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Thieves Guild



AuthorThieves Guild
How exactly it is profitable?

I'm definitely new to that guild personally though not new to the game.

1. It gives around 40 around for TG 0 and around 640 Gold TG14, 700 gold for TG16
Of course there will be variation in few amounts, I have not checked for all TG levels.

Do they give anything else too? except Artifacts for each TG level?

2. Anyways let's say I bought the Invitation through saving up gold, so selling the TG invitation which I receive through levels, is just going to be a reimbursement, nothing else. Infact might be a loss, taking the commission into account.

3. We need to use high AP arts as and when we start leveling up in TG and wouldn't that eventually result in loss?

Of course this is not a business game that we take each battle into account for the Gold gain and loss suffered in each battle.
Just wanted bit more information on that.
I wouldn't say it's designed to be profitable (unlike HG and MG).

1. You can at the higher levels still use min AP and get a decent win rate (like elf) of above 50%. And that will be profit.
Basically you're after the initiative which is very important in both PvP and PvE. If you don't get it you will be increasingly behind your peers in PvP and for PvE you may find yourself losing hard hunts because your troops were too slow.
2. You may also make a small profit in selling your TGI. :)

3. You don't NEED to use high AP arts, many players don't. I prefer to use slightly higher cost for a better win rate.

Sorry for 2 posts, on mobile.
It's profitable in the form of stats. Each level grants +1% initiative, and TG5 vs someone else that has no TG bonus can be a huge difference in move order. Additionally, it's another form of battles for XP/FSP. The ratios aren't too bad. If you think about it, you can only do so many battles in a certain amount of time unless you seek PVP (many consider duels and GBs a bad idea for character development. Hunts and mercenary quests come around a couple times per hour, but TG can be done until a loss happens. Many people find Min AP TG battles very doable with certain factions, so art cost is not a huge factor. Losses make the next battles easier, so you can cycle through several wins, get a loss, then repeat.
It is profitable at higher lvl's even with mid AP.
Tbh i don't think anyone plays TG for sake of making profit ( apart from selling back your TGI ).
Extra init is the main reason, otherwise there are several other ways to grind fsp or gold, and much more efficiently.
Basically you're after the initiative which is very important in both PvP and PvE.
This, like Meshy says.

People do TG for the Initiative.
> Nothing more.

Its the Guild, with the highest % 'Loss/Defeat Ratio' in the game, I think.
>Its the Guild, with the highest % 'Loss/Defeat Ratio' in the game, I think.

That would be Commanders Guild for me thank you very much.
I would think loss and defeat are the same thing but okay.
@meshy turn your phone horizontaly, then you don't have to write 2 messages
TG is profitable after you reach 6 or 7 and assuming you are ambushing on min AP with a decent TG faction (i.e. elf,dwarf,DE etc.). Even with 50% win rate you will have some profit after a bit.

The reason is the money you get from ambushing is multiplied by your TG level.

In the long term, the best way to do TG is using min AP because this way you get the most guild points/experience ratio (which is what matters most after you get to the higher Combat Levels).

FSP/XP ratio is the same regardless of AP. When you lose XP/FSP ratio is very bad. Therefore if you see a caravan and you are certain you will lose, it is worth it to lose big (i.e. play as bad as you can) so will get low XP.

Some people play in high AP because it slightly increases their win percentage and they reduce the bad xp/fsp ratio from losses. This is a valid option - however i find the gains from such a strategy very little in the long run (my win rate with elf is above 60% in min AP).
Alrighty then, Thank You :)
closed by Gameaddict (2018-12-28 08:08:35)
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