you can’t exactly unload 50,000g+ of goods all at once.
On low-price days, I recommend stocking up on items from Sophie’s Store like fish bait, dough balls, and random cooking ingredients like Sugar and Rice and Cumin. You can also save a few thousand Gols by waiting for these days to purchase new armor from the clothing store.
Just beat Fell Seal: Arbiter’s Mark after almost 60 hours.
Quality of the gameplay remained high throughout the campaign. I could probably have shaved ~20 hours or so off the time to complete, but I enjoyed getting most of my team to a point where they had OP combos and synergies. The plot itself is nowhere near Final Fantasy Tactics, but the dialog is surprisingly humorous and there are some slight twists. The main thing that could be improved was the lack of different battle music, but luckily what exists is not annoying.
There is some “post-game” areas and New Game+ options – and some DLC just dropped – but I do not anticipate coming back. I got my fill of the systems and progression; anything else would be going through the motions, like grinding out the rest of a Civilization match.
I would not consider the following to be “spoilers,” but if you want to know nothing else about the game systems, you should probably skip this part. This is merely the text I wish I was able to see as I started playing the game.
Units gain AP after battle in two ways. Everyone who participates in the battle get a large chunk (110ish for random encounters, twice that for Story) of AP for their primary class. There is a second, smaller “Vicarious” AP gain (~40) that is doled out to each battle participant based on the primary classes of the other participants. So, for example, if you have a Knight, two Wizards, a Mender, a Mercenary, and a Scoundrel in a battle, then the Knight will get some AP towards its own Wizard, Mender, Mercenary, and Scoundrel classes, and so on with the other 5 people.
The above is useful to know because some of the best-in-slot Passive abilities comes from Classes that are only unlocked after some esoteric prerequisite classes. For example, if you want to unlock the Assassin, the chain goes:
- Gunner 4
- Mercenary 4
- Knight 4
- Ranger 4
- Scoundrel 4
- Gunner 4
That doesn’t actually seem that bad for a martial class, aside from the ranged portions. But something like the Warmage or Fellblade will require some Mender and Wizard levels, which can be awkward for some of the story characters. Luckily enough, all you really need is for there to be A Wizard or Mender in the party for 10-15 battles, and you’ll have enough AP to level the class to the minimum to unlock the higher classes. Characters get that Vicarious AP even if they have not yet unlocked the the class in question; it will be waiting for them once they do.
It’s not immediately obvious, but Kyrie is the main character of the game – she will be required for the vast majority of story missions. The other story characters can be unavailable for 1-4 missions.
Debuffs are very important throughout the whole game (including the final boss). Some boss-esque characters have 999+ HP that is much easier to chew through when you give them Bleed/Poison (% HP loss), for example. There are very deadly characters that are NOT immune to Sleep or Berserk, which means you can essentially delete their turns while you mop up the flunkies.
At the beginning of each battle, before deploying units, you can actually go into the unit screen and re-equip or change up abilities or whatever else based on what it looks like you’re facing. Is there water on the map and enemies who can move your units around? Equip some Flippers on your guys that can’t swim. Poison water around? Equip the rings that give immunity to Poison. And so on.
The most useful classes I found were Knight, Fellblade, and Assassin, surprisingly in that order.
The Knight’s Defensive Hit is probably the most damaging attack you will have for the early game, especially if you stack armor. Knight also has Taunt, which inflicts Berserk 100% of the time from two squares away, which can turn an enemy mage into an ineffectual melee attacker or make an enemy bruiser kill his own team. Life Font (gain HP when moving) is something I slotted into all of my characters, which pretty much removes the need for a dedicated healer.
Fellblade was pretty much my “default” class for all my characters due to versatility and debuffs. Sleep Slice to delete enemy turns, Poison Slice for high HP targets, Evade Magic as a counter-ability to ignore magic-users entirely, and Black Blade as a backup attack that deals magical damage and inflicts Blind. Plus, the Malice passive makes sure your debuffs have a good chance to stick.
Assassin is pretty much a splash class. What you’re really going for is Dual Wield, which enables some crazy damage. The ranged Blind and Sleep abilities are nice, but usually only have a coin-flip chance to succeed. Sabotage can be incredibly powerful in certain situations though. Specifically, if there is water in range and an enemy unit who cannot swim – Assassin hops in water, use Sabotage to switch places with enemy, instant death for them.
The sort of ultimate damage combo is a character with Dual Wield passive and Warmage class. Use Infused Edge, and your character will get two attacks plus an elemental bonus attack (or other spell). Personally, I was fine with Dual Wield + Attack Expert (Scoundrel’s passive +Attack based on level) and two weapons that had debuffs on hit. Indeed, I strolled into the final battle with story characters having primacy classes of Scoundrel and Knight.
Don’t forget the lowly Rock. It has a 100% chance to hit and always deals the full damage (50 when maxed out). This is useful for monsters that have crazy defense values like those jellyfish spellcasters, or even enemies with 30% evasion.
The crafting system is… annoying. Always go to Component View to see what your other crafting options are before using a resource you don’t think you can easily farm back. SAVE YOUR QUALITY THREAD. It’s a mid-tier Component used in an endgame armor (light helmet) and is supremely difficult to get any more once you’re in said endgame.
Frackin’s Universe (FU) is a Steam Workshop mod that revitalizes (and complicates) the entire Starbound experience. It is not recommended for a first playthrough – go beat the base, vanilla game first. Then, just when you think you’ve had enough, come back, load the mod, and play what feels like Starbound 2.0.
Beyond FU itself, I highly recommend the following (compatible!) mods:
In particular, Improved Containers will change your Starbound life. They added a button to automatically stack anything you’re carrying into an existing stack in a container. Great for off-loading one of the dozens of new ore types introduced in FU after coming back aboard your ship.
Play or skip the tutorial. When it asks whether you want the default ship or the Build Your Own Ship (BYOS) option, choose BYOS. This allows you to skip a huge block of vanilla Starbound progression and immediately construct a ship of your dreams.
Incidentally, you can construct your dream ship out of any materials lying around. Including dirt. Despite floating in deep space, you are free to destroy the walls and background tiles of your ship at any time; there are no decompression mechanics in Starbound. Just note that “loose” items/blocks fall to the bottom of the screen, and walking onto a spot without background tiles puts you in an airless, zero-g environment. This will likely be fatal to you at the start of the game, so construct your ship from the other side of a wall first.
Get off the starter planet ASAP. Complete the required quests first, but try to get to a different Lush or whatever planet when you can. Tungsten Ore is an especially vital part of early-game progression, and the starter planet probably doesn’t have any.
Get a Mining Laser ASAP. It is better than Mining Picks, Mining Drills, and the best, most upgraded Matter Manipulator any day. You will still want to upgrade the latter over time though, as the Mining Laser burns through both normal and background blocks, which can be problematic in certain edge cases. Like when the background is full of lava, for example.
Roughly 99% of your deaths will be related to fall damage. That is not so much a recommendation as it is a fact. Mitigating fall damage is super important, but you won’t have very many options at the start, especially considering how dark FU is generally. Until you can get armor/Augments to assist with the issue, your best bet is to focus on unlocking Physics Field tech in the Tech Console. That way you can press F if you notice yourself falling to prevent all damage.
Cheese the lighting system by printing lighted signs. One of the FU changes is that you no longer emit a minimum aura of light. Combined with the fact that EPP upgrades are not cumulative, you will often be in a situation where you need to craft thousands of torches to see anything. Alternatively, once the Pixel Sign maker is up at the Outpost – unlocked after the first artifact – you can create a white, lighted sign that practically shines with the force of a thousand suns.
It also costs nothing but the effort of spam-clicking the print button. Torches are still useful in that they don’t require background tiles to work, but signs are otherwise better when you can use them.
Check every vendor you see. Most of the time, a vendor’s inventory is randomly set when you meet them. This can sometimes result in fortuitous situations like a vendor selling unlimited amounts of, say, Graphene for 28px a pop.
Build your first base on an Ocean planet. If you are anything like me, you’re concerned about where your “real” base should be located. So you go planet to planet, looking for the perfect spot, and meanwhile junk and crafting benches continue to accumulate wherever you placed them (probably on your ship). Eventually, by the time you find the ideal location, you’re overwhelmed by all the items you have to move, so you stick with your first “choice.”
I recommend an Ocean planet base for two reasons. First, it’s a planet. Ship bases are perfectly viable options, but you essentially forgo easy power generation from Solar/Wind stations, and easy materials from Atmospheric Condensers. Second, Ocean planets have infinite water tiles. There are craftable Wells and other water sources wherever you are, but nothing beats the convenience of holding down left-click and soaking up as much water as you need. Or automating it all later.
Keep a Sifter up and running 24/7. A full stack of 1000 Sand will keep a Sifter occupied for quite some time, but the end result will be a dozen or more different materials, some of which can be loaded back in an Alternator to power the Sifter to continue generating free goodies. The Centrifuge is similarly useful, but certainly less perpetual… unless you have Solar panels on an Ocean planet.
Did you build a base on an Ocean planet? Lobsters are EZ-Mode. Craft some Lobster Traps and watch as they magically fill up with free food. Lobsters stack to 99, do not require cooking to eat (but you can if you want), and actually sell for a decent amount (1980px per 99 stack). While there is an indication of freshness, lobsters do not appear to spoil; this may be a bug that is fixed later.
Rice is the easiest vegetable crop to manage. Uncooked rice stacks in your inventory, never goes bad, and you only need a Campfire to cook it. Wheat is similar, but Rice does not need to be replanted (assuming you aren’t using Growing Trays). You forgo any fancy buffs, but it is incredibly straight-forward. If you haven’t found rice on a planet yet, “purchase” it from a Greenhouse.
Grow Trays/Hydroponics are niche tools. On paper, they sound amazing: drop in three seeds, a stack of water, maybe some Fertilizer, and off you go. The problem is that there isn’t a good visual indication of when the product can be harvested. Or when it runs out of water. Or when all of the output slots are full of spoiled food.
Where Grow Trays excel is when they are used either with a stackable product, such Silk, or with a food item that normally despawns when harvesting, such as Wheat. In most other situations, I prefer planting crops in dirt.
Aeroponic or Hydroponic Tubing is strictly better than dirt, once you unlock them. They are kinda expensive considering dirt and the broken sprinkler are so early in the tech tree, but there are benefits to be able to pack more plants into a smaller area (sprinklers need height to water everything). Just keep in mind that you do have to “till” the tubing before planting.
If you want the most-filling food, then you’ll want Ultimate Juice. Incidentally, it also provides +20% Jump/Energy/Health/Run Speed and a Rage effect. This requires six different crops to craft though: Boneboo, Feathercrown, Oculemon, Neonmelon, and Toxictop. Finding these crops before reaching the endgame will be a challenge.
Critical FU Functionality
Frackin’ Universe adds a lot of very complicated systems. Here are the most important/useful ones.
Power – Both Power Generators and Batteries (when charged) output X number of Watts. Plugging a 4W battery into an Arc Smelter (req. 40W) isn’t going to work. That said, wattage is cumulative on a wire. Connect ten 4W batteries to that Arc Smelter – or preferably, to a Wire Relay – and you will be in business. Just note that if you are using 40W, that is 40W less on the wire. If you have multiple stations running simultaneously, you will need a power surplus to keep all the lights on.
Terminals – A Terminal is a clickable interface that grants you access to an “Item Network.” Linking all your storage units together into an Item Network means you can use Terminals to search for and retrieve your items from a single location, e.g. the Terminal itself, instead of having to manually look for it across all your storage units.
What you’ll need:
- Storage unit(s) full of stuff
- Craft and place Storage Bridge near storage unit(s)
- (optional) Craft and place Repeater to hook into multiple Storage Bridges
- Craft and place Terminal near crafting stations
- Connect the blues to the reds, e.g. Storage Bridge to Repeater/Terminal
Item Movement – If you want to take something from one container and physically put it into another container, you want an Item Transference Device (ITD). If you click on the ITD, you will get a bunch of pseudo-programming options that I have zero interest in learning or explaining. Instead, all you really need to know is that it basically works out of the box. Connect the red circle of your container to the blue circle of the ITD, then connect the red circle of the ITD to the blue circle of the other container. Bam. All items that appear in the first slot of the first container will get moved.
For me, the most practical use of an ITD was moving items from a Lobster Trap or Growing Tray to a box automatically. If the box is actually refrigerated storage, then all the better. Red, blue, red, blue, done. If you want something more fancy, you are on your own.
One of your quick-slot items should be Dirt. If you find yourself in trouble, close off the tunnel you’re in with dirt; it will block melee and the majority of ranged attacks while you heal yourself or escape. While it’s a kinda cheesy move in vanilla Starbound, the enemies in Frackin’ Universe are exceedingly more deadly. Some enemies can pass through walls though, and explosive damage can penetrate tiles, so take care.
Always deploy with your Mech on new worlds. Depending on how much (if any) time you spend with the Mech-building side of things, your Mech will not make you invulnerable to planet effects or damage for long. That said, it will absolutely extend your life by a few precious seconds in case you get beamed down in the middle of a USCM camp full of snipers that can one-shot you. Just note that if your Mech explodes, you die with it. So either beam back up to your ship or bail.
Craft a few dozen flags and plant them everywhere. Flags are cheap to craft and act as bookmarks that allow you to get back to where you want to be quickly. Think you might die or encounter a tough fight? Plant a flag. If you come across a planet with a lot of good resources, plant a flag and name it “Penumbrite (Acid, Hot)” or whatever. This will save you oodles of time if you find yourself in a situation of needing more of X resource but being in a Y system instead.
Get an X (Radiation, etc) Ball Wand/Staff. Regardless of your fighting style, having a Wand/Staff with Radiation Ball (or whatever) will change your life. Specifically, it will allow you to attack enemies around corners/from range with guided death. Even better, you can dig a 1-block hole in a wall or floor and then squeeze your orb of death through it to murder your foes with impunity.
Cheap? Sure. Effective? Hell yeah.
Armor Combinations – There are over 100 sets of armor added with Frackin’ Universe, so determining what you want to wear can be a challenge. For the most part though, it’s best to craft a bunch of mannequins and just have specialized sets ready for each planet you beam down on. That said, here were my go-to options:
Nautilus Armor / Kraken Armor / Leviathan Armor
This armor series eventually grants you Acid, Poison/Bio, Gas, Pressure, and Oxygen immunities once you reach the end. If you combine this with the Thermal Shell EPP, you will be immune to the most common damage types. A Field Generator EPP will make you further immune to Radiation, at the expense of making lava a concern again. This will cover just about everything aside from Shadow and Insanity, which can handled with EPP Augments.
With this set, you get Oxygen, Gas, Pressure, and Radiation protection, plus technical immunity to fall damage (you float downwards). This seems like considerably less protections than the same-tier Leviathan Armor set, and it is, but the Valkyrie gear boasts a 500% weapon damage modifier instead of 276%. Definitely a glass-cannon set, with half the armor of Leviathan and a third of War Angel.
This is a “War Angel-lite” tier-6 set that provides Radiation, Heat, Cold, Breath, and Pressure immunities. Additionally, there is an extra 40% Radiation resist and a +15% bonus to Plasma weapon damage.
Basically an endgame armor, this nevertheless makes you immune to Pressure, Cold, Heat, Radiation, knockback, and all fall damage. On top of that, it provides 35% Physical Resist, so you’ll be taking less damage from mobs. Oh, and 93 Armor and tons of extra HP. Definitely a tanky set. Chain Swords deal 250% extra damage in your hands with this set as well.
EPP and Augments – Much like with Armor, there are dozens of different types of EPPs and Augments to slot into them. The ultimate goal is find a combination that works for your play-style and providing the necessary protection to survive whatever planet you’re on. That said, some of the choices are better than others.
[EPP] Thermal Shell
Providing protection against heat, cold, lava, and burning on top of 20% Fire and Ice Resistance, the Thermal Shell is one of the most useful EPPs in the game. Many armors can give you heat immunity, but none of them will save you from taking damage in lava, which is weird. Even the Field Generator, which appears to be a strict upgrade to the Thermal Shell given how it includes Radiation protection, makes you vulnerable to a lava bath once again.
[EPP] Repulsor Field Pack
While outclassed in the midgame, the Repulsor Field Pack is a fantastic early-game EPP since it provides 20% Physical and Fire Resistance. The “penalty” to Cosmic Resistances isn’t particularly relevant until much later in the game.
[EPP] Plasma Light Pack
The final word in backpack light generation, the Plasma Light Pack doesn’t appear until the endgame and may end up being a fool’s errand to chase after. While it provides Breath and Pressure Immunities, most armors offer the same by then.
[Augment] Immunity I & Immunity Field
Pretty much the final word with Augments, Immunity I provides protection against Heat, Cold, Gas, Radiation, and Proto-Poison at a base level. Immunity Field is a recent, stronger addition that grants a 2nd level protection to those same qualities while adding on Radiation Burning, Poisoning, and Liquid Nitrogen immunities. Still does nothing versus Shadow/Insanity/etc damage, so be wary of what planets you are beaming to. Although having a specialized armor set against those qualities with a Thermal Shell with an Immunity Field Augment to handle the rest will do you well.
When I came back into WoW during Legion, I had two long-term goals:
- Getting (mythic) Living Wood Spaulders
- Getting Tunic of Unwavering Devotion, or Skimpy Demonleather Tunic
Having finally gotten both items after some trial and error (and weeks of RNG), here is a mini-guide in case you want to follow in my footsteps:
Living Wood Spaulders
Why: the mythic version of these druid-exclusive shoulders have insect-like wings that are animated. While they will only be visible on Boomkin (with the Astral glyph) or Resto druids, the effect is rather striking.
How: Living Wood Spaulders drop from mythic Operator Thogar in the Blackrock Foundry raid from Warlords of Draenor. You will have the best chance of getting this item if you are at least level 111, as that triggers “Legacy Loot” and you’ll get ~5 pieces instead of just one.
That said, the first step is getting to the raid site. Garrison Hearth and then take a Flight Path to Gorgand. Fly or mount up to the raid entrance, which looks like this:
Be sure that the raid difficulty is set to Mythic. Once inside, avoid the trash and head to the right.
Before you can access Operator Thogar, you will have to kill Beastlord Darmac. This fight is relatively easy as a level 111 Boomkin, with one enormous caveat: you must avoid Pin Down. Periodically during the fight, there will be a faint horn sound and a small, swirling cloud graphic will appear. Within 2-3 seconds, a spear will hit the ground at that spot and, if hit, will render you unable to move or take action, permanently. If you manage to cast a persistent AoE (e.g. Starfall) right before getting pinned, there’s a small chance the damage will be enough to kill the spear and free you. Otherwise, you will have to wait several minutes while you slowly and helplessly get killed.
The second complicating factor in this fight is when Beastlord Darmac mounts Dreadwing, which is the dragon-looking beast in the back. Dreadwing has the Conflagration ability, which will essentially disorient you for ~10 seconds at a time. You can (and will) get CC’d by this ability and then be unable to move away from the Pin Down ability, which will (eventually) kill you. It’s exactly as frustrating as it sounds. Sometimes you might get lucky and the timing will be off (e.g. the Pin Down happens first), but you cannot rely on that all the time. Thus, I recommend starting the fight with Beastlord Darmac towards the rear of the room, closest to Dreadwing, so that he mounts Dreadwing first, and you won’t waste time beating the other beasts before seeing if you’ll survive the encounter.
Operator Thogar is a relatively more simple encounter at these levels. DoT him up, run out of the flames/electricity, AoE adds, and avoid being hit by the trains. You’ll be able to tell which tracks are safe by watching the train doors at either end of the room. Things were a bit more dicey in Legion, but if you get to level 111 and equip at least the crafted 225 ilevel gear in your slots, you should not have too many problems.
As mentioned, I completed the above as a level 111 Boomkin with ~225 ilevel gear. I recommend picking up Restoration Affinity over the other options, as I found Swiftmend (instant heal on 30-second cooldown) to be extremely useful if I accidentally took a lot of damage, like getting hit by a train. I cannot speak for whether Guardian or Feral would have been easier specs to farm this item.
Tunic of Unwavering Devotion
Why: this item is an incredibly risque leather chestpiece. Like, whoa.
How: There are technically three sources for this particular armor model. The first is the Demon Hunter PvP set for Legion. If you have X Marks of Honor, you can buy the entire armor set and be done with it. Note: you will only be able to transmog the set on your Demon Hunter.
The second source is the Legion world boss Ana-Mouz. This boss cannot be solo-farmed by any leather-wearing class that I know of, specifically because she will periodically cast a spell which will Mind-Control you after ~5 seconds. Now that I think about it, you might be able to pull it off if you switch to a healing spec and dispel yourself. Regardless, world bosses are on like a 12-week rotation, so it’s incredibly unreliable to farm her anyway.
The third, confirmed soloable method is killing Trilliax, the 3rd raid boss in Nighthold. My druid is still low-level, so I actually went in as a fresh, level 120 Demon Hunter with an average ilevel of 290. Make sure the raid is set to Normal, and you purchased some of those extra-roll coins!
Where is the entrance to Nighthold? Here are some pictures:
Zone in, clear/avoid trash until you get to the first boss, Skorpyron. This encounter took a while, but was completed with relative ease as DPS Demon Hunter. Make sure to save a few of your AoE spells for when the adds are activated. Also note that there will be a short burst window when the boss takes a lot of extra damage. Save your DPS cooldowns for then.
The second boss is Chronomatic Anomaly. This boss has an instant-kill debuff you would normally have to worry about, but there’s a trick to avoiding it. DPS the boss as normal, avoiding damage as best you can, until the add spawns. Run over and kill the adds, including the smaller ones that appear, but do not click the orb. The boss will essentially channel an AoE with stacking damage until the orb is used, but he otherwise doesn’t stack the debuff. So, basically, kill him during the channel. The level difference will allow you to survive 20+ stacks of the increasing damage, and you should be able to kill him before you’re whittled down. You might able to use the orb to buy yourself some more time, but I didn’t have a problem at ilevel 290.
Finally, there is Trilliax. Change to tank-spec for this fight. Trilliax will cast Arcane Slash periodically, which will give you a stacking debuff to damage taken, and I was not able to kite him long enough for the debuff to fall off. In tank-spec, your only real worry is the Enrage timer. To this end, make sure you maximize DPS as much as you can. For example, I took Abyssal Strike + Flame Crash, which gave me two additional uses of Sigil of Flame. Every DPS gain you can eek out is necessary! There’s nothing more frustrating than dying to Enrage timers when the boss is at 5%.
As mentioned, I completed the above as a new, level 120 Demon Hunter with an average ilevel of 290. I cannot speak to how a Druid, Rogue, or Monk might fair in these same fights.
End of post.
Not really, but close. While you can sometimes make tens or hundreds of thousands of gold by flipping AH items or getting a BoE epic drop, spotting an Anchor Weed node and looting the equivalent of 1200g on the spot is one of the few means for the everyday player to experience something similar. So, ideally, whatever herbs you are picking, you will want to maximize those Anchor Weed nodes. Usually.
My personal go-to farming route is the Tiragarde Sound/Norwington Estate river area:
There’s a short flightpath that drops you off in Hatherford, and just follow the river in a counter-clockwise manner. If you don’t see any Riverbud within about 100 yards, that means someone is already farming the route ahead of you, and you should either wait in place for respawns, or go somewhere else.
I farmed for about 7.5 minutes and received:
- Siren’s Pollen x24 (1314g)
- Riverbud x62 (1319g)
- Star Moss x12 (155g)
- Sea Stalk x31 (413g)
- Total = ~3200g per 7.5 min, or 25,608g/hour
Prices current as of this past Saturday on Sargeras-US. Your own prices may vary. Also, I had 3-stars for every herb but Anchor Weed at the time, so your own yields may vary too.
Another option is the extremely well-known Drustvar Winter’s Kiss loop:
I have never had any particular amount of success on this route, precisely because everyone is doing it. While the sheer number of densely-packed Winter’s Kiss makes this area great for “forcing” Anchor Weed spawns (since Anchor Weed has a chance to spawn after a node is tapped), the problem is that Winter’s Kiss itself is practically useless as an herb. On Sargeras-US (as of this past weekend), Riverbud is 22.83g whereas Winter’s Kiss is 15.58g. That might not seem like much, but it’s a difference of 1450g per stack of herbs farmed. Or put another way, you can expect to receive ~35g more per node of Riverbud than Winter’s Kiss.
The unsung hero herb of this expansion is obvious in retrospect, but bears repeating now: Siren’s Pollen. Current pricing on Sargeras put this at 67g per herb, which is almost as much per node as a single Anchor Weed. It was “obvious” that this herb would hold the most value because A) it’s used for Agility/Intellect potions, health pots, and Strength Flasks, B) it cannot spawn Anchor Weed nodes, and C) it’s annoying to gather (growing on trees). Star Moss is also annoying to gather and doesn’t spawn Anchor Weed nodes, but is only really used for Strength potions (and Stamina potions/flasks).
There is not one particularly good route for Siren’s Pollen in any case. The Riverbud route will give you a few nodes, or you can follow the east side of Drustvar like so:
After farming for 7.5 minutes, I received:
- Siren’s Pollen x34 (1862g)
- Winter’s Kiss x19 (225g)
- Star Moss x7 (91g)
- Riverbud x11 (234g)
- Anchor Weed x7 (3315g)
- Total = ~5727g per 7.5 min, or 45,816g/hour
The yield seems amazing compared to the Riverbud route, but any route will be amazing after hitting two Anchor Weed nodes. If we assume those two nodes would have been Riverbud instead, the actual yield would have been 21,000g/hour. Given the price of Siren’s Pollen, it’s possible that this particular route was already being farmed – there certainly weren’t many nodes until I hit the south – but that’s a risk you take.
Kinnings Lodge route is another option:
- Siren’s Pollen x45 (2464g)
- Riverbud x3 (64g)
- Winter’s Kiss x14 (166g)
- Star Moss x35 (453g)
- Sea Stalk x49 (653g)
- Total = 3800g per 9.5 min, or 24,000g/hour
Note that the above took longer than 7.5 minutes to complete the loop. I was also less familiar with it, but you can get the general idea.
Specifically, farming Blood-Stained Bones. Leather prices are up and down, but Blood-Stained Bones are pretty consistently 35-48g apiece. Many of the hyper-farms have been nerfed already – apparently there were a few 3k HP mobs that could be skinned for full rewards somewhere – but the Quillrat farm in Drustvar continues to spawn endless amounts of walking leather:
I turned my Boomkin into a Skinner specifically for this farm. Gather up ~10 mobs, lead them ~10 yards away (important!), DoT them all, then use Treants to survive and nuke the rest down. Any Calcified Bones you get are a total waste, and Alliance can’t really get 3-Stars with bone gathering before level 120 (requires a Horde dungeon), but you can still get a couple dozen Blood-Stained Bones relatively quickly.
Herbalism is higher gold/hour generally, but killing mobs does give you a slight chance to hit a BoE epic or some other drop that can sometimes make up for it. Plus, occasionally Coarse Leather prices creep back up.
Seriously though, it’s a waste. On Sargeras-US, ore is around 28-32g apiece no matter what kind. In fact, you often lose money anytime a Platinum Ore node appears, because Blizzard is a small indie company who can’t spare the resources to make reasonable Professions. Prices are better on smaller servers, but so too are herb prices. Plus, you know, you can herb with Sky Golem and hit nodes within 0.5 seconds.
As mentioned before, sometimes you can hit it big if the Warfront Contribution requires something like Monelite Ore, which saw prices increase to 80g per ore. That is definitely more than most other herbs. The problem is that those prices last for maybe a week, and then collapse back down. It’s a better use of time, IMO, to farm slightly lower-priced herbs with a chance at Anchor Weed, and then just buy the ore you need when you need it.
Fishing has rapidly fallen on hard times compared to the beginning of the expansion. Midnight Salmon is still worth 206g apiece, but that is down significantly from where it was at. On Sargeras, there are two fish worth around 40g apiece: Slimy Mackerel and Redtail Loach.
Slimy Mackerel can only be caught off the coast of the Horde island. There are pools for it, but you are likely better off just free-casting into the ocean, where you have a 50/50 shot of Slimy Mackerel and Sand Shifter. Slimy Mackerel will likely maintain its price for a while, as it can be cooked into +Haste food.
Redtail Loach is the inland fish also caught on the Horde island. I’m not particularly convinced it will maintain its price, given the fact that it’s only actually used for creating the raid feast.
Beyond that, the remaining fish sell for 20g or less, and thus not worth it, IMO. In fact, Fishing in general is a pretty poor choice of gold-making activity unless you enjoy it specifically. It might seem exciting getting 40g per fish, or even nabbing a Midnight Salmon, but keep in mind you can get 5-7 herbs per node that sell for just as much.
Holy shit, guys. If you were not online during the first four hours of the Alliance Warfront Contributions on a high-pop server… then I’m sorry. You can still make some coin, but probably not “selling a 2g item for 250g” level of coin.
Overall, I collected 120,000g in AH sales on Sunday, without expressly stockpiling anything.
Warfront Contributions are a week-long event in which max-level characters of a specific faction can turn in items for +500 Azerite Power and +75 reputation. There are two default turn-ins of 100g and 100 War Resources. The other nine turn-ins are “random” items from various professions.
This week for Alliance NA, we have:
- Coastal Mana Potion – 20x
- Meaty Haunch – 60x
- Monelite Ore – 60x
- Coarse Leather – 60x
- Battle Flag: Phalanx Defense – 1x
- Straddling Viridium – 15x
- Incendiary Ammunition – 2x
- Enchant Ring – Seal of Versatility – 3x
- War-Scroll of Intellect – 3x
- Donations: Gold – 100
- Donations: War Resources – 100x
If you’ll recall, Horde had a similar Contributions list two weeks ago:
- Steelskin Potion – 2
- Monel-Hardened Stirrups – 2
- Enchant Ring – Seal of Versatility – 3
- Crow’s Nest Scope – 6
- Great Sea Catfish – 60
- Straddling Viridium – 15
- Coarse Leather Barding – 2
- War-Scroll of Fortitude – 3
- Tidespray Linen – 60
So, the first thing to note is that the same item can appear week-to-week. This will severely complicate the notion of buying up stockpiles of items for the next turn-in. On the other hand, when certain items fall to levels that may as well be vendor priced, well… sometimes that 1000:1 odds may work in your favor. For example, people were selling the Crafting glove enchants for like 1g apiece. I bought 300 of them. Maybe they will become the turn-in in October, and I can make a killing. Maybe it won’t.
This leads to only note that matters:
Raw Materials Are King
I have consistently been purchasing any ore priced under 20g. The idea was to collect some spare mats to level up Blacksmithing and/or Engineering on an alt in the future, but it allowed me to capitalize on the fact that Monelite Ore went from 20g to 80g apiece. For those keeping track at home, this meant I made a profit of 12,000g per stack. I did not sell them in stacks though, of course, I sold them in auctions of 60 to match the Warfront quests.
Incidentally, I did not have a stockpile of Straddling Viridium ready to go when the Warfront Contributions went live; my bet was on Insightful Rubellite. But I do have a JC character, so let’s look at the prices of Storm Silver Ore and Platinum Ore…
It was barely above 25g, and that’s because I bought out everything below that amount. So, I prospected all that Storm Silver Ore, then cut all the Viridium and sold them in groups of 15, with each individual gem selling for 250g+. The precise numbers might have been needed to be crunched to see how I fared fishing for Viridium – it costs at least 125g every time I pressed that Prospect button – if not for the fact that every other outcome was pure bonus. Well, most of them. Owlseye is 580g and Kracken’s Eye is nearly 2000g. But then, someone decided to pay an absurd amount for even raw Rubellite and Kyanite for some reason, so my averages kept going up.
Do they know something I don’t? Who cares! I have always been a huge advocate for mild success over complete dominance, assuming the former takes a fraction of the effort as the latter. Besides, in a worst-case scenario, I simply prospect some more ore and compete with them on their secret strategy or whatever.
Some other easy wins on the Contribution list were Coarse Leather and Meaty Haunch. If you have a Skinner, they can drop from the same mobs, and hey, Blood-Stained Bone still sells for 35-50g apiece too. That’s practically a triple-threat all by itself. More farming tips will be in Friday’s post.
Strategy Going Forward
As with real life, the key to making bank via Contributions is owning the means of production. In this case, raw materials. Instead of stockpiling Coarse Leather Barding in anticipation of those items making a return, just bank a bunch of Coarse Leather instead. Profession alts are easy to make this time around, and one Leatherworker will let you take those materials and turn them into whatever you need crafted. Or in this week’s case, just sell the material straight-up.
While I recommend primarily raw materials, do keep an eye out to those selling below mat-cost just to recoup leveling costs. I’m note sure if any of those glove enchants will come up as an item turn-in, for example, but they sure as hell cost WAY less than the 5 Gloom Dust that it takes to craft them.
If you want to actively make gold in Battle for Azeroth, go farm some herbs.
If instead you want to kinda kick back and get a couple hundred gold a day for doing not much at all (assuming you played in these expansions), then stick around.
Garrison (Warlords of Draenor)
Oh how the mighty have fallen. Mostly.
Back in the day, your Garrison was printing gold every day with missions worth thousands of hard currency. All of that has been stripped out, to the point where even opening those salvage bags rewards gear that vendors for 5 copper. But here’s the thing: there’s still gold in them there hills. You just have to dig a little deeper.
Mission Table: Medallion of the Legion
If you have a level 3 garrison with full followers, there’s still the possibility of lucking into one of those missions that rewards a Medallion of the Legion. This is a reputation consumable still in high demand because it allows you to get that much closer to unlocking WoD flying. On Sargeras-US, the current price is 8222g but I sold one a month ago for 15,000g. It’s not consistent money, but it’s something worth checking out on occasion.
You will naturally accumulate up to 500 Garrison Resources (GR) every ~ 3 days per character. Additionally, if you have high-level followers and Garrison overall, there is the possibility of landing missions that reward up to 1650 GR by themselves.
Why does this matter? If you build even a level 1 Trading Post, you can turn GR into a few trade goods that still sell for a pretty penny. Those include:
- True Iron Ore (15.26g)
- Sumptuous Fur (8.82g)
- Raw Beast Hide (11.94g)
- Sometimes fish meat
With the best trader (changes daily), you can get 1 good for every 16 GR traded. If that good is worth 8g on average, then each individual GR is worth 50s. This means that the 500 GR you receive every few days is worth 250g, and those big GR missions can net the equivalent of 825g. This is not as lucrative or consistent as a MoP farm, but considering you likely have Garrisons on all your toons already, it’s decent coin for doing nothing other than logging into characters twice a week.
Guess what? Hexweave Bags are still a thing. Somehow.
If you have a Tailoring alt, have them endure a loading screen or two and pump out a Hexweave Bag every 2-3 days. According to this Reddit thread, at peak efficiency the material cost is 116 Sumptuous Fur (1023g), 16 Gorgrond Flytrap (12g), and 10 Sorcerous Earth (98.5g). That’s 1134g in mats for something that still sells for ~1900g or more.
Incidentally, stop buying Hexweave Bags. Sell them, don’t buy them. Deep Sea Bags are also 30-slot bags, and at Rank 1 the material cost is 30 Deep Sea Satin (910g) and 15 Tidespray Linen (296g) and 9g in thread. Deep Sea Bag prices are crashing down currently, and sell for
1250g less than 1k gold (!!!) on Sargeras-US. That’s barely above Rank 1 material costs, but the bags are great for leveling up Tailoring, and the Rank 3 material cost is ~210g cheaper.
These prices are high because Tidespray Linen is almost 20g per cloth on Sargeras-US. That’s likely because a lot of the hyper-farms in BfA have been nerfed in the past few days, but I expect prices to lower over time naturally. This will drive down the costs for making Deep Sea Bags. Which appear to have zero bearing on the price of Hexweave Bags, but it’s something to keep in mind.
Primal Spirit Vendor
Have a bunch of Primal Spirits laying around? Convert them to gold, vendor-style!
Primal Spirits are BoP crafting materials that you used to earn in WoD content, much like Blood of Sargeras in Legion. Whether you have an unknown stockpile of them on one of your alts, or if you end up running Garrison Missions that have them as rewards, 25 Primal Spirits can be traded for a Savage Blood, which can be traded back to a Trading Post vendor for a bag which always contains ~50g and some change. So, in other words, each Primal Spirit is worth about 2g minimum.
You can technically trade Primal Spirits for other things, including BoP crafting materials like Hexweave Cloth and the like. However, the conversion rate is fairly abysmal for anything but the Savage Blood route. Technically, converting 500 Primal Spirits into one Hexweave Bag is an improvement – whatever Hexweave Bags are selling for vs 1000g – it it is not usually worth the hassle. And besides, who has 500 Primal Spirits hanging around? It’s much more likely to convert any of those “30+ Primal Spirit” Garrison Mission rewards.
No engineer? No problem! You can still craft Goblin Gliders with just the engineering hut active in your Garrison. The material costs are:
- 8 True Iron Ore (122g)
- 5 Sumptuous Fur (44g)
Since you receive 5 Goblin Gliders per craft, that comes out to be 33g per Glider. And you can currently sell them on the AH for… 30g. Oops.
Still, Goblin Gliders are worth checking out as a revenue stream once the prices of True Iron Ore and/or Sumptuous Fur come down. If we look at the median prices of these mats instead of their current prices, each Glider costs around 28g to make. That’s… still not even close to being worth it.
In any case, that’s that. Definitely not as good as the MoP farm, IMO, but it’s likely that you have a stable of alts with high-level Garrisons already, including a free hearthstone. As always, you could earn a lot more per hour by farming herbs or whatever in BfA zones. These “passive” income streams don’t require any thought however, and can easily fit into your warm-up or cool-down routines while playing.
If you want to actively make gold in Battle for Azeroth, go farm some herbs.
If instead you want to kinda kick back and get a couple hundred gold a day for doing not much at all (assuming you played in these expansions), then stick around. I might just blow your mind.
Sunsong Ranch (Mists of Pandaria)
Did you unlock all 16 slots in your MoP farm back in the day? Congrats on your free money.
Easiest/Quickest Sale: Spirit of Harmony (avg 480g/day)
Right now on Sargeras-US, one Spirit of Harmony is selling for around 300g apiece. If you plant Songbell Seeds in all the plots, you will generate 1.6 Spirits of Harmony per day, per character. A bag of Songbell Seeds has 10 “charges” and costs 30g, so your outlay is 75s per node (30g / 40) or about 7.5g per Spirit of Harmony.
Overall, you should be earning the equivalent of 480g without much thought or particular effort.
Medium-level Effort: trade in Spirit of Harmony (avg 707g-793g/day)
Keep in mind that Spirit of Harmony can also be exchanged for various other things, which can potentially be sold for more. The vendors will be in your faction hub in Vale of the Eternal Blossoms, and they sell things like this:
For example, it’s possible that 20 Ghost Iron Ore (or 10 Ghost Iron Bars) will be worth more than a Spirit of Harmony by itself. On Sargeras-US, the price of Ghost Iron Ore is 22.1g apiece, so turning the Spirit of Harmony you just farmed (or bought on the AH) into 20 Ghost Iron Ore will net you 442g with six Motes of Harmony left over. Or looked at another way, each Mote of Harmony is worth 2 Ghost Iron Ore, so you should average 707g (32 * 22.1g) a day, assuming these prices.
To kick it up another notch, check the prices of Ghost Iron Bars. Right now, they are at 49.57g apiece on Sargeras-US, so having a Miner who can smelt bars will turn that haul into an average of 793g (32 / 2 *49.57g) a day.
Maximum Profits: Snakeroot Seed (avg 1016g-1428g/day)
Can we go deeper down the rabbit hole? Yes, we can. Specifically, Snakeroot Seed-deep.
Instead of planting Songbell Seeds, you plant Snakeroot Seeds. Now each node you harvest will result in 1 Trillium Ore (black or white) and 0-2 Ghost Iron Ore. The results are highly random: sometimes you will get 8 Trillium of each color, sometimes you will get 16 of one color. The total amount of Ghost Iron will also be random, but I typically net between 7-17 Ghost Iron Ore.
So, again, Sargeras-US figures:
- Black Trillium Ore: 91.5g
- White Trillium Ore: 53.96g
- Trillium Bar: 359.8g
- Ghost Iron Ore: 22.1g
- Ghost Iron Bar: 49.57g
Assuming a worst-case scenario, with the least-profitable outcomes: 1,016g (16 * 53.96g + 7 * 22.1g). If you achieve balance in all things, you can see 1428g (8 * 53.96g + 8 * 91.5g + 12 * 22.1g)
You may note that Trillium Bar is currently selling for well below material price (it takes 2 Trillium Ore of each color to smelt one bar). That’s because Alchemists can transmute 10 Ghost Iron Bars into 1 Trillium Bar all day long, with zero cooldown. That method is also below material cost, but it’s augmented by the fact that Transmute specialists can get Trillium Bar procs.
I’m listing Snakeroot Seeds last despite them being the most profitable because it’s inherently more risky. Spirits of Harmony is something that can be turned into all sorts of other things, as needed. The demand for them is constant, and high. Golden Lotus is selling for 188g apiece, for example, so you can technically turn that 300g Spirit of Harmony into 376g of Golden Lotus pretty quick. Meanwhile, it’s hard to tell who is buying Trillium Ore at these prices.
Bonus Round: Sky Golem (avg 2613g/day)
If you’re curious as to why people still need any of these materials, it’s probably because of Sky Golems. One of the required mats is an Engineering daily (x30) “transmute” which requires 10 Ghost Iron Bars. The other required material is Living Steel x30, which is a daily Alchemy transmute of 6 Trillium Bars (or 3 Trillium Bars and 3 Spirit of Harmony, with no cooldown).
If you bought everything off the AH, that would mean:
- 300 Ghost Iron Bars (14,871g)
- 30 Living Steel (55,730.1g)
- or 180 Trillium Bar (64,764g)
Considering the current price of Sky Golems are hovering around 149k, that is a tasty profit margin. Unfortunately, there is no way to speed up the Engineering transmute cooldown, so the Sky Golem can only be crafted after 30 full days. However, if you want to be a do-it-yourselfer, then a Snakeroot Farm will actually give you all the materials you would need to craft the Sky Golem from scratch. Eventually. I wouldn’t recommend it though, unless you don’t have the starting capital laying around.
…which you can certainly start accumulating by working your farm. Or actively farming BfA mats.