Perilous Legends Wiki

Trade Packs

Craft a region's goods, strap them to your back, and haul them to a town that will pay for them - the further and the riskier the road, the bigger the payout.

Overview

Trade packs are the shard's caravan trade. You do not buy a pack - you craft one from a town's own recipe out of crops, honey, and livestock you grew or bought, then carry it overland to a buyer in another town. The pack rides on your back the whole way, and it pays out based on how far you took it and how hungry the destination is for the goods.

It is one of the best gold-per-hour activities in the game, but it is not passive and it is not safe. A loaded pack cannot recall or gate, slows you on a mount, and marks you as a walking payday. Players who learn the routes and travel in numbers do very well. Lone haulers who wander a full pack through hostile ground tend to donate it to whoever finds them.

The Loop

The cycle is always the same:

  1. Gather the goods. Each recipe wants two stacks of regional produce plus a Merchant Certificate. Grow them, buy them, or trade for them - see Farming & Livestock.
  2. Craft the pack. Use that town's Specialty Workbench. The finished pack is stamped with its origin town and auto-shouldered onto your back.
  3. Haul it. You keep it on the whole trip. See Carrying a Pack for what that costs you.
  4. Turn it in. Double-click a Trade Outlet in a different town (or Tortuga's Black Market) while standing next to it. Gold goes to the bank; a treasure cache goes to your pack.

Crafting a Pack

Every producer town has one Specialty Workbench, and each bench only shows that town's recipe. You cannot craft a Minoc pack at the Britain bench - the region lock is what forces goods to move around the map. A standard recipe is 20 of one crop + 10 of another + 1 Merchant Certificate, and each craft costs 50 stamina.

Standard trade pack recipes, by town
TownPackIngredients
BritainRoyal Honey Loaves20 Wheat + 10 Honey + 1 Certificate
Skara BraeLavender Sachets20 Lavender + 10 Cotton + 1 Certificate
YewAbbey Mead20 Hops + 10 Honey + 1 Certificate
TrinsicCured Olive Crate20 Olives + 10 Lemons + 1 Certificate
MinocSmoked Pipeweed20 Tobacco + 10 Barley + 1 Certificate
VesperSpiced Cocoa Bricks20 Cocoa + 10 Sugar + 1 Certificate
MoonglowHoneyed Tea Chest20 Tea Leaves + 10 Honey + 1 Certificate
A Specialty Workbench
A Specialty Workbench. It only crafts the local town's pack, and it refuses you once your daily fatigue cap is hit.

Merchant Certificates are the universal third ingredient. Buy them from the Farmer for 1,000 gold each, or have a scribe make them (Inscription 80: 10 Blank Scrolls + 1 Beeswax).

Merchant's Fatigue

You cannot just grind the same route all day. Every pack you craft counts against a rolling 24-hour Merchant's Fatigue counter, and the tier you are in when you craft is stamped onto the pack - a pack made while tired pays less even if you deliver it tomorrow.

Fatigue tiers (crafts per rolling 24 hours, per character)
Crafts in 24hTierReward
1 - 20Tier 1100% of the pack's value
21 - 30Tier 250%
31 - 40Tier 325%
41+Over capThe workbench refuses to craft

The bench shows your current count and next tier before you commit, so you always know what the next pack is worth.

What a Pack Pays

An overland pack's gold is 4,000 × distance band × demand × fatigue. Distance is the big lever: short hops between neighbors pay little, long cross-map hauls pay the premium.

Payout by route, at full fatigue (Tier 1) and normal demand
Route bandMultiplierPayout
Adjacent1.00×4,000g
Medium1.25×5,000g
Far1.50×6,000g
Very Far1.75×7,000g
Tortuga3.50×14,000g

Demand shifts the payout up or down, and every route carries its own. A route starts at 100% demand and moves between a 70% floor and a 130% ceiling. Every pack you turn in on a route nudges that route's demand down a little, so a lane that gets farmed hard slowly slides toward 70% and pays less the more you run it. Leave a lane alone and its demand recovers on its own, climbing back up over time until a well-rested route pays as much as 130%. That is the reward for spreading your runs around instead of hammering one lane: find the route others have not touched lately and it pays the premium. Tortuga is the exception - it ignores demand entirely and always pays its flat 3.50×.

Distance bands are still being tuned to the current map, so the exact band for a given pair can change. The payout math and the multipliers above are what the system uses right now - confirm a specific route's band at a live outlet.

Elite Goods

Each town also has an Elite Goods recipe that swaps in livestock meat and dairy and costs 2 Merchant Certificates instead of one (for example, Britain's "Britannian Beef Jerk" is 10 Rack of Ribs + 10 Honey + 2 Certificates). An Elite pack pays double gold and doubles the turn-in treasure cache. The meat only comes from livestock, so Elite runs lean on ranchers - see Farming & Livestock.

Carrying a Pack

A fresh pack is auto-equipped on your back as a wooden crate (it sits in the back slot and coexists with a cloak). You cannot take it off. It only leaves you when you turn it in, deposit it into a Merchant Galleon's hold or onto a pack animal, or die. You also cannot carry two at once.

A player carrying a trade pack on their back
A pack rides on the back the entire trip. Everyone can see it, and you cannot magic your way home.

While you (or a pack animal following you) are hauling:

Turning It In

Each producer town has a standing Trade Outlet vendor. Shoulder your pack, stand next to the outlet, and double-click it. The outlet will not buy a pack made in its own town, so a Britain pack has to be sold somewhere else. The gold is deposited straight to the bank and split:

That split is what lets a guild specialize: farmers craft packs, haulers run them, everyone gets paid.

On top of the gold, the deliverer also gets a treasure cache dropped into their backpack - the full payload of a treasure-map chest of a level set by the route. This cache ignores fatigue and demand; only the distance matters.

Turn-in cache by route
RouteTreasure cache
AdjacentLevel 2 chest
MediumLevel 3 chest
FarLevel 4 chest
Very FarLevel 5 chest
TortugaLevel 6 chest

Every single turn-in, at any distance, also rolls the server-wide unique pool at its lowest odds - a hit is announced to the whole shard. Elite packs double the entire cache.

A Trade Outlet vendor
A Trade Outlet. Deliver here, in a town other than the pack's origin, to collect.

Tortuga & the Black Market

Tortuga is the eighth hub and the fattest payout. Its buyer is the Black Market Trader, who takes a pack from any town, pays the flat 3.50× (14,000 gold at full fatigue, before the 80/20 split and before Elite doubling), and hands over the top-tier Level 6 cache.

The catch: the Black Market Trader only comes to port five times a day - at 0200, 0800, 1200, 1600, and 2000 Eastern - and Tortuga is a lawless PvP zone. The best gold on the shard is also the most dangerous to collect, so time your run for when the Trader is in.

The Merchant Galleon

For hauling by sea, the Harbourmaster sells a Merchant Galleon deed for 100,000 gold. It is a large ship, hued gold from bow to sail, with a hold that caps at 20 trade packs. You can double-click your worn pack while aboard to stow it in the hold, letting one ship move a whole caravan's worth of cargo.

That gold hull is a beacon. If a Merchant Galleon sinks, everything in the hold spills into gold-colored flotsam at the wreck site - free for anyone to loot for about 45 minutes before it decays. The one-pack-per-person carry rule still applies, so a full hold can be picked apart by a whole boarding party but not scooped up by one pirate.

The Harbourmaster
The Harbourmaster sells the Merchant Galleon deed - 100,000 gold, 20-pack hold.

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