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Coin

OverviewEdit

The game is best thought of as a means to read a story. To that end, until you are approaching the high level (all stats at or near cap and so forth), the best sources of Echos are the content you're seeing. There is very little that may be considered truly "profitable" before the player becomes a A Person of Some Importance (PoSI), given both content locks and stat requirements. Even then, many money-making grinds require significant investment in capital or end-game leveled stats in order to be completed reliably and efficiently,

The GrindsEdit

The short version, for those looking for a TL/DR: The best strategy is to curate your deck carefully, play good cards and discard bad ones, and use the remaining actions to excavate the Tomb of the Silken Thread in the Forgotten Quarter. Other good grinds include trading Orphans to the Court of the Wakeful Eye in exchange for Tribute, or building up Attar while in Arbor to swap for Favours in High Places. A notable benefit of Expeditions is that the player remains in London for the entire duration of the grind—and thus draws from their Opportunity Deck—while the other methods require time to be spent in special locations.

Your best methods for echo grinding are the following:

Fate-lockedEdit

  • Fate-locked selling your soul (28.15 EPA, increasing amounts of Fate required)
  • Fate-locked expeditions (7 Fate for 5.3 EPA [under correct conditions])
  • Doubt Street with a Fate-locked whirring contraption source (1 for 4.71 EPA)
  • Tanah-Chook, unlocked by the "All Things Must End" Exceptional story (1.8 EPA)
  • Fate-locked selling your soul (1.8 EPA, easily locked out of)
  • Fate-locked Soul Trade (1.75 EPA)

Regular GrindsEdit

The following can be done only with skill-checks.

Luck-based GrindsEdit

The following have a range in pay-outs and should only be considered in large batches for an overall EPA.

  • Polythreme with a 5 card lodgings (2.1 EPA on a perfect run, averages 1.71 - 1.76 EPA depending on luck odds and excluding the cost of getting to/from Polythreme and acquiring an extra card for the grind)
  • Tale of the Fidgeting Writer (~1.92 EPA without grinding items, ~1.57 with grinding. It is recommended that players convert large batches of Tales of Terror (e.g., thousands) at a time given the heavy RNG influence in this storyline.
    • This storyline requires at least Watchful 120, though it is composed entirely of Luck challenges.
  • Heists in the Flit (1.94 to 1.998 EPA, depending on risks taken. Read the entire comment section for details.) [The new heists kicked this into competitive territory, but they're still very chance-based--a simulator suggests an EPA of approximately 1.78, once accounting for Luck challenges and Menace gains. Heists also require a substantial preliminary investment in order to maximize the player's chances, such as Intricate Kifers, Dreaded 10, and a 5-Card Lodging. However, Heists do have the advantage of allowing for Opportunity Deck refreshes.]
  • Port Carnelian (1.9+ EPA)
    • 2.1+ EPA with optimal (within sane limits) strategy. Port Carnelian may be used to raise Tribute for the Orphan-grind as well.

HistoricalEdit

As the game has added new content, grinds that were once relatively profitable have fallen out of favor.

Reference Edit

These aren't grinds, classically, but are here to show you how many echoes you're earning.

Unfinished BusinessEdit

Most Unfinished Business storylets average 1 Echo per action in a specific type of item. Note that this means they are roughly equivalent to a 2 EPA grind that is used to buy the items directly from the Bazaar. Rare successes and ranged successes alter the overall EPA of Unfinished Business in the following instances:

Unknown EPA Edit

CardsEdit

This section only lists cards with greater than 1.5 EPA.

Rare Frequency Cards:

Grinding (3200) Scraps to trade in with one of the Relickers for a Tier 8 (1562.5e) item is only efficient if an average rate of 3+ Scraps per action is maintained, giving roughly 1.5 EPA. Scraps are generally worth approximately .5e each.

The NadirEdit

The Nadir, which is unlocked with the conclusion of the Secular Missionary storyline, is also a notable source of profit. However, players are forcibly ejected from the cave when reaching 10 x Irrigo. It is not possible to return until the next visit from Time, the Healer (unless they wish to pay 50 Fate). Accumulating large amounts of Irrigo results in significant reduction of the four main attributes.

The most profitable action in the game is A special delivery? although it is very expensive. There are more efficient ways to gain money via Fate, such as the Gallery of Serpents expedition.

As a point of reference, grinding 11712.8e for an Overgoat via the Special Delivery would take 37.48 actions and 1874 Fate, or $334.64 (even with the most efficient Fate purchase rate of 280 Fate per $50). Cider would take 512 actions and 25600 Fate, or $4571.43—you could achieve immortality in just a few days. Financially speaking, though, you'd be better off waiting for another Cider auction.

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