UnReal World > Gameplay questions

What are some good early game barter items?

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Tarwathiel:
I used to use the board method until I got a couple decent tools but it doesn’t seem like this works anymore. Are fox traps or wood cups viable? Thanks for any info all!

Tom H:
Early on, there isn't much that you can make that the villagers consider valuable. Depending on the type of PC you create, some cannot actually make anything! I've played PCs that took two days just to make a simple shelter! And, they had not the simple skill of making a javelin!

However, assuming moderate skill in woodworking, the easiest items I can think of are Fine clubs and Decent javelins. My new PCs usually start off by trading up their minimal possessions, e.g., some clothing, some javelins, and clubs, for an improved ax, or a spear, or bow. I'll always trade for a cord or loop snare, which they trade for a couple of pieces of dried meat, or a javelin. Ropes, needed for a raft, can be had for about 3-4 javelins.

Once you get a good kill, the dried meat or even raw meat is good for a lot of items that you'll covet.

I strongly suggest that your new PC accomplish the missions and receive the free hand ax and fishing pole. The ax will be useful in trading up, while the pole will be vital in keeping food on the table.

Paw board traps, yes, they are good trade items. The problem is that they are labor intensive> Fell a tree, make boards, make traps. Early on, it's tough enough finding food, eh? Without specific tools, every step becomes more time-consuming, whereas a handful of javelins can usually be made while performing the rudimentary missions.

In my experience, the number one method to good, early trading is to kill a Njerp! Honestly, that's a single action that breaks the poverty logjam. The second best is the kill of a large animal.

More_tribal_interaction:
Bowls, cups, paw boards, and javelins. You can also set small deadfall traps which don't require cords to get food, furs, or leather.

Prioritise the tools which would allow you to hunt, fish, or craft effectively.

More_tribal_interaction:
If you want to kill njerps, do take note:
1) Ensure the njerp doesn't have arrows.
2) Have at least 7 javelins, and at least 50 in spears.
3) Don't bring non combat items. Drop them before zooming in
4) Kite the njerp! If you miss from two tiles away, and the njerp is closing in, wield the javelin and keep retreating.

PALU:
I'm generally trying to go along the self sufficiency route with trading limited to items that can't be produced, and on that path the meat from the first big kill is useful. You can't eat all that meat anyway before it goes bad, so I tend to roast it and haul it to the nearest village to trade for some essential item(s). The same goes for further kills until I get the resources (a "sauna" and cords) to preserve the meat for my own character's use (I know you can use a real sauna in a village to smoke meat, but I've never done that).

Killing Njerps is dangerous, but definitely lucrative. If you've got a fast character it can be done comparatively safely, provided the Njerp doesn't have ranged weapons, while a slower character will take a significant risk. Also note that rocks can be used to pelt a slower enemy once the bugger has been worn down by exhaustion. In fact, when an enemy is breathless, you can lead them around and then go back and pick up the used rocks to throw them again. I generally don't use more than 3 javelins, 2 of which are thrown and the third being used as an emergency spear, while a decent pile of rocks are used for the bulk of the task, but mind the load so the enemy doesn't get a chance to catch up!

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